1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198
|
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 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 "d3d12_test.h"
RD_TEST(D3D12_Buffer_Truncation, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests using a constant buffer that is truncated by range, as well as "
"vertex/index buffers truncated by size.";
std::string vertex = R"EOSHADER(
struct vertin
{
float3 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 svpos : SV_POSITION;
float4 pos : OUTPOSITION;
float4 col : OUTCOLOR;
};
v2f main(vertin IN)
{
v2f OUT = (v2f)0;
OUT.svpos = OUT.pos = float4(IN.pos.xyz, 1);
OUT.col = IN.col;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
cbuffer consts : register(b0)
{
float4 padding[16];
float4 outcol;
};
float4 main() : SV_Target0
{
return outcol;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
const DefaultA2V OffsetTri[] = {
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(9.9f, 0.0f, 0.0f), Vec4f(0.0f, 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, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(8.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(3.3f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
};
uint16_t indices[] = {99, 99, 99, 1, 2, 3, 4, 5, 88, 88, 88, 88, 88};
Vec4f cbufferdata[64] = {};
cbufferdata[32] = Vec4f(1.0f, 2.0f, 3.0f, 4.0f);
ID3D12ResourcePtr vb = MakeBuffer().Data(OffsetTri);
ID3D12ResourcePtr ib = MakeBuffer().Data(indices);
ID3D12ResourcePtr cb = MakeBuffer().Data(cbufferdata);
ID3D12RootSignaturePtr sig = MakeSig({
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0, 0, 1),
});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs(
{DXGI_FORMAT_R32G32B32A32_FLOAT});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ResourceBarrier(ib, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_INDEX_BUFFER);
ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
D3D12_CONSTANT_BUFFER_VIEW_DESC cbview;
cbview.BufferLocation = cb->GetGPUVirtualAddress() + sizeof(Vec4f) * 16;
cbview.SizeInBytes = sizeof(Vec4f) * 16;
dev->CreateConstantBufferView(&cbview, m_CBVUAVSRV->GetCPUDescriptorHandleForHeapStart());
ID3D12ResourcePtr rtvtex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, bbrtv, {0.2f, 0.2f, 0.2f, 1.0f});
D3D12_CPU_DESCRIPTOR_HANDLE offrtv = MakeRTV(rtvtex).CreateCPU(0);
ClearRenderTargetView(cmd, offrtv, {0.2f, 0.2f, 0.2f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D12_VERTEX_BUFFER_VIEW vbview;
vbview.BufferLocation = vb->GetGPUVirtualAddress() + sizeof(DefaultA2V) * 3;
vbview.SizeInBytes = sizeof(DefaultA2V) * 5;
vbview.StrideInBytes = sizeof(DefaultA2V);
cmd->IASetVertexBuffers(0, 1, &vbview);
D3D12_INDEX_BUFFER_VIEW ibview;
ibview.BufferLocation = ib->GetGPUVirtualAddress() + sizeof(uint16_t) * 3;
ibview.SizeInBytes = sizeof(uint16_t) * 5;
ibview.Format = DXGI_FORMAT_R16_UINT;
cmd->IASetIndexBuffer(&ibview);
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {offrtv}, {});
cmd->DrawIndexedInstanced(6, 1, 0, 0, 0);
ResourceBarrier(cmd, rtvtex, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
blitToSwap(cmd, rtvtex, bb);
ResourceBarrier(cmd, rtvtex, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
|