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/******************************************************************************
* 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 "d3d12_test.h"
RD_TEST(D3D12_Discard_Zoo, D3D12GraphicsTest)
{
static constexpr const char *Description = "Tests texture discarding resources in D3D12.";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
Texture2D smiley : register(t0);
SamplerState smileysamp : register(s0);
cbuffer consts : register(b0)
{
float4 tint;
};
float4 main(v2f IN) : SV_Target0
{
return smiley.Sample(smileysamp, IN.uv) * tint;
}
)EOSHADER";
ID3D12ResourcePtr emptyRes;
void Clear(ID3D12GraphicsCommandListPtr cmd, ID3D12ResourcePtr tex)
{
if(!tex)
return;
D3D12_RESOURCE_DESC desc = tex->GetDesc();
if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET)
{
for(UINT mip = 0; mip < desc.MipLevels; mip++)
{
UINT slices = desc.DepthOrArraySize;
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
slices = std::max(1U, slices >> mip);
for(UINT slice = 0; slice < slices; slice++)
{
D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(tex)
.Format(desc.Format)
.FirstSlice(slice)
.NumSlices(1)
.FirstMip(mip)
.NumMips(1)
.CreateCPU(1);
ClearRenderTargetView(cmd, rtv, {0.0f, 1.0f, 0.0f, 1.0f});
}
}
}
else if(desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)
{
for(UINT mip = 0; mip < desc.MipLevels; mip++)
{
for(UINT slice = 0; slice < desc.DepthOrArraySize; slice++)
{
D3D12_CPU_DESCRIPTOR_HANDLE dsv =
MakeDSV(tex).FirstSlice(slice).NumSlices(1).FirstMip(mip).NumMips(1).CreateCPU(0);
ClearDepthStencilView(cmd, dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.4f,
0x40);
}
}
}
else
{
for(UINT slice = 0; slice < desc.DepthOrArraySize; slice++)
{
for(UINT mip = 0; mip < desc.MipLevels; mip++)
{
D3D12_TEXTURE_COPY_LOCATION dst = {};
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = tex;
dst.SubresourceIndex = slice * desc.MipLevels + mip;
D3D12_TEXTURE_COPY_LOCATION src = {};
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = emptyRes;
dev->GetCopyableFootprints(&desc, dst.SubresourceIndex, 1, 0, &src.PlacedFootprint, NULL,
NULL, NULL);
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
}
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
break;
}
}
}
void DiscardResource(ID3D12GraphicsCommandListPtr cmd, ID3D12ResourcePtr res, UINT firstSub = 0,
UINT numSub = ~0U, LONG x = 0, LONG y = 0, LONG width = 0, LONG height = 0)
{
D3D12_DISCARD_REGION reg = {};
reg.FirstSubresource = firstSub;
reg.NumSubresources = numSub;
D3D12_RESOURCE_DESC desc = res->GetDesc();
UINT arraySlices = desc.DepthOrArraySize;
if(desc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D)
arraySlices = 1;
UINT planes = 1;
if(desc.Format == DXGI_FORMAT_D32_FLOAT_S8X24_UINT ||
desc.Format == DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS ||
desc.Format == DXGI_FORMAT_X32_TYPELESS_G8X24_UINT ||
desc.Format == DXGI_FORMAT_R24G8_TYPELESS || desc.Format == DXGI_FORMAT_D24_UNORM_S8_UINT ||
desc.Format == DXGI_FORMAT_R24_UNORM_X8_TYPELESS ||
desc.Format == DXGI_FORMAT_X24_TYPELESS_G8_UINT)
planes = 2;
reg.NumSubresources = std::min(reg.NumSubresources,
(planes * desc.MipLevels * arraySlices) - reg.FirstSubresource);
D3D12_RECT rect = {x, y, x + width, x + height};
if(width > 0)
{
reg.NumRects = 1;
reg.pRects = ▭
}
cmd->DiscardResource(res, ®);
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
std::vector<byte> empty;
empty.resize(16 * 1024 * 1024);
{
memset(empty.data(), 0x88, empty.size());
emptyRes = MakeBuffer().Data(empty.data()).Size((UINT)empty.size());
}
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
D3D12_STATIC_SAMPLER_DESC samp = {
D3D12_FILTER_MIN_MAG_MIP_POINT,
D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
D3D12_TEXTURE_ADDRESS_MODE_WRAP,
D3D12_TEXTURE_ADDRESS_MODE_WRAP,
0.0f,
0,
D3D12_COMPARISON_FUNC_ALWAYS,
D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE,
0.0f,
0.0f,
0,
0,
D3D12_SHADER_VISIBILITY_PIXEL,
};
ID3D12RootSignaturePtr sig = MakeSig(
{
tableParam(D3D12_SHADER_VISIBILITY_PIXEL, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 0, 1, 0),
constParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0, 16),
},
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, 1, &samp);
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12ResourcePtr uploadBuf = MakeBuffer().Size(1024 * 1024).Upload();
Texture rgba8;
LoadXPM(SmileyTexture, rgba8);
ID3D12ResourcePtr smiley = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 48, 48)
