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* This is a stupid requirement as the quad overdraw shader doesn't use any interpolators, but the D3D12 runtime complains and refuses to create a PSO unless the PS has a matching signature. This works as long as the position was the first output from the previous stage, but if it isn't the PSO fails to create. * To fix this, we take the existing shader and patch it by grafting the output signature from the last stage over onto the input signature, and patching up where the position is.
451 lines
16 KiB
C++
451 lines
16 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2021 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d12_test.h"
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RD_TEST(D3D12_Overlay_Test, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Makes a couple of draws that show off all the overlays in some way";
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std::string vertexEndPosVert = R"EOSHADER(
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struct vertin
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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v2f main(vertin IN)
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{
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v2f OUT = (v2f)0;
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OUT.pos = float4(IN.pos.xyz, 1);
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OUT.col = IN.col;
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OUT.uv = IN.uv;
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return OUT;
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}
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)EOSHADER";
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std::string vertexEndPosPixel = R"EOSHADER(
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struct v2f
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{
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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float4 pos : SV_POSITION;
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};
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float4 main(v2f IN) : SV_Target0
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{
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return IN.col;
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}
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)EOSHADER";
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std::string whitePixel = R"EOSHADER(
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float4 main() : SV_Target0
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{
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return float4(1, 1, 1, 1);
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3DBlobPtr vsblob[3] = {};
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ID3DBlobPtr psblob[3] = {};
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ID3DBlobPtr whitepsblob[3] = {};
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{
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int i = 0;
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for(std::string profile : {"_5_0", "_5_1", "_6_0"})
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{
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if(i == 2 && !m_DXILSupport)
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continue;
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vsblob[i] = Compile(vertexEndPosVert, "main", "vs" + profile);
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psblob[i] = Compile(vertexEndPosPixel, "main", "ps" + profile);
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whitepsblob[i] = Compile(whitePixel, "main", "ps" + profile);
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i++;
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}
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}
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const DefaultA2V VBData[] = {
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// this triangle occludes in depth
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle occludes in stencil
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{Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.5f, 0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle is just in the background to contribute to overdraw
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{Vec3f(-0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)},
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// the draw has a few triangles, main one that is occluded for depth, another that is
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// adding to overdraw complexity, one that is backface culled, then a few more of various
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// sizes for triangle size overlay
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{Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.2f, -0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.2f, -0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// backface culled
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{Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth clipped (i.e. not clamped)
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{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// small triangles
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// size=0.005
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{Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.01f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.015
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{Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.015f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.02
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{Vec3f(0.0f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.02f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.025
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{Vec3f(0.0f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.025f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle deliberately goes out of the viewport, it will test viewport & scissor
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// clipping
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{Vec3f(-1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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ID3D12ResourcePtr vb = MakeBuffer().Data(VBData);
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ID3D12RootSignaturePtr sig = MakeSig({
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tableParam(D3D12_SHADER_VISIBILITY_VERTEX, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0, 0, 5, 0),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 1, 0, 5, 0),
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tableParam(D3D12_SHADER_VISIBILITY_GEOMETRY, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 2, 0, 5, 0),
