D3D12: Add Quad integration test with texture sampling
- Add quad test that renders a textured quad with earth texture - Add quad.hlsl shader with texture sampling (Texture2D + SamplerState) - Add SRV descriptor heap and root signature with SRV table - Fix MessageBox errors -> Log() console output - Fix shader float2->float4 type mismatch - Fix texture initialization to use proper command list handling - Add shader error output to stderr in D3D12Shader - Add Map error logging in D3D12Screenshot
This commit is contained in:
60
tests/RHI/D3D12/integration/quad/CMakeLists.txt
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60
tests/RHI/D3D12/integration/quad/CMakeLists.txt
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cmake_minimum_required(VERSION 3.15)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
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project(D3D12_Quad)
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set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/engine)
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add_executable(D3D12_Quad
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WIN32
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main.cpp
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)
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set_target_properties(D3D12_Quad PROPERTIES LINK_FLAGS "/INCREMENTAL:NO")
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target_include_directories(D3D12_Quad PRIVATE
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${CMAKE_CURRENT_SOURCE_DIR}
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${ENGINE_ROOT_DIR}/include
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${ENGINE_ROOT_DIR}
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)
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target_compile_definitions(D3D12_Quad PRIVATE
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UNICODE
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_UNICODE
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)
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target_link_libraries(D3D12_Quad PRIVATE
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d3d12
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dxgi
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d3dcompiler
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winmm
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XCEngine
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)
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add_custom_command(TARGET D3D12_Quad POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory
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${CMAKE_CURRENT_SOURCE_DIR}/Res
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$<TARGET_FILE_DIR:D3D12_Quad>/Res
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)
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add_custom_command(TARGET D3D12_Quad POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${CMAKE_SOURCE_DIR}/tests/RHI/D3D12/integration/compare_ppm.py
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$<TARGET_FILE_DIR:D3D12_Quad>/
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${CMAKE_SOURCE_DIR}/tests/RHI/D3D12/integration/run_integration_test.py
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$<TARGET_FILE_DIR:D3D12_Quad>/
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
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$<TARGET_FILE_DIR:D3D12_Quad>/
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)
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add_test(NAME D3D12_Quad_Integration
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COMMAND ${Python3_EXECUTABLE} $<TARGET_FILE_DIR:D3D12_Quad>/run_integration_test.py
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$<TARGET_FILE:D3D12_Quad>
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quad.ppm
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${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
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5
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WORKING_DIRECTORY $<TARGET_FILE_DIR:D3D12_Quad>
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)
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BIN
tests/RHI/D3D12/integration/quad/GT.ppm
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BIN
tests/RHI/D3D12/integration/quad/GT.ppm
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Binary file not shown.
BIN
tests/RHI/D3D12/integration/quad/Res/Image/earth_d.jpg
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BIN
tests/RHI/D3D12/integration/quad/Res/Image/earth_d.jpg
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Binary file not shown.