.Mips(1)
.InitialState(D3D12_RESOURCE_STATE_COPY_DEST);
MakeSRV(smiley).CreateCPU(0);
{
D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout = {};
D3D12_RESOURCE_DESC desc = smiley->GetDesc();
dev->GetCopyableFootprints(&desc, 0, 1, 0, &layout, NULL, NULL, NULL);
byte *srcptr = (byte *)rgba8.data.data();
byte *mapptr = NULL;
uploadBuf->Map(0, NULL, (void **)&mapptr);
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
{
D3D12_TEXTURE_COPY_LOCATION dst, src;
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst.pResource = smiley;
dst.SubresourceIndex = 0;
byte *dstptr = mapptr + layout.Offset;
for(UINT row = 0; row < rgba8.height; row++)
{
memcpy(dstptr, srcptr, rgba8.width * sizeof(uint32_t));
srcptr += rgba8.width * sizeof(uint32_t);
dstptr += layout.Footprint.RowPitch;
}
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src.pResource = uploadBuf;
src.PlacedFootprint = layout;
// copy buffer into this array slice
cmd->CopyTextureRegion(&dst, 0, 0, 0, &src, NULL);
// this slice now needs to be in shader-read to copy to the MSAA texture
D3D12_RESOURCE_BARRIER b = {};
b.Transition.pResource = smiley;
b.Transition.Subresource = 0;
b.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
b.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
cmd->ResourceBarrier(1, &b);
}
cmd->Close();
uploadBuf->Unmap(0, NULL);
Submit({cmd});
GPUSync();
}
ID3D12ResourcePtr buf = MakeBuffer().Data(empty).Size(1024);
buf->SetName(L"Buffer");
std::vector<ID3D12ResourcePtr> texs;
#define TEX_TEST(name, x) \
if(first) \
{ \
texs.push_back(x); \
Clear(cmd, texs.back()); \
texs.back()->SetName((L"Tex" + std::to_wstring(texs.size()) + L": " + +name).c_str()); \
} \
tex = texs[t++];
ID3D12ResourcePtr tex1d = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300)
.Array(5)
.Mips(3)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12ResourcePtr tex3d = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300, 15)
.Mips(3)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12ResourcePtr tex1drtv = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300)
.Array(5)
.Mips(3)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12ResourcePtr tex3drtv = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300, 15)
.Mips(3)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
tex1d->SetName(L"Tex1D: DiscardAll");
tex3d->SetName(L"Tex3D: DiscardAll");
tex1drtv->SetName(L"Tex1D: DiscardAll Mip1 Slice1,2");
tex3drtv->SetName(L"Tex3D: DiscardAll Mip1");
bool first = true;
while(Running())
{
if(!first)
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
pushMarker(cmd, "Clears");
for(ID3D12ResourcePtr t : texs)
Clear(cmd, t);
Clear(cmd, tex1d);
Clear(cmd, tex3d);
Clear(cmd, tex1drtv);
Clear(cmd, tex3drtv);
popMarker(cmd);
cmd->Close();
Submit({cmd});
SetBufferData(buf, D3D12_RESOURCE_STATE_COMMON, empty.data(), 1024);
}
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).CreateCPU(0);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {128.0f, 0.0f, 128.0f, 128.0f, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
OMSetRenderTargets(cmd, {rtv}, {});
Vec4f tint = {0.2f, 0.4f, 0.6f, 1.0f};
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRoot32BitConstants(1, 4, &tint, 0);
// this is an anchor point for us to jump to and observe textures with all cleared contents
// and no discard patterns
setMarker(cmd, "TestStart");
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
// discard the buffer first, we can't mess with rectangles or subresources for it
DiscardResource(cmd, buf);
int t = 0;
ID3D12ResourcePtr tex;
// test a few different formats
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R10G10B10A2_UNORM, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R10G10B10A2_UINT, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R9G9B9E5_SHAREDEXP, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_BC1_UNORM, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_BC2_UNORM, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_BC3_UNORM, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_BC4_UNORM, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_BC5_UNORM, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_BC6H_UF16, 300, 300));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_BC7_UNORM, 300, 300));
DiscardResource(cmd, tex);
// test with discarding a NULL region
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300));
cmd->DiscardResource(tex, NULL);
// and with NULL rects
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300));
