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renderdoc/util/test/demos/d3d11/d3d11_discard_zoo.cpp
T

294 lines
12 KiB
C++

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