|
After Width: | Height: | Size: 189 KiB |
23
tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl
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23
tests/RHI/D3D12/integration/quad/Res/Shader/quad.hlsl
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@@ -0,0 +1,23 @@
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struct Vertex {
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float4 pos : POSITION;
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float4 texcoord : TEXCOORD0;
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};
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struct VSOut {
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float4 pos : SV_POSITION;
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float4 texcoord : TEXCOORD0;
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};
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VSOut MainVS(Vertex v) {
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VSOut o;
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o.pos = v.pos;
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o.texcoord = v.texcoord;
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return o;
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}
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Texture2D T_DiffuseTexture : register(t0);
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SamplerState samplerState : register(s0);
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float4 MainPS(VSOut i) : SV_TARGET {
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return T_DiffuseTexture.Sample(samplerState, i.texcoord.xy);
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}
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434
tests/RHI/D3D12/integration/quad/main.cpp
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434
tests/RHI/D3D12/integration/quad/main.cpp
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@@ -0,0 +1,434 @@
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#include <windows.h>
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <stdarg.h>
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#include <string>
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#include "XCEngine/RHI/RHIEnums.h"
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#include "XCEngine/RHI/RHITypes.h"
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#include "XCEngine/RHI/D3D12/D3D12Device.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandQueue.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandAllocator.h"
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#include "XCEngine/RHI/D3D12/D3D12CommandList.h"
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#include "XCEngine/RHI/D3D12/D3D12DescriptorHeap.h"
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#include "XCEngine/RHI/D3D12/D3D12Fence.h"
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#include "XCEngine/RHI/D3D12/D3D12SwapChain.h"
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#include "XCEngine/RHI/D3D12/D3D12Buffer.h"
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#include "XCEngine/RHI/D3D12/D3D12Texture.h"
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#include "XCEngine/RHI/D3D12/D3D12RenderTargetView.h"
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#include "XCEngine/RHI/D3D12/D3D12DepthStencilView.h"
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#include "XCEngine/RHI/D3D12/D3D12Shader.h"
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#include "XCEngine/RHI/D3D12/D3D12RootSignature.h"
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#include "XCEngine/RHI/D3D12/D3D12PipelineState.h"
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#include "XCEngine/RHI/D3D12/D3D12Screenshot.h"
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#include "XCEngine/RHI/D3D12/D3D12ShaderResourceView.h"
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#include "XCEngine/Debug/Logger.h"
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#include "XCEngine/Debug/ConsoleLogSink.h"
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#include "XCEngine/Debug/FileLogSink.h"
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#include "XCEngine/Containers/String.h"
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#include "third_party/stb/stb_image.h"
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using namespace XCEngine::RHI;
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using namespace XCEngine::Debug;
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using namespace XCEngine::Containers;
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#pragma comment(lib,"d3d12.lib")
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#pragma comment(lib,"dxgi.lib")
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#pragma comment(lib,"dxguid.lib")
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#pragma comment(lib,"d3dcompiler.lib")
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#pragma comment(lib,"winmm.lib")
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D3D12Device gDevice;
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D3D12CommandQueue gCommandQueue;
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D3D12SwapChain gSwapChain;
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D3D12CommandAllocator gCommandAllocator;
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D3D12CommandList gCommandList;
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D3D12Texture gDepthStencil;
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D3D12DescriptorHeap gRTVHeap;
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D3D12DescriptorHeap gDSVHeap;
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D3D12DescriptorHeap gSRVHeap;
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D3D12RenderTargetView gRTVs[2];
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D3D12DepthStencilView gDSV;
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D3D12Shader gVertexShader;
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D3D12Shader gPixelShader;
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D3D12RootSignature gRootSignature;
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D3D12PipelineState gPipelineState;
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D3D12Buffer gVertexBuffer;
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D3D12Texture gDiffuseTexture;
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D3D12ShaderResourceView gDiffuseSRV;
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UINT gRTVDescriptorSize = 0;
