Files
renderdoc/util/test/demos/d3d11/d3d11_deferred_updatesubresource.cpp
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baldurk ec8564642a Refactor demo API test initialisation order
* Instead of only doing a very lightweight check to see if the API is available
  up-front, we now share the API initialisation among all API tests far enough
  to determine availability of extensions, features, etc. Then we can precisely
  determine which tests are available and which aren't before running.
2019-05-23 13:18:37 +01:00

236 lines
8.0 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d11_test.h"
struct Deferred_UpdateSubresource : D3D11GraphicsTest
{
static constexpr const char *Description =
"Test that does UpdateSubresource on a deferred context which might need some "
"workaround code.";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float4 uv : TEXCOORD0;
};
Texture2D<float4> tex;
float4 main(v2f IN) : SV_Target0
{
clip(float2(1.0f, 1.0f) - IN.uv.xy);
return tex.Load(int3(IN.uv.xyz*64.0f));
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3D11DeviceContextPtr defctx;
dev->CreateDeferredContext(0, &defctx);
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
DefaultA2V triangle[] = {
{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
ID3D11Texture2DPtr tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).SRV();
ID3D11ShaderResourceViewPtr srv = MakeSRV(tex);
ID3D11Texture2DPtr tex2 = MakeTexture(DXGI_FORMAT_R8_UNORM, 2048, 2048).SRV();
ID3D11ShaderResourceViewPtr srv2 = MakeSRV(tex2);
float *buffers[3];
// each buffer is twice the size of the texture so we can see any reads from
// before the source area
for(size_t i = 0; i < 3; i++)
buffers[i] = new float[64 * 64 * 4 * 2];
for(size_t i = 0; i < 64 * 64 * 2; i++)
{
// first buffer is dark grey
buffers[0][i * 4 + 0] = 0.1f;
buffers[0][i * 4 + 1] = 0.1f;
buffers[0][i * 4 + 2] = 0.1f;
buffers[0][i * 4 + 3] = 1.0f;
// others have red to mark 'incorrect' areas.
// should never be read from
for(size_t x = 1; x < 3; x++)
{
buffers[x][i * 4 + 0] = 1.0f;
buffers[x][i * 4 + 1] = 0.0f;
buffers[x][i * 4 + 2] = 0.0f;
buffers[x][i * 4 + 3] = 1.0f;
}
}
float *srcArea[4];
for(size_t i = 0; i < 3; i++)
srcArea[i] = buffers[i] + 64 * 64 * 4;
for(size_t i = 0; i < 16 * 16; i++)
{
// fill first buffer with random green colours
srcArea[1][i * 4 + 0] = 0.2f;
srcArea[1][i * 4 + 1] = RANDF(0.0f, 1.0f);
srcArea[1][i * 4 + 2] = 0.2f;
srcArea[1][i * 4 + 3] = 1.0f;
// second with random blue colours
srcArea[2][i * 4 + 0] = 0.2f;
srcArea[2][i * 4 + 1] = 0.2f;
srcArea[2][i * 4 + 2] = RANDF(0.0f, 1.0f);
srcArea[2][i * 4 + 3] = 1.0f;
}
D3D11_BOX leftBox = {4, 4, 0, 20, 20, 1};
D3D11_BOX toprightBox = {44, 44, 0, 60, 60, 1};
D3D11_BOX botrightBox = {44, 4, 0, 60, 20, 1};
// corrected deferred context version of srcArea[2]
srcArea[3] = srcArea[2];
// pAdjustedSrcData = ((const BYTE*)pSrcData) - (alignedBox.front * srcDepthPitch) -
// (alignedBox.top * srcRowPitch) - (alignedBox.left * srcBytesPerElement);
D3D11_FEATURE_DATA_THREADING threadingCaps = {FALSE, FALSE};
HRESULT hr =
dev->CheckFeatureSupport(D3D11_FEATURE_THREADING, &threadingCaps, sizeof(threadingCaps));
if(SUCCEEDED(hr))
{
if(!threadingCaps.DriverCommandLists)
{
srcArea[3] = (float *)(((BYTE *)srcArea[3]) - (botrightBox.top * 16 * sizeof(float) * 4) -
(botrightBox.left * sizeof(float) * 4));
}
}
ID3D11CommandListPtr cmdList;
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
// first clear the texture with no box, fully black, on the immediate context
ctx->UpdateSubresource(tex, 0, NULL, srcArea[0], 64 * sizeof(float) * 4,
64 * 64 * sizeof(float) * 4);
ctx->Draw(3, 0);
// now write some random green bits into a left box, on the immediate context
ctx->UpdateSubresource(tex, 0, &leftBox, srcArea[1], 16 * sizeof(float) * 4,
16 * 16 * sizeof(float) * 4);
ctx->Draw(3, 3);
// now write some random blue bits into a left box, on the deferred context, WITHOUT
// correction
defctx->UpdateSubresource(tex, 0, &toprightBox, srcArea[2], 16 * sizeof(float) * 4,
16 * 16 * sizeof(float) * 4);
defctx->FinishCommandList(TRUE, &cmdList);
ctx->ExecuteCommandList(cmdList, TRUE);
ctx->Draw(3, 6);
cmdList = NULL;
// now write some random blue bits into a left box, on the deferred context, WITH correction
defctx->UpdateSubresource(tex, 0, &botrightBox, srcArea[3], 16 * sizeof(float) * 4,
16 * 16 * sizeof(float) * 4);
defctx->FinishCommandList(TRUE, &cmdList);
ctx->ExecuteCommandList(cmdList, TRUE);
ctx->Draw(3, 9);
// test update with box to ensure we don't read too much data
D3D11_BOX smallbox = {2000, 2000, 0, 2040, 2040, 1};
byte *smalldata = new byte[2048 * 39 + 40];
memset(smalldata, 0xfd, 2048 * 39 + 40);
ctx->UpdateSubresource(tex2, 0, &smallbox, smalldata, 2048, 0);
delete[] smalldata;
cmdList = NULL;
Present();
}
for(size_t i = 0; i < 3; i++)
delete[] buffers[i];
return 0;
}
};
REGISTER_TEST(Deferred_UpdateSubresource);