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tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 3, 0, 5, 0),
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});
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D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS qualData = {};
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qualData.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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qualData.SampleCount = 4;
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dev->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &qualData, sizeof(qualData));
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D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS qualData2 = {};
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qualData2.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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qualData2.SampleCount = 4;
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dev->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS, &qualData2, sizeof(qualData2));
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UINT qual = std::min(qualData.NumQualityLevels, qualData2.NumQualityLevels) > 1 ? 1 : 0;
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DXGI_SAMPLE_DESC noMSAA = {1, 0};
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DXGI_SAMPLE_DESC yesMSAA = {4, qual};
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ID3D12PipelineStatePtr depthWritePipe[3][2];
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ID3D12PipelineStatePtr stencilWritePipe[3][2];
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ID3D12PipelineStatePtr backgroundPipe[3][2];
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ID3D12PipelineStatePtr pipe[3][2];
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ID3D12PipelineStatePtr whitepipe[3];
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for(int i = 0; i < 3; i++)
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{
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if(vsblob[i] == NULL)
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continue;
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D3D12PSOCreator creator = MakePSO().RootSig(sig).InputLayout().VS(vsblob[i]).PS(psblob[i]).DSV(
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DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
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creator.GraphicsDesc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
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creator.GraphicsDesc.RasterizerState.DepthClipEnable = TRUE;
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creator.GraphicsDesc.DepthStencilState.DepthEnable = TRUE;
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creator.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
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creator.GraphicsDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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creator.GraphicsDesc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_REPLACE;
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creator.GraphicsDesc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_KEEP;
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creator.GraphicsDesc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_KEEP;
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creator.GraphicsDesc.DepthStencilState.BackFace =
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creator.GraphicsDesc.DepthStencilState.FrontFace;
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creator.GraphicsDesc.DepthStencilState.StencilReadMask = 0xff;
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creator.GraphicsDesc.DepthStencilState.StencilWriteMask = 0xff;
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creator.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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creator.GraphicsDesc.SampleDesc = noMSAA;
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depthWritePipe[i][0] = creator;
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creator.GraphicsDesc.SampleDesc = yesMSAA;
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depthWritePipe[i][1] = creator;
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creator.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = TRUE;
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creator.GraphicsDesc.SampleDesc = noMSAA;
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stencilWritePipe[i][0] = creator;
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creator.GraphicsDesc.SampleDesc = yesMSAA;
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stencilWritePipe[i][1] = creator;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
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creator.GraphicsDesc.SampleDesc = noMSAA;
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backgroundPipe[i][0] = creator;
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creator.GraphicsDesc.SampleDesc = yesMSAA;
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backgroundPipe[i][1] = creator;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = TRUE;
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creator.GraphicsDesc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_GREATER;
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creator.GraphicsDesc.SampleDesc = noMSAA;
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pipe[i][0] = creator;
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creator.GraphicsDesc.SampleDesc = yesMSAA;
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pipe[i][1] = creator;
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creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
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creator.GraphicsDesc.DepthStencilState.DepthEnable = FALSE;
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creator.GraphicsDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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creator.PS(whitepsblob[i]);
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creator.DSV(DXGI_FORMAT_UNKNOWN);
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creator.GraphicsDesc.SampleDesc = noMSAA;
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whitepipe[i] = creator;
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}
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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ID3D12ResourcePtr dsv = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight)
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.DSV()
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.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
