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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018 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"
struct D3D12_CBuffer_Zoo : D3D12GraphicsTest
{
static constexpr const char *Description =
"Tests every kind of constant that can be in a cbuffer to make sure it's decoded "
"correctly";
std::string pixel = R"EOSHADER(
struct float3_1 { float3 a; float b; };
struct nested { float3_1 a; float4 b[4]; float3_1 c[4]; };
cbuffer consts : register(b0)
{
// dummy* entries are just to 'reset' packing to avoid pollution between tests
float4 a; // basic float4 = {0, 1, 2, 3}
float3 b; // should have a padding word at the end = {4, 5, 6}, <7>
float2 c; float2 d; // should be packed together = {8, 9}, {10, 11}
float e; float3 f; // should be packed together = 12, {13, 14, 15}
float g; float2 h; float i; // should be packed together = 16, {17, 18}, 19
float j; float2 k; // should have a padding word at the end = 20, {21, 22}, <23>
float2 l; float m; // should have a padding word at the end = {24, 25}, 26, <27>
float n[4]; // should cover 4 float4s = 28, <29..31>, 32, <33..35>, 36, <37..39>, 40
float4 dummy1;
float o[4]; // should cover 4 float4s = 48, <..>, 52, <..>, 56, <..>, 60
float p; // should be packed in with above array, with two padding words = 61, <62, 63>
float4 dummy2;
float4 dummygl1; // padding to match GL so matrices start on same values
float4 dummygl2;
column_major float4x4 q; // should cover 4 float4s.
// row0: {76, 80, 84, 88}
// row1: {77, 81, 85, 89}
// row2: {78, 82, 86, 90}
// row3: {79, 83, 87, 91}
row_major float4x4 r; // should cover 4 float4s
// row0: {92, 93, 94, 95}
// row1: {96, 97, 98, 99}
// row2: {100, 101, 102, 103}
// row3: {104, 105, 106, 107}
column_major float3x4 s; // covers 4 float4s with padding at end of each column
// row0: {108, 112, 116, 120}
// row1: {109, 113, 117, 121}
// row2: {110, 114, 118, 122}
// <111, 115, 119, 123>
float4 dummy3;
row_major float3x4 t; // covers 3 float4s with no padding
// row0: {128, 129, 130, 131}
// row1: {132, 133, 134, 135}
// row2: {136, 137, 138, 139}
float4 dummy4;
column_major float2x3 u; // covers 3 float4s with padding at end of each column (but not row)
// row0: {144, 148, 152}
// row1: {145, 149, 153}
// <146, 150, 154>
// <147, 151, 155>
float4 dummy5;
row_major float2x3 v; // covers 2 float4s with padding at end of each row (but not column)
// row0: {160, 161, 162}, <163>
// row1: {164, 165, 166}, <167>
float4 dummy6;
column_major float2x2 w; // covers 2 float4s with padding at end of each column (but not row)
// row0: {172, 176}
// row1: {173, 177}
// <174, 178>
// <175, 179>
float4 dummy7;
row_major float2x2 x; // covers 2 float4s with padding at end of each row (but not column)
// row1: {184, 185}, <186, 187>
// row1: {188, 189}, <190, 191>
float4 dummy8;
row_major float2x2 y; // covers the same as above, but z overlaps
// row0: {196, 197}, <198, 199>
// row1: {200, 201}, <202, 203>
float z; // overlaps after padding in final row = 202
float4 gldummy3; // account for z not overlapping in GL/VK
row_major float4x1 aa; // covers 4 vec4s with maximum padding
// row0: {208}, <209, 210, 211>
// row1: {212}, <213, 214, 215>
// row2: {216}, <217, 218, 219>
// row3: {220}, <221, 222, 223>
column_major float4x1 ab; // covers 1 vec4 (equivalent to a plain vec4)
// row0: {224}
// row1: {225}
// row2: {226}
// row3: {227}
float4 multiarray[3][2]; // [0][0] = {228, 229, 230, 231}
// [0][1] = {232, 233, 234, 235}
// [1][0] = {236, 237, 238, 239}
// [1][1] = {240, 241, 242, 243}
// [2][0] = {244, 245, 246, 247}
// [2][1] = {248, 249, 250, 251}
nested structa[2]; // [0] = {
// .a = { { 252, 253, 254 }, 255 }
// .b[0] = { 256, 257, 258, 259 }
// .b[1] = { 260, 261, 262, 263 }
// .b[2] = { 264, 265, 266, 267 }
// .b[3] = { 268, 269, 270, 271 }
// .c[0] = { { 272, 273, 274 }, 275 }
// .c[1] = { { 276, 277, 278 }, 279 }
// .c[2] = { { 280, 281, 282 }, 283 }
// .c[3] = { { 284, 285, 286 }, 287 }
// }
// [1] = {
// .a = { { 288, 289, 290 }, 291 }
// .b[0] = { 292, 293, 294, 295 }
// .b[1] = { 296, 297, 298, 299 }
// .b[2] = { 300, 301, 302, 303 }
// .b[3] = { 304, 305, 306, 307 }
// .c[0] = { { 308, 309, 310 }, 311 }
// .c[1] = { { 312, 313, 314 }, 315 }
// .c[2] = { { 316, 317, 318 }, 319 }
// .c[3] = { { 320, 321, 322 }, 323 }
// }
float4 test; // {324, 325, 326, 327}
};
float4 main() : SV_Target0
{
return test;
}
)EOSHADER";
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
Vec4f cbufferdata[512];
for(int i = 0; i < 512; i++)
cbufferdata[i] = Vec4f(float(i * 4 + 0), float(i * 4 + 1), float(i * 4 + 2), float(i * 4 + 3));
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12ResourcePtr cb = MakeBuffer().Data(cbufferdata);
ID3D12RootSignaturePtr sig = MakeSig({
cbvParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0),
});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ResourceBarrier(cb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).Create(0);
ClearRenderTargetView(cmd, rtv, {0.4f, 0.5f, 0.6f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
cmd->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST(D3D12_CBuffer_Zoo);
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