mirror of
https://github.com/baldurk/renderdoc.git
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294 lines
12 KiB
C++
294 lines
12 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2022 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 "d3d11_test.h"
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RD_TEST(D3D11_Discard_Zoo, D3D11GraphicsTest)
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{
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static constexpr const char *Description = "Tests texture discarding resources in D3D11.";
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byte empty[16 * 1024 * 1024] = {};
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void Clear(ID3D11Texture2DPtr t)
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{
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if(!t)
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return;
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D3D11_TEXTURE2D_DESC desc = {};
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t->GetDesc(&desc);
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if(desc.BindFlags & D3D11_BIND_RENDER_TARGET)
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{
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ID3D11RenderTargetViewPtr rt;
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for(UINT m = 0; m < desc.MipLevels; m++)
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{
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rt = MakeRTV(t).FirstMip(m);
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ClearRenderTargetView(rt, {0.0f, 1.0f, 0.0f, 1.0f});
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}
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}
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else if(desc.BindFlags & D3D11_BIND_DEPTH_STENCIL)
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{
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ID3D11DepthStencilViewPtr dsv;
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for(UINT m = 0; m < desc.MipLevels; m++)
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{
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dsv = MakeDSV(t).FirstMip(m);
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ctx->ClearDepthStencilView(dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.4f, 0x40);
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}
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}
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else
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{
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for(UINT i = 0; i < desc.ArraySize * desc.MipLevels; i++)
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ctx->UpdateSubresource(t, i, NULL, empty, 32, 32);
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}
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}
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template <typename T>
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void DiscardView1(T view, UINT x, UINT y, UINT width, UINT height)
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{
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D3D11_RECT rect = {(LONG)x, (LONG)y, LONG(x + width), LONG(y + height)};
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ctx1->DiscardView1(view, &rect, 1);
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}
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template <typename T>
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void DiscardView(T view)
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{
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ctx1->DiscardView(view);
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}
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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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memset(empty, 0x88, sizeof(empty));
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std::vector<ID3D11Texture2DPtr> texs;
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#define TEX_TEST(name, x) \
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if(first) \
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{ \
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texs.push_back(x); \
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Clear(texs.back()); \
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SetDebugName(texs.back(), "Tex" + std::to_string(texs.size()) + ": " + +name); \
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} \
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tex = texs[t++];
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ID3D11BufferPtr rtvbuf = MakeBuffer().Size(1024).RTV();
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ID3D11BufferPtr srvbuf = MakeBuffer().Size(1024).SRV();
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ID3D11BufferPtr buf = MakeBuffer().Size(1024).Vertex();
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SetDebugName(buf, "Buffer");
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SetDebugName(srvbuf, "BufferSRV");
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SetDebugName(rtvbuf, "BufferRTV");
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ID3D11Texture1DPtr tex1d = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300).Array(5).Mips(3);
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ID3D11Texture3DPtr tex3d = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300, 15).Mips(3);
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ID3D11Texture1DPtr tex1drtv =
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MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300).Array(5).Mips(3).RTV();
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ID3D11Texture3DPtr tex3drtv =
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MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300, 15).Mips(3).RTV();
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SetDebugName(tex1d, "Tex1D: DiscardAll");
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SetDebugName(tex3d, "Tex3D: DiscardAll");
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SetDebugName(tex1drtv, "Tex1D: DiscardRect Mip1 Slice1,2");
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SetDebugName(tex3drtv, "Tex3D: DiscardRect Mip1 Slice1,2");
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bool first = true;
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while(Running())
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{
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if(!first)
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{
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pushMarker("Clears");
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for(ID3D11Texture2DPtr t : texs)
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Clear(t);
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ctx->UpdateSubresource(rtvbuf, 0, NULL, empty, 1024, 1024);
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ctx->UpdateSubresource(srvbuf, 0, NULL, empty, 1024, 1024);
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ctx->UpdateSubresource(buf, 0, NULL, empty, 1024, 1024);
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ID3D11RenderTargetViewPtr rt;
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for(UINT m = 0; m < 3; m++)
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{
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rt = MakeRTV(tex1drtv).FirstMip(m);
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ClearRenderTargetView(rt, {0.0f, 1.0f, 0.0f, 1.0f});
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rt = MakeRTV(tex3drtv).FirstMip(m);
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ClearRenderTargetView(rt, {0.0f, 1.0f, 0.0f, 1.0f});
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ctx->UpdateSubresource(tex3d, m, NULL, empty, 32, 64);
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for(UINT s = 0; s < 5; s++)
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ctx->UpdateSubresource(tex1d, s * 3 + m, NULL, empty, 32, 64);
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}
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popMarker();
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}