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ID3D12ResourcePtr subtex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight)
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.RTV()
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.Array(5)
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.Mips(4)
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12ResourcePtr msaadsv =
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight)
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.DSV()
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.Multisampled(4, qual)
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.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
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ID3D12ResourcePtr msaatex =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight)
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.RTV()
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.Multisampled(4, qual)
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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while(Running())
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{
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ID3D12ResourcePtr bb;
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int pass = 0;
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for(std::string profile : {"sm5.0", "sm5.1", "sm6.0"})
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{
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if(whitepipe[pass] == NULL)
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break;
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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if(pass == 0)
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bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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pushMarker(cmd, profile + " tests");
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for(bool is_msaa : {false, true})
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{
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D3D12_CPU_DESCRIPTOR_HANDLE rtv =
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MakeRTV(is_msaa ? msaatex : bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
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cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
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cmd->SetGraphicsRootSignature(sig);
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RSSetViewport(cmd, {10.0f, 10.0f, (float)screenWidth - 20.0f, (float)screenHeight - 20.0f,
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0.0f, 1.0f});
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RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
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OMSetRenderTargets(cmd, {rtv}, MakeDSV(is_msaa ? msaadsv : dsv).CreateCPU(0));
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ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
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ClearDepthStencilView(cmd, is_msaa ? msaadsv : dsv,
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D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0);
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cmd->OMSetStencilRef(0x55);
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// draw the setup triangles
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cmd->SetPipelineState(depthWritePipe[pass][is_msaa ? 1 : 0]);
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cmd->DrawInstanced(3, 1, 0, 0);
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cmd->SetPipelineState(stencilWritePipe[pass][is_msaa ? 1 : 0]);
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cmd->DrawInstanced(3, 1, 3, 0);
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cmd->SetPipelineState(backgroundPipe[pass][is_msaa ? 1 : 0]);
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cmd->DrawInstanced(3, 1, 6, 0);
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// add a marker so we can easily locate this draw
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setMarker(cmd, is_msaa ? "MSAA Test" : "Normal Test");
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cmd->SetPipelineState(pipe[pass][is_msaa ? 1 : 0]);
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cmd->DrawInstanced(24, 1, 9, 0);
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if(!is_msaa)
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{
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setMarker(cmd, "Viewport Test");
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RSSetViewport(cmd, {10.0f, 10.0f, 80.0f, 80.0f, 0.0f, 1.0f});
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RSSetScissorRect(cmd, {24, 24, 76, 76});
|
|
cmd->SetPipelineState(backgroundPipe[pass][0]);
|
|
cmd->DrawInstanced(3, 1, 33, 0);
|
|
}
|
|
}
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE subrtv = MakeRTV(subtex)
|
|
.Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB)
|
|
.FirstSlice(2)
|
|
.NumSlices(1)
|
|
.FirstMip(2)
|
|
.NumMips(1)
|
|
.CreateCPU(1);
|
|
|
|
RSSetViewport(cmd, {5.0f, 5.0f, float(screenWidth) / 4.0f - 10.0f,
|
|
float(screenHeight) / 4.0f - 10.0f, 0.0f, 1.0f});
|
|
RSSetScissorRect(cmd, {0, 0, screenWidth / 4, screenHeight / 4});
|
|
|
|
OMSetRenderTargets(cmd, {subrtv}, {});
|
|
|
|
ClearRenderTargetView(cmd, subrtv, {0.0f, 0.0f, 0.0f, 1.0f});
|
|
|
|
cmd->SetPipelineState(whitepipe[pass]);
|
|
|
|
subrtv = MakeRTV(subtex)
|
|
.Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB)
|
|
.FirstSlice(2)
|
|
.NumSlices(1)
|
|
.FirstMip(3)
|
|
.NumMips(1)
|
|
.CreateCPU(1);
|
|
|
|
setMarker(cmd, "Subresources mip 2");
|
|
cmd->DrawInstanced(24, 1, 9, 0);
|
|
|
|
RSSetViewport(cmd, {2.0f, 2.0f, float(screenWidth / 8) - 4.0f,
|
|
float(screenHeight / 8) - 4.0f, 0.0f, 1.0f});
|
|
RSSetScissorRect(cmd, {0, 0, screenWidth / 8, screenHeight / 8});
|
|
|
|
OMSetRenderTargets(cmd, {subrtv}, {});
|
|
|
|
ClearRenderTargetView(cmd, subrtv, {0.0f, 0.0f, 0.0f, 1.0f});
|
|
|
|
setMarker(cmd, "Subresources mip 3");
|
|
cmd->DrawInstanced(24, 1, 9, 0);
|
|
|
|
cmd->Close();
|
|
|
|
Submit({cmd});
|
|
|
|
{
|
|
cmd = GetCommandBuffer();
|
|
|
|
Reset(cmd);
|
|
|
|
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
|
|
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
|
|
|
|
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
|
|
cmd->SetGraphicsRootSignature(sig);
|
|
|
|
OMSetRenderTargets(cmd, {rtv}, {});
|
|
|
|
cmd->SetPipelineState(whitepipe[0]);
|
|
|
|
setMarker(cmd, "NoView draw");
|
|
|
|
cmd->DrawInstanced(3, 1, 33, 0);
|
|
|
|
popMarker(cmd);
|
|
|
|
cmd->Close();
|
|
}
|
|
|
|
Submit({cmd});
|
|
|
|
pass++;
|
|
}
|
|
|
|
{
|
|
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
|
|
|
|
Reset(cmd);
|
|
|
|
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
|
|
|
|
cmd->Close();
|
|
|
|
Submit({cmd});
|
|
}
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|