D3D12: Add triangle integration test with rainbow gradient

- Add triangle test with vertex buffer and custom pipeline state
- Add triangle.hlsl shader with position and color per vertex
- Fix cull mode (NONE) and disable depth test for correct rendering
- Register D3D12_Triangle_Integration CTest
- Add GT.ppm golden image
This commit is contained in:
2026-03-20 19:05:22 +08:00
parent 26fe3cd835
commit 45fd25dce3
4 changed files with 433 additions and 0 deletions

View File

@@ -97,6 +97,50 @@ add_custom_command(TARGET D3D12_RenderModel POST_BUILD
$<TARGET_FILE_DIR:D3D12_RenderModel>/
)
# Triangle test - renders a rainbow gradient triangle
add_executable(D3D12_Triangle
WIN32
triangle/main.cpp
)
target_include_directories(D3D12_Triangle PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/triangle
${ENGINE_ROOT_DIR}/include
)
target_compile_definitions(D3D12_Triangle PRIVATE
UNICODE
_UNICODE
)
target_link_libraries(D3D12_Triangle PRIVATE
d3d12
dxgi
d3dcompiler
winmm
XCEngine
)
# Copy Res folder to output directory for Triangle test
add_custom_command(TARGET D3D12_Triangle POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_CURRENT_SOURCE_DIR}/triangle/Res
$<TARGET_FILE_DIR:D3D12_Triangle>/Res
)
# Copy test scripts to output directory for Triangle test
add_custom_command(TARGET D3D12_Triangle POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/run.bat
$<TARGET_FILE_DIR:D3D12_Triangle>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/compare_ppm.py
$<TARGET_FILE_DIR:D3D12_Triangle>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/run_integration_test.py
$<TARGET_FILE_DIR:D3D12_Triangle>/
)
# Register integration tests with CTest
add_test(NAME D3D12_Minimal_Integration
COMMAND ${Python3_EXECUTABLE} $<TARGET_FILE_DIR:D3D12_Minimal>/run_integration_test.py
@@ -115,3 +159,12 @@ add_test(NAME D3D12_RenderModel_Integration
5
WORKING_DIRECTORY $<TARGET_FILE_DIR:D3D12_RenderModel>
)
add_test(NAME D3D12_Triangle_Integration
COMMAND ${Python3_EXECUTABLE} $<TARGET_FILE_DIR:D3D12_Triangle>/run_integration_test.py
$<TARGET_FILE:D3D12_Triangle>
triangle.ppm
${CMAKE_CURRENT_SOURCE_DIR}/triangle/GT.ppm
5
WORKING_DIRECTORY $<TARGET_FILE_DIR:D3D12_Triangle>
)

Binary file not shown.

View File

@@ -0,0 +1,20 @@
struct Vertex {
float4 pos : POSITION;
float4 col : COLOR;
};
struct VSOut {
float4 pos : SV_POSITION;
float4 col : COLOR;
};
VSOut MainVS(Vertex v) {
VSOut o;
o.pos = v.pos;
o.col = v.col;
return o;
}
float4 MainPS(VSOut i) : SV_TARGET {
return i.col;
}

