mirror of
https://github.com/baldurk/renderdoc.git
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214 lines
7.3 KiB
C++
214 lines
7.3 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 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_RenderTarget_Binds, D3D12GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests the different combinations of how OMSetRenderTargets can be used.";
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std::string pixel = R"EOSHADER(
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cbuffer rootconsts : register(b0)
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{
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float4 col1;
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float4 col2;
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};
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void main(out float4 out1 : SV_Target0, out float4 out2 : SV_Target1)
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{
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out1 = col1;
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out2 = col2;
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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 = Compile(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
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ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
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ID3D12RootSignaturePtr sig = MakeSig({
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constParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0, 8),
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});
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ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs(
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{backbufferFmt, backbufferFmt});
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ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
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// 0-3 dynamic in frame, 4-7 'static', 8 is the one we shouldn't write to
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ID3D12ResourcePtr rtvtex[9];
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wchar_t name[] = L"TextureA";
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size_t badrt = ARRAY_COUNT(rtvtex) - 1;
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for(int i = 0; i < ARRAY_COUNT(rtvtex); i++)
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rtvtex[i] = MakeTexture(backbufferFmt, screenWidth, screenHeight)
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.RTV()
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.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
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{
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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// clear the ones we want to use to green, and the one we don't want to use to black.
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// only do this once so we don't add unintended references to the textures in-frame
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for(int i = 0; i < ARRAY_COUNT(rtvtex) - 1; i++)
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{
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ClearRenderTargetView(cmd, MakeRTV(rtvtex[i]).CreateCPU(1), {0.0f, 1.0f, 0.0f, 1.0f});
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rtvtex[i]->SetName(name);
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name[7]++;
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}
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ClearRenderTargetView(cmd, MakeRTV(rtvtex[badrt]).CreateCPU(1), {0.0f, 0.0f, 0.0f, 1.0f});
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rtvtex[badrt]->SetName(L"NoWriteTexture");
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cmd->Close();
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Submit({cmd});
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}
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// pre-configure some tests to ensure we pull in these textures correctly
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D3D12_CPU_DESCRIPTOR_HANDLE directarray_static[2];
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directarray_static[0] = MakeRTV(rtvtex[4]).CreateCPU(10);
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MakeRTV(rtvtex[badrt]).CreateCPU(11);
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directarray_static[1] = MakeRTV(rtvtex[5]).CreateCPU(12);
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MakeRTV(rtvtex[badrt]).CreateCPU(13);
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D3D12_CPU_DESCRIPTOR_HANDLE indirectarray_static[2];
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indirectarray_static[0] = MakeRTV(rtvtex[6]).CreateCPU(14);
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MakeRTV(rtvtex[7]).CreateCPU(15);
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MakeRTV(rtvtex[badrt]).CreateCPU(16);
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indirectarray_static[1] = MakeRTV(rtvtex[badrt]).CreateCPU(17);
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bbTex[0]->SetName(L"Swapchain 0");
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bbTex[1]->SetName(L"Swapchain 1");
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Vec4f col;
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while(Running())
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{
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ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
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Reset(cmd);
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ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
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MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(30);
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ClearRenderTargetView(cmd, bbrtv, {1.0f, 0.0f, 1.0f, 1.0f});
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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->SetPipelineState(pso);
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cmd->SetGraphicsRootSignature(sig);
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RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
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D3D12_CPU_DESCRIPTOR_HANDLE directarray_dynamic[2];
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// pass array of handles, and put the RTV we shouldn't render to after each one to ensure we
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// don't mis-interpret
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directarray_dynamic[0] = MakeRTV(rtvtex[0]).CreateCPU(0);
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MakeRTV(rtvtex[badrt]).CreateCPU(1);
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directarray_dynamic[1] = MakeRTV(rtvtex[1]).CreateCPU(2);
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MakeRTV(rtvtex[badrt]).CreateCPU(3);
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cmd->OMSetRenderTargets(2, directarray_dynamic, FALSE, NULL);
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// immediately trash the used descriptors - they should be consumed in the above call
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MakeRTV(rtvtex[badrt]).CreateCPU(0);
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MakeRTV(rtvtex[badrt]).CreateCPU(2);
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// do draw
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col = Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
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cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 0);
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col = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
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cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 4);
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cmd->DrawInstanced(3, 1, 0, 0);
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D3D12_CPU_DESCRIPTOR_HANDLE indirectarray_dynamic[2];
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indirectarray_dynamic[0] = MakeRTV(rtvtex[2]).CreateCPU(4);
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MakeRTV(rtvtex[3]).CreateCPU(5);
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MakeRTV(rtvtex[badrt]).CreateCPU(6);
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indirectarray_dynamic[1] = MakeRTV(rtvtex[badrt]).CreateCPU(7);
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cmd->OMSetRenderTargets(2, indirectarray_dynamic, TRUE, NULL);
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MakeRTV(rtvtex[badrt]).CreateCPU(0);
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MakeRTV(rtvtex[badrt]).CreateCPU(2);
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col = Vec4f(1.0f, 1.0f, 0.0f, 1.0f);
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cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 0);
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col = Vec4f(0.0f, 1.0f, 1.0f, 1.0f);
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cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 4);
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cmd->DrawInstanced(3, 1, 0, 0);
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// now repeat with the static tests, without any trashing, to ensure they are referenced
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// properly.
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cmd->OMSetRenderTargets(2, directarray_static, FALSE, NULL);
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col = Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
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cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 0);
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col = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
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cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 4);
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cmd->DrawInstanced(3, 1, 0, 0);
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cmd->OMSetRenderTargets(2, indirectarray_static, TRUE, NULL);
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col = Vec4f(1.0f, 1.0f, 0.0f, 1.0f);
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cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 0);
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col = Vec4f(0.0f, 1.0f, 1.0f, 1.0f);
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cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 4);
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cmd->DrawInstanced(3, 1, 0, 0);
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FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
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cmd->Close();
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Submit({cmd});
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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