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
|
/******************************************************************************
* 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_Render_Pass, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests rendering with D3D12 render passes, with load and clear loadops.";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
const DefaultA2V tri[3] = {
{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)},
};
ID3D12ResourcePtr vb = MakeBuffer().Data(tri);
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr rtv1tex =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE);
ID3D12ResourcePtr rtv2tex =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth / 2, screenHeight / 2)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_COPY_SOURCE);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ResourceBarrier(cmd, rtv1tex, D3D12_RESOURCE_STATE_COPY_SOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
ResourceBarrier(cmd, rtv2tex, D3D12_RESOURCE_STATE_COPY_SOURCE,
D3D12_RESOURCE_STATE_RENDER_TARGET);
pushMarker(cmd, "RP 1");
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth / 2, (float)screenHeight / 2, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth / 2, screenHeight / 2});
ID3D12GraphicsCommandList4Ptr cmd4 = cmd;
D3D12_RENDER_PASS_RENDER_TARGET_DESC rpRTV;
rpRTV.cpuDescriptor = MakeRTV(rtv1tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
rpRTV.BeginningAccess.Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR;
rpRTV.BeginningAccess.Clear.ClearValue.Color[0] = 0.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Color[1] = 0.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Color[2] = 1.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Color[3] = 1.0f;
rpRTV.BeginningAccess.Clear.ClearValue.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
rpRTV.EndingAccess.Type = D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_PRESERVE;
cmd4->BeginRenderPass(1, &rpRTV, NULL, D3D12_RENDER_PASS_FLAG_NONE);
cmd->DrawInstanced(3, 1, 0, 0);
cmd4->EndRenderPass();
popMarker(cmd);
pushMarker(cmd, "RP 2");
rpRTV.cpuDescriptor = MakeRTV(rtv2tex).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
rpRTV.BeginningAccess.Type = D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_PRESERVE;
ClearRenderTargetView(cmd, rtv2tex, {1.0f, 0.0f, 1.0f, 1.0f});
cmd4->BeginRenderPass(1, &rpRTV, NULL, D3D12_RENDER_PASS_FLAG_NONE);
cmd->DrawInstanced(3, 1, 0, 0);
cmd4->EndRenderPass();
popMarker(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
ClearRenderTargetView(cmd, rtv, {0.0f, 0.0f, 0.0f, 1.0f});
ResourceBarrier(cmd, bb, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_DEST);
ResourceBarrier(cmd, rtv1tex, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_COPY_SOURCE);
ResourceBarrier(cmd, rtv2tex, D3D12_RESOURCE_STATE_RENDER_TARGET,
D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D12_TEXTURE_COPY_LOCATION src, dst;
src.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src.pResource = rtv1tex;
src.SubresourceIndex = 0;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = bb;
dst.SubresourceIndex = 0;
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
src.pResource = rtv2tex;
cmd->CopyTextureRegion(&dst, screenWidth / 2, screenHeight / 2, 0, &src, NULL);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_COPY_DEST);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
|