{
D3D12_DISCARD_REGION reg = {};
reg.FirstSubresource = 0;
reg.NumSubresources = 1;
cmd->DiscardResource(tex, ®);
}
// test with different mips/array sizes
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Mips(5));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Array(4));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300).Array(4).Mips(5));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 30, 5));
DiscardResource(cmd, tex);
// test MSAA textures
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300)
.Multisampled(4)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300)
.Multisampled(4)
.Array(5)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_UINT, 300, 300)
.Multisampled(4)
.Array(5)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_R16G16B16A16_SINT, 300, 300)
.Multisampled(4)
.Array(5)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET));
DiscardResource(cmd, tex);
// test depth textures
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT, 300, 300)
.DSV()
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300)
.DSV()
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D24_UNORM_S8_UINT, 300, 300)
.DSV()
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT, 300, 300)
.DSV()
.Mips(5)
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT, 300, 300)
.DSV()
.Array(4)
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT, 300, 300)
.DSV()
.Array(4)
.Mips(5)
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300)
.DSV()
.Mips(5)
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300)
.DSV()
.Array(4)
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300)
.DSV()
.Array(4)
.Mips(5)
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300)
.Multisampled(4)
.DSV()
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
TEX_TEST(L"DiscardAll", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300)
.Multisampled(4)
.Array(5)
.DSV()
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex);
// test discarding rects within a texture using DiscardView1. Only supported on RTVs and DSVs
TEX_TEST(L"DiscardRect Mip0", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET));
DiscardResource(cmd, tex, 0, 1, 50, 50, 75, 75);
TEX_TEST(L"DiscardRect Mip1", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300)
.Mips(2)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET));
DiscardResource(cmd, tex, 1, 1, 50, 50, 75, 75);
TEX_TEST(L"DiscardRect Mip0", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300)
.Mips(2)
.DSV()
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex, 0, 1, 50, 50, 75, 75); // depth mip0
DiscardResource(cmd, tex, 2, 1, 50, 50, 75, 75); // stencil mip1
TEX_TEST(L"DiscardRect Mip1", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300)
.Mips(2)
.DSV()
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex, 1, 1, 50, 50, 75, 75); // depth mip1
DiscardResource(cmd, tex, 3, 1, 50, 50, 75, 75); // stencil mip1
TEX_TEST(L"DiscardAll Slice2", MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 300, 300)
.Multisampled(4)
.Array(5)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET));
DiscardResource(cmd, tex, 2, 1);
// test discarding only depth or only stencil
TEX_TEST(L"DiscardRect DepthOnly", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300)
.DSV()
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex, 0, 1, 50, 50, 75, 75);
TEX_TEST(L"DiscardRect StencilOnly", MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 300, 300)
.DSV()
.InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE));
DiscardResource(cmd, tex, 1, 1, 50, 50, 75, 75);
// test 1D/3D textures
DiscardResource(cmd, tex1d);
DiscardResource(cmd, tex3d);
DiscardResource(cmd, tex1drtv, 4, 1); // mip 1, slice 1
DiscardResource(cmd, tex1drtv, 7, 1); // mip 1, slice 2
DiscardResource(cmd, tex3drtv, 1, 1); // mip 1
setMarker(cmd, "TestEnd");
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
cmd->DrawInstanced(3, 1, 0, 0);
cmd->Close();
Submit({cmd});
cmd = GetCommandBuffer();
Reset(cmd);
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {0.0f, 128.0f, 128.0f, 128.0f, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->SetDescriptorHeaps(1, &m_CBVUAVSRV.GetInterfacePtr());
cmd->SetGraphicsRootDescriptorTable(0, m_CBVUAVSRV->GetGPUDescriptorHandleForHeapStart());
cmd->SetGraphicsRoot32BitConstants(1, 4, &tint, 0);
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
first = false;
}
emptyRes = NULL;
return 0;
}
};
REGISTER_TEST();
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