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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2023 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_Map_PlacedAlias, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Check that mapped data is still saved even if the mapped resource is not the one used in "
"rendering.";
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");
UINT heapSize = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT * 3;
D3D12_HEAP_DESC heapDesc;
heapDesc.SizeInBytes = heapSize;
heapDesc.Flags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS;
heapDesc.Alignment = 0;
heapDesc.Properties.Type = D3D12_HEAP_TYPE_UPLOAD;
heapDesc.Properties.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapDesc.Properties.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
heapDesc.Properties.CreationNodeMask = 1;
heapDesc.Properties.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC resDesc;
resDesc.Alignment = 0;
resDesc.DepthOrArraySize = 1;
resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
resDesc.Format = DXGI_FORMAT_UNKNOWN;
resDesc.Height = 1;
resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resDesc.Width = sizeof(DefaultTri);
resDesc.MipLevels = 1;
resDesc.SampleDesc.Count = 1;
resDesc.SampleDesc.Quality = 0;
ID3D12HeapPtr vbHeap;
CHECK_HR(dev->CreateHeap(&heapDesc, __uuidof(ID3D12Heap), (void **)&vbHeap));
ID3D12ResourcePtr vb;
CHECK_HR(dev->CreatePlacedResource(vbHeap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT, &resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
__uuidof(ID3D12Resource), (void **)&vb));
ID3D12ResourcePtr vb2;
CHECK_HR(dev->CreatePlacedResource(vbHeap, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT * 2,
&resDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
__uuidof(ID3D12Resource), (void **)&vb2));
resDesc.Width = heapSize;
ID3D12ResourcePtr mapBuffer;
CHECK_HR(dev->CreatePlacedResource(vbHeap, 0, &resDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL,
__uuidof(ID3D12Resource), (void **)&mapBuffer));
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
byte *mapptr = NULL;
mapBuffer->Map(0, NULL, (void **)&mapptr);
// clear the buffer before capturing, and we'll do so at the end after submitting, to ensure
// data can only come from detected map writes.
memset(mapptr, 0xfe, heapSize);
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).CreateCPU(0);
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 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});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
memcpy(mapptr + D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT, DefaultTri, sizeof(DefaultTri));
Submit({cmd});
GPUSync();
memset(mapptr, 0xfe, heapSize);
Present();
}
mapBuffer->Unmap(0, NULL);
return 0;
}
};
REGISTER_TEST();
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