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UINT gDSVDescriptorSize = 0;
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int gCurrentRTIndex = 0;
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HWND gHWND = nullptr;
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int gWidth = 1280;
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int gHeight = 720;
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void Log(const char* format, ...) {
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char buffer[1024];
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va_list args;
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va_start(args, format);
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vsnprintf(buffer, sizeof(buffer), format, args);
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va_end(args);
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Logger::Get().Debug(LogCategory::Rendering, String(buffer));
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}
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LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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switch (msg) {
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case WM_CLOSE:
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PostQuitMessage(0);
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break;
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}
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return DefWindowProc(hwnd, msg, wParam, lParam);
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}
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bool LoadTexture(const char* filename, D3D12Texture& texture, D3D12ShaderResourceView& srv, ID3D12Device* device, D3D12DescriptorHeap& srvHeap, ID3D12GraphicsCommandList* commandList, D3D12CommandAllocator& allocator, D3D12CommandQueue& queue) {
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int width, height, channels;
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stbi_uc* pixels = stbi_load(filename, &width, &height, &channels, STBI_rgb_alpha);
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if (!pixels) {
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Log("[ERROR] Failed to load texture: %s", filename);
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return false;
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}
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Log("[INFO] Loaded texture %s: %dx%d", filename, width, height);
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allocator.Reset();
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commandList->Reset(allocator.GetCommandAllocator(), nullptr);
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if (!texture.InitializeFromData(device, commandList, pixels, width, height, DXGI_FORMAT_R8G8B8A8_UNORM)) {
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Log("[ERROR] Failed to initialize texture");
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stbi_image_free(pixels);
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return false;
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}
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commandList->Close();
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ID3D12CommandList* lists[] = { commandList };
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queue.ExecuteCommandListsInternal(1, lists);
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queue.WaitForIdle();
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texture.SetName(filename);
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stbi_image_free(pixels);
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srvHeap.Initialize(device, DescriptorHeapType::CBV_SRV_UAV, 1);
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = D3D12ShaderResourceView::CreateDesc(Format::R8G8B8A8_UNorm, D3D12_SRV_DIMENSION_TEXTURE2D);
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srv.InitializeAt(device, texture.GetResource(), srvHeap.GetCPUDescriptorHandleForHeapStart(), &srvDesc);
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return true;
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}
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bool InitD3D12() {
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RHIDeviceDesc deviceDesc;
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deviceDesc.windowHandle = gHWND;
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deviceDesc.width = gWidth;
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deviceDesc.height = gHeight;
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deviceDesc.adapterIndex = 0;
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deviceDesc.enableDebugLayer = false;
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deviceDesc.enableGPUValidation = false;
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if (!gDevice.Initialize(deviceDesc)) {
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Log("[ERROR] Failed to initialize D3D12 device");
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return false;
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}
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ID3D12Device* device = gDevice.GetDevice();
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IDXGIFactory4* factory = gDevice.GetFactory();
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if (!gCommandQueue.Initialize(device, CommandQueueType::Direct)) {
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Log("[ERROR] Failed to initialize command queue");
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return false;
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}
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if (!gSwapChain.Initialize(factory, gCommandQueue.GetCommandQueue(), gHWND, gWidth, gHeight, 2)) {
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Log("[ERROR] Failed to initialize swap chain");
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return false;
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}
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gDepthStencil.InitializeDepthStencil(device, gWidth, gHeight);
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gRTVHeap.Initialize(device, DescriptorHeapType::RTV, 2);
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gRTVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::RTV);
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gDSVHeap.Initialize(device, DescriptorHeapType::DSV, 1);