View File

@@ -0,0 +1,360 @@
#include <windows.h>
#include <d3d12.h>
#include <dxgi1_4.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <stdarg.h>
#include <string>
#include "XCEngine/RHI/RHIEnums.h"
#include "XCEngine/RHI/RHITypes.h"
#include "XCEngine/RHI/D3D12/D3D12Device.h"
#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
#include "XCEngine/RHI/D3D12/D3D12Fence.h"
#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
#include "XCEngine/RHI/D3D12/D3D12Texture.h"
#include "XCEngine/RHI/D3D12/D3D12RenderTargetView.h"
#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
#include "XCEngine/RHI/D3D12/D3D12Shader.h"
#include "XCEngine/RHI/D3D12/D3D12RootSignature.h"
#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
#include "XCEngine/RHI/D3D12/D3D12Screenshot.h"
#include "XCEngine/Debug/Logger.h"
#include "XCEngine/Debug/ConsoleLogSink.h"
#include "XCEngine/Debug/FileLogSink.h"
#include "XCEngine/Containers/String.h"
using namespace XCEngine::RHI;
using namespace XCEngine::Debug;
using namespace XCEngine::Containers;
#pragma comment(lib,"d3d12.lib")
#pragma comment(lib,"dxgi.lib")
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib,"d3dcompiler.lib")
#pragma comment(lib,"winmm.lib")
D3D12Device gDevice;
D3D12CommandQueue gCommandQueue;
D3D12SwapChain gSwapChain;
D3D12CommandAllocator gCommandAllocator;
D3D12CommandList gCommandList;
D3D12Texture gDepthStencil;
D3D12DescriptorHeap gRTVHeap;
D3D12DescriptorHeap gDSVHeap;
D3D12RenderTargetView gRTVs[2];
D3D12DepthStencilView gDSV;
D3D12Shader gVertexShader;
D3D12Shader gPixelShader;
D3D12RootSignature gRootSignature;
D3D12PipelineState gPipelineState;
D3D12Buffer gVertexBuffer;
UINT gRTVDescriptorSize = 0;
UINT gDSVDescriptorSize = 0;
int gCurrentRTIndex = 0;
HWND gHWND = nullptr;
int gWidth = 1280;
int gHeight = 720;
void Log(const char* format, ...) {
char buffer[1024];
va_list args;
va_start(args, format);
vsnprintf(buffer, sizeof(buffer), format, args);
va_end(args);
Logger::Get().Debug(LogCategory::Rendering, String(buffer));
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
bool InitD3D12() {
RHIDeviceDesc deviceDesc;
deviceDesc.windowHandle = gHWND;
deviceDesc.width = gWidth;
deviceDesc.height = gHeight;
deviceDesc.adapterIndex = 0;
deviceDesc.enableDebugLayer = false;
deviceDesc.enableGPUValidation = false;
if (!gDevice.Initialize(deviceDesc)) {
Log("[ERROR] Failed to initialize D3D12 device");
return false;
}
ID3D12Device* device = gDevice.GetDevice();
IDXGIFactory4* factory = gDevice.GetFactory();
if (!gCommandQueue.Initialize(device, CommandQueueType::Direct)) {
Log("[ERROR] Failed to initialize command queue");
return false;
}
if (!gSwapChain.Initialize(factory, gCommandQueue.GetCommandQueue(), gHWND, gWidth, gHeight, 2)) {
Log("[ERROR] Failed to initialize swap chain");
return false;
}
gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight);
gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2);
gRTVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV);
gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1);
gDSVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::DSV);
for (int i = 0; i < 2; i++) {
D3D12Texture& backBuffer = gSwapChain.GetBackBuffer(i);
CPUDescriptorHandle rtvCpuHandle = gRTVHeap.GetCPUDescriptorHandle(i);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvCpuHandle.ptr };
gRTVs[i].InitializeAt(device, backBuffer.GetResource(), rtvHandle, nullptr);
}
D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12DepthStencilView::CreateDesc(Format::D24_UNorm_S8_UInt);
CPUDescriptorHandle dsvCpuHandle = gDSVHeap.GetCPUDescriptorHandle(0);
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = { dsvCpuHandle.ptr };
gDSV.InitializeAt(device, gDepthStencil.GetResource(), dsvHandle, &dsvDesc);
gCommandAllocator.Initialize(device, CommandQueueType::Direct);
gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
if (!gVertexShader.CompileFromFile(L"Res/Shader/triangle.hlsl", "MainVS", "vs_5_1")) {
Log("[ERROR] Failed to compile vertex shader");
return false;
}
Log("[INFO] Vertex shader compiled, bytecode size: %zu", gVertexShader.GetBytecodeSize());
if (!gPixelShader.CompileFromFile(L"Res/Shader/triangle.hlsl", "MainPS", "ps_5_1")) {
Log("[ERROR] Failed to compile pixel shader");
return false;
}
Log("[INFO] Pixel shader compiled, bytecode size: %zu", gPixelShader.GetBytecodeSize());
D3D12_ROOT_SIGNATURE_DESC rsDesc = D3D12RootSignature::CreateDesc(nullptr, 0);
if (!gRootSignature.Initialize(device, rsDesc)) {
Log("[ERROR] Failed to initialize root signature");
return false;
}
D3D12_INPUT_ELEMENT_DESC inputElements[] = {
D3D12PipelineState::CreateInputElement("POSITION", 0, Format::R32G32B32A32_Float, 0, 0),
D3D12PipelineState::CreateInputElement("COLOR", 0, Format::R32G32B32A32_Float, 0, 16),
};
D3D12_SHADER_BYTECODE emptyGs = {};
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = gRootSignature.GetRootSignature();
psoDesc.VS = gVertexShader.GetD3D12Bytecode();
psoDesc.PS = gPixelShader.GetD3D12Bytecode();
psoDesc.GS = emptyGs;
psoDesc.InputLayout.NumElements = 2;
psoDesc.InputLayout.pInputElementDescs = inputElements;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
psoDesc.SampleDesc.Count = 1;