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// this is an anchor point for us to jump to and observe textures with all cleared contents
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// and no discard patterns
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setMarker("TestStart");
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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int t = 0;
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ID3D11Texture2DPtr tex;
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// test a few different formats
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_R10G10B10A2_UNORM, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_R10G10B10A2_UINT, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_R9G9B9E5_SHAREDEXP, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_BC1_UNORM, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_BC2_UNORM, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_BC3_UNORM, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_BC4_UNORM, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_BC5_UNORM, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_BC6H_UF16, 300, 300));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_BC7_UNORM, 300, 300));
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ctx1->DiscardResource(tex);
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// test with different mips/array sizes
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Mips(5));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Array(4));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Array(4).Mips(5));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 30, 5));
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ctx1->DiscardResource(tex);
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// test MSAA textures
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TEX_TEST("DiscardAll",
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MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Multisampled(4).RTV());
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll",
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MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Multisampled(4).Array(5).RTV());
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll",
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MakeTexture(DXGI_FORMAT_R16G16B16A16_UINT, 300, 300).Multisampled(4).Array(5).RTV());
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll",
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MakeTexture(DXGI_FORMAT_R16G16B16A16_SINT, 300, 300).Multisampled(4).Array(5).RTV());
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ctx1->DiscardResource(tex);
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// test depth textures
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT, 300, 300).DSV());
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300).DSV());
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_D24_UNORM_S8_UINT, 300, 300).DSV());
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT, 300, 300).DSV().Mips(5));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT, 300, 300).DSV().Array(4));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT, 300, 300).DSV().Array(4).Mips(5));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300).DSV().Mips(5));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300).DSV().Array(4));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll",
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300).DSV().Array(4).Mips(5));
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ctx1->DiscardResource(tex);
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TEX_TEST("DiscardAll",
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300).Multisampled(4).DSV());
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ctx1->DiscardResource(tex);
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TEX_TEST(
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"DiscardAll",
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300).Multisampled(4).Array(5).DSV());
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ctx1->DiscardResource(tex);
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// test discarding rects within a texture using DiscardView1. Only supported on RTVs and DSVs
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TEX_TEST("DiscardRect Mip0", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).RTV());
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DiscardView1<ID3D11RenderTargetViewPtr>(MakeRTV(tex), 50, 50, 75, 75);
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TEX_TEST("DiscardRect Mip1",
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MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Mips(2).RTV());
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DiscardView1<ID3D11RenderTargetViewPtr>(MakeRTV(tex).FirstMip(1), 50, 50, 75, 75);
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TEX_TEST("DiscardRect Mip0", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300).DSV());
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DiscardView1<ID3D11DepthStencilViewPtr>(MakeDSV(tex), 50, 50, 75, 75);
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TEX_TEST("DiscardRect Mip1",
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300).Mips(2).DSV());
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DiscardView1<ID3D11DepthStencilViewPtr>(MakeDSV(tex).FirstMip(1), 50, 50, 75, 75);
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TEX_TEST("DiscardAll Slice2",
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MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Multisampled(4).Array(5).RTV());
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DiscardView<ID3D11RenderTargetViewPtr>(MakeRTV(tex).FirstSlice(2).NumSlices(1));
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// test with DiscardView1 and NULL rect
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TEX_TEST("DiscardAll Slice2",
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MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Multisampled(4).Array(5).RTV());
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ctx1->DiscardView1((ID3D11RenderTargetViewPtr)MakeRTV(tex).FirstSlice(2).NumSlices(1), NULL, 0);
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// test 1D/3D textures
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ctx1->DiscardResource(tex1d);
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ctx1->DiscardResource(tex3d);
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DiscardView1<ID3D11RenderTargetViewPtr>(
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MakeRTV(tex1drtv).FirstMip(1).FirstSlice(1).NumSlices(2), 50, 0, 75, 1);
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DiscardView1<ID3D11RenderTargetViewPtr>(
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MakeRTV(tex3drtv).FirstMip(1).FirstSlice(1).NumSlices(2), 50, 50, 75, 75);
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///////////////////////////
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// buffers
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// discard the buffer
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ctx1->DiscardResource(buf);
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// discard the whole SRV buffer (can't discard a rect)
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DiscardView<ID3D11ShaderResourceViewPtr>(
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MakeSRV(srvbuf).Format(DXGI_FORMAT_R32G32B32A32_FLOAT).NumElements(16));
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// discard part of the RTV buffer with a rect
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DiscardView1<ID3D11RenderTargetViewPtr>(
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MakeRTV(rtvbuf).Format(DXGI_FORMAT_R32G32B32A32_FLOAT).NumElements(16), 50, 0, 75, 1);
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setMarker("TestEnd");
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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first = false;
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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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