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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_RenderTarget_Binds, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests the different combinations of how OMSetRenderTargets can be used.";
std::string pixel = R"EOSHADER(
cbuffer rootconsts : register(b0)
{
float4 col1;
float4 col2;
};
void main(out float4 out1 : SV_Target0, out float4 out2 : SV_Target1)
{
out1 = col1;
out2 = col2;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12RootSignaturePtr sig = MakeSig({
constParam(D3D12_SHADER_VISIBILITY_PIXEL, 0, 0, 8),
});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).RTVs(
{backbufferFmt, backbufferFmt});
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
// 0-3 dynamic in frame, 4-7 'static', 8 is the one we shouldn't write to
ID3D12ResourcePtr rtvtex[9];
wchar_t name[] = L"TextureA";
size_t badrt = ARRAY_COUNT(rtvtex) - 1;
for(int i = 0; i < ARRAY_COUNT(rtvtex); i++)
rtvtex[i] = MakeTexture(backbufferFmt, screenWidth, screenHeight)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
// clear the ones we want to use to green, and the one we don't want to use to black.
// only do this once so we don't add unintended references to the textures in-frame
for(int i = 0; i < ARRAY_COUNT(rtvtex) - 1; i++)
{
ClearRenderTargetView(cmd, MakeRTV(rtvtex[i]).CreateCPU(1), {0.0f, 1.0f, 0.0f, 1.0f});
rtvtex[i]->SetName(name);
name[7]++;
}
ClearRenderTargetView(cmd, MakeRTV(rtvtex[badrt]).CreateCPU(1), {0.0f, 0.0f, 0.0f, 1.0f});
rtvtex[badrt]->SetName(L"NoWriteTexture");
cmd->Close();
Submit({cmd});
}
// pre-configure some tests to ensure we pull in these textures correctly
D3D12_CPU_DESCRIPTOR_HANDLE directarray_static[2];
directarray_static[0] = MakeRTV(rtvtex[4]).CreateCPU(10);
MakeRTV(rtvtex[badrt]).CreateCPU(11);
directarray_static[1] = MakeRTV(rtvtex[5]).CreateCPU(12);
MakeRTV(rtvtex[badrt]).CreateCPU(13);
D3D12_CPU_DESCRIPTOR_HANDLE indirectarray_static[2];
indirectarray_static[0] = MakeRTV(rtvtex[6]).CreateCPU(14);
MakeRTV(rtvtex[7]).CreateCPU(15);
MakeRTV(rtvtex[badrt]).CreateCPU(16);
indirectarray_static[1] = MakeRTV(rtvtex[badrt]).CreateCPU(17);
bbTex[0]->SetName(L"Swapchain 0");
bbTex[1]->SetName(L"Swapchain 1");
Vec4f col;
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
// Set null render targets to ensure that these work properly when attached
cmd->OMSetRenderTargets(0, NULL, FALSE, NULL);
cmd->OMSetRenderTargets(0, NULL, TRUE, NULL);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE bbrtv =
MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(30);
ClearRenderTargetView(cmd, bbrtv, {1.0f, 0.0f, 1.0f, 1.0f});
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, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
D3D12_CPU_DESCRIPTOR_HANDLE directarray_dynamic[2];
// pass array of handles, and put the RTV we shouldn't render to after each one to ensure we
// don't mis-interpret
directarray_dynamic[0] = MakeRTV(rtvtex[0]).CreateCPU(0);
MakeRTV(rtvtex[badrt]).CreateCPU(1);
directarray_dynamic[1] = MakeRTV(rtvtex[1]).CreateCPU(2);
MakeRTV(rtvtex[badrt]).CreateCPU(3);
cmd->OMSetRenderTargets(2, directarray_dynamic, FALSE, NULL);
// immediately trash the used descriptors - they should be consumed in the above call
MakeRTV(rtvtex[badrt]).CreateCPU(0);
MakeRTV(rtvtex[badrt]).CreateCPU(2);
// do draw
col = Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 0);
col = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 4);
cmd->DrawInstanced(3, 1, 0, 0);
D3D12_CPU_DESCRIPTOR_HANDLE indirectarray_dynamic[2];
indirectarray_dynamic[0] = MakeRTV(rtvtex[2]).CreateCPU(4);
MakeRTV(rtvtex[3]).CreateCPU(5);
MakeRTV(rtvtex[badrt]).CreateCPU(6);
indirectarray_dynamic[1] = MakeRTV(rtvtex[badrt]).CreateCPU(7);
cmd->OMSetRenderTargets(2, indirectarray_dynamic, TRUE, NULL);
MakeRTV(rtvtex[badrt]).CreateCPU(0);
MakeRTV(rtvtex[badrt]).CreateCPU(2);
col = Vec4f(1.0f, 1.0f, 0.0f, 1.0f);
cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 0);
col = Vec4f(0.0f, 1.0f, 1.0f, 1.0f);
cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 4);
cmd->DrawInstanced(3, 1, 0, 0);
// now repeat with the static tests, without any trashing, to ensure they are referenced
// properly.
cmd->OMSetRenderTargets(2, directarray_static, FALSE, NULL);
col = Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 0);
col = Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 4);
cmd->DrawInstanced(3, 1, 0, 0);
cmd->OMSetRenderTargets(2, indirectarray_static, TRUE, NULL);
col = Vec4f(1.0f, 1.0f, 0.0f, 1.0f);
cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 0);
col = Vec4f(0.0f, 1.0f, 1.0f, 1.0f);
cmd->SetGraphicsRoot32BitConstants(0, 4, &col, 4);
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST();
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