psoDesc.SampleDesc.Quality = 0;
psoDesc.SampleMask = 0xffffffff;
psoDesc.NumRenderTargets = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
psoDesc.RasterizerState.DepthClipEnable = TRUE;
psoDesc.DepthStencilState.DepthEnable = FALSE;
psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
psoDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
psoDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ZERO;
psoDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
psoDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
psoDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
psoDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
if (!gPipelineState.Initialize(device, psoDesc)) {
Log("[ERROR] Failed to initialize pipeline state");
return false;
}
struct Vertex {
float pos[4];
float col[4];
};
Vertex vertices[] = {
{ { 0.0f, 0.5f, 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f, 1.0f } },
{ { -0.5f, -0.5f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f } },
{ { 0.5f, -0.5f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f } },
};
if (!gVertexBuffer.InitializeWithData(device, gCommandList.GetCommandList(), vertices, sizeof(vertices), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)) {
Log("[ERROR] Failed to initialize vertex buffer");
return false;
}
gVertexBuffer.SetStride(sizeof(Vertex));
gVertexBuffer.SetBufferType(BufferType::Vertex);
Log("[INFO] D3D12 initialized successfully");
return true;
}
void WaitForGPU() {
gCommandQueue.WaitForIdle();
}
void ExecuteCommandList() {
gCommandList.Close();
void* commandLists[] = { gCommandList.GetCommandList() };
gCommandQueue.ExecuteCommandLists(1, commandLists);
}
void BeginRender() {
gCurrentRTIndex = gSwapChain.GetCurrentBackBufferIndex();
D3D12Texture& currentBackBuffer = gSwapChain.GetBackBuffer(gCurrentRTIndex);
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(),
ResourceStates::Present, ResourceStates::RenderTarget);
CPUDescriptorHandle rtvCpuHandle = gRTVHeap.GetCPUDescriptorHandle(gCurrentRTIndex);
CPUDescriptorHandle dsvCpuHandle = gDSVHeap.GetCPUDescriptorHandle(0);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvCpuHandle.ptr };
D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = { dsvCpuHandle.ptr };
gCommandList.SetRenderTargetsHandle(1, &rtvHandle, &dsvHandle);
Viewport viewport = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
Rect scissorRect = { 0, 0, gWidth, gHeight };
gCommandList.SetViewport(viewport);
gCommandList.SetScissorRect(scissorRect);
float clearColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };
gCommandList.ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
gCommandList.ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
}
void EndRender() {
D3D12Texture& currentBackBuffer = gSwapChain.GetBackBuffer(gCurrentRTIndex);
gCommandList.TransitionBarrier(currentBackBuffer.GetResource(),
ResourceStates::RenderTarget, ResourceStates::Present);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
Logger::Get().Initialize();
Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
Logger::Get().SetMinimumLevel(LogLevel::Debug);
Log("[INFO] D3D12 Triangle Test Starting");
WNDCLASSEX wc = {};
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = L"D3D12TriangleTest";
if (!RegisterClassEx(&wc)) {
MessageBox(NULL, L"Failed to register window class", L"Error", MB_OK);
return -1;
}
RECT rect = { 0, 0, gWidth, gHeight };
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
gHWND = CreateWindowEx(0, L"D3D12TriangleTest", L"D3D12 Triangle Test",
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
rect.right - rect.left, rect.bottom - rect.top,
NULL, NULL, hInstance, NULL);
if (!gHWND) {
MessageBox(NULL, L"Failed to create window", L"Error", MB_OK);
return -1;
}
if (!InitD3D12()) {
MessageBox(NULL, L"Failed to initialize D3D12", L"Error", MB_OK);
return -1;
}
ShowWindow(gHWND, nShowCmd);
UpdateWindow(gHWND);
MSG msg = {};
int frameCount = 0;
const int targetFrameCount = 30;
while (true) {
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
if (frameCount > 0) {
gCommandQueue.WaitForPreviousFrame();
}
gCommandAllocator.Reset();
gCommandList.Reset();
BeginRender();
gCommandList.SetPipelineState(gPipelineState.GetPipelineState());
gCommandList.SetRootSignature(gRootSignature.GetRootSignature());
gCommandList.SetPrimitiveTopology(PrimitiveTopology::TriangleList);
gCommandList.SetVertexBuffer(0, gVertexBuffer.GetResource(), 0, gVertexBuffer.GetStride());
gCommandList.Draw(3, 1, 0, 0);
frameCount++;
if (frameCount >= targetFrameCount) {
Log("[INFO] Reached target frame count %d - taking screenshot before present!", targetFrameCount);
ExecuteCommandList();
WaitForGPU();
Log("[INFO] GPU idle, taking screenshot...");
bool screenshotResult = D3D12Screenshot::Capture(
gDevice,
gCommandQueue,
gSwapChain.GetBackBuffer(gCurrentRTIndex),
"triangle.ppm"
);
if (screenshotResult) {
Log("[INFO] Screenshot saved to triangle.ppm");
} else {
Log("[ERROR] Screenshot failed");
}
break;
}
EndRender();
ExecuteCommandList();
gSwapChain.Present(0, 0);
}
}
gCommandList.Shutdown();
gCommandAllocator.Shutdown();
gSwapChain.Shutdown();
gDevice.Shutdown();
Logger::Get().Shutdown();
Log("[INFO] D3D12 Triangle Test Finished");
return 0;
}