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gDSVDescriptorSize = gDevice.GetDescriptorHandleIncrementSize(DescriptorHeapType::DSV);
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for (int i = 0; i < 2; i++) {
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D3D12Texture& backBuffer = gSwapChain.GetBackBuffer(i);
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CPUDescriptorHandle rtvCpuHandle = gRTVHeap.GetCPUDescriptorHandle(i);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = { rtvCpuHandle.ptr };
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gRTVs[i].InitializeAt(device, backBuffer.GetResource(), rtvHandle, nullptr);
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}
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D3D12_DEPTH_STENCIL_VIEW_DESC dsvDesc = D3D12DepthStencilView::CreateDesc(Format::D24_UNorm_S8_UInt);
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CPUDescriptorHandle dsvCpuHandle = gDSVHeap.GetCPUDescriptorHandle(0);
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D3D12_CPU_DESCRIPTOR_HANDLE dsvHandle = { dsvCpuHandle.ptr };
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gDSV.InitializeAt(device, gDepthStencil.GetResource(), dsvHandle, &dsvDesc);
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gCommandAllocator.Initialize(device, CommandQueueType::Direct);
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gCommandList.Initialize(device, CommandQueueType::Direct, gCommandAllocator.GetCommandAllocator());
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if (!gVertexShader.CompileFromFile(L"Res/Shader/quad.hlsl", "MainVS", "vs_5_1")) {
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Log("[ERROR] Failed to compile vertex shader");
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return false;
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}
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Log("[INFO] Vertex shader compiled, bytecode size: %zu", gVertexShader.GetBytecodeSize());
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if (!gPixelShader.CompileFromFile(L"Res/Shader/quad.hlsl", "MainPS", "ps_5_1")) {
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Log("[ERROR] Failed to compile pixel shader");
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return false;
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}
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Log("[INFO] Pixel shader compiled, bytecode size: %zu", gPixelShader.GetBytecodeSize());
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D3D12_DESCRIPTOR_RANGE descriptorRange = D3D12RootSignature::CreateDescriptorRange(
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D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0, 1, 0);
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D3D12_ROOT_PARAMETER rootParameters[1];
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rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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rootParameters[0].DescriptorTable.NumDescriptorRanges = 1;
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rootParameters[0].DescriptorTable.pDescriptorRanges = &descriptorRange;
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D3D12_STATIC_SAMPLER_DESC samplerDesc = D3D12RootSignature::CreateStaticSampler(
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0,
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D3D12RootSignature::CreateSamplerDesc(
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FilterMode::Linear,
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TextureAddressMode::Clamp,
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D3D12_FLOAT32_MAX
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),
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ShaderVisibility::Pixel
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);
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D3D12_ROOT_SIGNATURE_DESC rsDesc = D3D12RootSignature::CreateDesc(
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rootParameters, 1,
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&samplerDesc, 1,
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D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT
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);
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if (!gRootSignature.Initialize(device, rsDesc)) {
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Log("[ERROR] Failed to initialize root signature");
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return false;
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}
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D3D12_INPUT_ELEMENT_DESC inputElements[] = {
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D3D12PipelineState::CreateInputElement("POSITION", 0, Format::R32G32B32A32_Float, 0, 0),
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D3D12PipelineState::CreateInputElement("TEXCOORD", 0, Format::R32G32B32A32_Float, 0, 16),
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};
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D3D12_SHADER_BYTECODE emptyGs = {};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.pRootSignature = gRootSignature.GetRootSignature();
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psoDesc.VS = gVertexShader.GetD3D12Bytecode();
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psoDesc.PS = gPixelShader.GetD3D12Bytecode();
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psoDesc.GS = emptyGs;
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psoDesc.InputLayout.NumElements = 2;
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psoDesc.InputLayout.pInputElementDescs = inputElements;
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psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
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psoDesc.SampleDesc.Count = 1;
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psoDesc.SampleDesc.Quality = 0;
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psoDesc.SampleMask = 0xffffffff;
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psoDesc.NumRenderTargets = 1;
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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psoDesc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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psoDesc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
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psoDesc.RasterizerState.FrontCounterClockwise = FALSE;
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psoDesc.RasterizerState.DepthClipEnable = TRUE;
