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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015 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"
struct Deferred_UpdateSubresource : D3D11GraphicsTest
{
static constexpr const char *Description =
"Test that does UpdateSubresource on a deferred context which might need some "
"workaround code.";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float4 uv : TEXCOORD0;
};
Texture2D<float4> tex;
float4 main(v2f IN) : SV_Target0
{
clip(float2(1.0f, 1.0f) - IN.uv.xy);
return tex.Load(int3(IN.uv.xyz*64.0f));
}
)EOSHADER";
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
ID3D11DeviceContextPtr defctx;
dev->CreateDeferredContext(0, &defctx);
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
DefaultA2V triangle[] = {
{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(1.0f, 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, 2.0f)},
{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 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, 2.0f)},
{Vec3f(0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
ID3D11Texture2DPtr tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).SRV();
ID3D11ShaderResourceViewPtr srv = MakeSRV(tex);
ID3D11Texture2DPtr tex2 = MakeTexture(DXGI_FORMAT_R8_UNORM, 2048, 2048).SRV();
ID3D11ShaderResourceViewPtr srv2 = MakeSRV(tex2);
float *buffers[3];
// each buffer is twice the size of the texture so we can see any reads from
// before the source area
for(size_t i = 0; i < 3; i++)
buffers[i] = new float[64 * 64 * 4 * 2];
for(size_t i = 0; i < 64 * 64 * 2; i++)
{
// first buffer is dark grey
buffers[0][i * 4 + 0] = 0.1f;
buffers[0][i * 4 + 1] = 0.1f;
buffers[0][i * 4 + 2] = 0.1f;
buffers[0][i * 4 + 3] = 1.0f;
// others have red to mark 'incorrect' areas.
// should never be read from
for(size_t x = 1; x < 3; x++)
{
buffers[x][i * 4 + 0] = 1.0f;
buffers[x][i * 4 + 1] = 0.0f;
buffers[x][i * 4 + 2] = 0.0f;
buffers[x][i * 4 + 3] = 1.0f;
}
}
float *srcArea[4];
for(size_t i = 0; i < 3; i++)
srcArea[i] = buffers[i] + 64 * 64 * 4;
for(size_t i = 0; i < 16 * 16; i++)
{
// fill first buffer with random green colours
srcArea[1][i * 4 + 0] = 0.2f;
srcArea[1][i * 4 + 1] = RANDF(0.0f, 1.0f);
srcArea[1][i * 4 + 2] = 0.2f;
srcArea[1][i * 4 + 3] = 1.0f;
// second with random blue colours
srcArea[2][i * 4 + 0] = 0.2f;
srcArea[2][i * 4 + 1] = 0.2f;
srcArea[2][i * 4 + 2] = RANDF(0.0f, 1.0f);
srcArea[2][i * 4 + 3] = 1.0f;
}
D3D11_BOX leftBox = {4, 4, 0, 20, 20, 1};
D3D11_BOX toprightBox = {44, 44, 0, 60, 60, 1};
D3D11_BOX botrightBox = {44, 4, 0, 60, 20, 1};
// corrected deferred context version of srcArea[2]
srcArea[3] = srcArea[2];
// pAdjustedSrcData = ((const BYTE*)pSrcData) - (alignedBox.front * srcDepthPitch) -
// (alignedBox.top * srcRowPitch) - (alignedBox.left * srcBytesPerElement);
D3D11_FEATURE_DATA_THREADING threadingCaps = {FALSE, FALSE};
HRESULT hr =
dev->CheckFeatureSupport(D3D11_FEATURE_THREADING, &threadingCaps, sizeof(threadingCaps));
if(SUCCEEDED(hr))
{
if(!threadingCaps.DriverCommandLists)
{
srcArea[3] = (float *)(((BYTE *)srcArea[3]) - (botrightBox.top * 16 * sizeof(float) * 4) -
(botrightBox.left * sizeof(float) * 4));
}
}
ID3D11CommandListPtr cmdList;
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
// first clear the texture with no box, fully black, on the immediate context
ctx->UpdateSubresource(tex, 0, NULL, srcArea[0], 64 * sizeof(float) * 4,
64 * 64 * sizeof(float) * 4);
ctx->Draw(3, 0);
// now write some random green bits into a left box, on the immediate context
ctx->UpdateSubresource(tex, 0, &leftBox, srcArea[1], 16 * sizeof(float) * 4,
16 * 16 * sizeof(float) * 4);
ctx->Draw(3, 3);
// now write some random blue bits into a left box, on the deferred context, WITHOUT
// correction
defctx->UpdateSubresource(tex, 0, &toprightBox, srcArea[2], 16 * sizeof(float) * 4,
16 * 16 * sizeof(float) * 4);
defctx->FinishCommandList(TRUE, &cmdList);
ctx->ExecuteCommandList(cmdList, TRUE);
ctx->Draw(3, 6);
cmdList = NULL;
// now write some random blue bits into a left box, on the deferred context, WITH correction
defctx->UpdateSubresource(tex, 0, &botrightBox, srcArea[3], 16 * sizeof(float) * 4,
16 * 16 * sizeof(float) * 4);
defctx->FinishCommandList(TRUE, &cmdList);
ctx->ExecuteCommandList(cmdList, TRUE);
ctx->Draw(3, 9);
// test update with box to ensure we don't read too much data
D3D11_BOX smallbox = {2000, 2000, 0, 2040, 2040, 1};
byte *smalldata = new byte[2048 * 39 + 40];
memset(smalldata, 0xfd, 2048 * 39 + 40);
ctx->UpdateSubresource(tex2, 0, &smallbox, smalldata, 2048, 0);
delete[] smalldata;
cmdList = NULL;
Present();
}
for(size_t i = 0; i < 3; i++)
delete[] buffers[i];
return 0;
}
};
REGISTER_TEST(Deferred_UpdateSubresource);
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