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psoDesc.DepthStencilState.DepthEnable = FALSE;
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psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS;
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psoDesc.BlendState.RenderTarget[0].BlendEnable = FALSE;
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psoDesc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_ONE;
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psoDesc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_ZERO;
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psoDesc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
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psoDesc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
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psoDesc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
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psoDesc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
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psoDesc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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if (!gPipelineState.Initialize(device, psoDesc)) {
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Log("[ERROR] Failed to initialize pipeline state");
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return false;
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}
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struct Vertex {
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float pos[4];
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float texcoord[4];
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};
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Vertex vertices[] = {
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{ { -0.5f, -0.5f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 0.0f } },
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{ { -0.5f, 0.5f, 0.0f, 1.0f }, { 0.0f, 0.0f, 0.0f, 0.0f } },
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{ { 0.5f, 0.5f, 0.0f, 1.0f }, { 1.0f, 0.0f, 0.0f, 0.0f } },
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{ { 0.5f, -0.5f, 0.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, 0.0f } },
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};
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if (!gVertexBuffer.InitializeWithData(device, gCommandList.GetCommandList(), vertices, sizeof(vertices), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER)) {
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Log("[ERROR] Failed to initialize vertex buffer");
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return false;
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}
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gVertexBuffer.SetStride(sizeof(Vertex));
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gVertexBuffer.SetBufferType(BufferType::Vertex);
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if (!LoadTexture("Res/Image/earth_d.jpg", gDiffuseTexture, gDiffuseSRV, device, gSRVHeap, gCommandList.GetCommandList(), gCommandAllocator, gCommandQueue)) {
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Log("[ERROR] Failed to load texture");
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return false;
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}
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Log("[INFO] D3D12 initialized successfully");
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return true;
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}
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void WaitForGPU() {
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gCommandQueue.WaitForIdle();
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}
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void ExecuteCommandList() {
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gCommandList.Close();
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void* commandLists[] = { gCommandList.GetCommandList() };
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gCommandQueue.ExecuteCommandLists(1, commandLists);
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}
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void BeginRender() {
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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 Quad Test Starting");
|
||||
|
||||
WNDCLASSEX wc = {};
|
||||
wc.cbSize = sizeof(WNDCLASSEX);
|
||||
wc.style = CS_HREDRAW | CS_VREDRAW;
|
||||
wc.lpfnWndProc = WindowProc;
|
||||
wc.hInstance = hInstance;
|
||||
wc.lpszClassName = L"D3D12QuadTest";
|
||||
|
||||
if (!RegisterClassEx(&wc)) {
|
||||
Log("[ERROR] Failed to register window class");
|
||||
return -1;
|
||||
}
|
||||
|
||||
RECT rect = { 0, 0, gWidth, gHeight };
|
||||
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
|
||||
|
||||
gHWND = CreateWindowEx(0, L"D3D12QuadTest", L"D3D12 Quad Test",
|
||||
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
|
||||
rect.right - rect.left, rect.bottom - rect.top,
|
||||
NULL, NULL, hInstance, NULL);
|
||||
|
||||
if (!gHWND) {
|
||||
Log("[ERROR] Failed to create window");
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (!InitD3D12()) {
|
||||
Log("[ERROR] Failed to initialize D3D12");
|
||||
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();
|
||||
|
||||
ID3D12DescriptorHeap* heaps[] = { gSRVHeap.GetDescriptorHeap() };
|
||||
gCommandList.SetDescriptorHeaps(1, heaps);
|
||||
gCommandList.SetGraphicsRootDescriptorTable(0, gSRVHeap.GetGPUDescriptorHandleForHeapStart());
|
||||
|
||||
gCommandList.SetPipelineState(gPipelineState.GetPipelineState());
|
||||
gCommandList.SetRootSignature(gRootSignature.GetRootSignature());
|
||||
gCommandList.SetPrimitiveTopology(PrimitiveTopology::TriangleList);
|
||||
gCommandList.SetVertexBuffer(0, gVertexBuffer.GetResource(), 0, gVertexBuffer.GetStride());
|
||||
gCommandList.Draw(4, 1, 0, 0);
|
||||
|
||||
frameCount++;
|
||||
|
||||
if (frameCount >= targetFrameCount) {
|
||||
Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount);
|
||||
ExecuteCommandList();
|
||||
WaitForGPU();
|
||||
Log("[INFO] GPU idle, taking screenshot...");
|
||||
|
||||
bool screenshotResult = D3D12Screenshot::Capture(
|
||||
gDevice,
|
||||
gCommandQueue,
|
||||
gSwapChain.GetBackBuffer(gCurrentRTIndex),
|
||||
"quad.ppm"
|
||||
);
|
||||
if (screenshotResult) {
|
||||
Log("[INFO] Screenshot saved to quad.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 Quad Test Finished");
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user