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test_render_to_texture_shared.hpp
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// Copyright (c) 2023 Advanced Micro Devices, Inc. All rights reserved.
//
// This file is part of the AMD Render Pipeline Shaders SDK which is
// released under the AMD INTERNAL EVALUATION LICENSE.
//
// See file LICENSE.txt for full license details.
#pragma once
#define CATCH_CONFIG_MAIN
#include <catch2/catch.hpp>
#include <stdarg.h>
#include <DirectXMath.h>
#include "rps/rps.h"
#include "utils/rps_test_common.h"
RPS_DECLARE_RPSL_ENTRY(test_render_to_texture, render_to_texture);
static const char c_Shader[] = R"(
#ifdef __hlsl_dx_compiler
[[vk::binding(0, 0)]]
#endif
cbuffer SceneConstantBuffer : register(b0)
{
float4x4 offset;
float uvDistort;
float aspectRatio;
};
struct PSInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
float4 uv : TEXCOORD;
};
#ifdef __hlsl_dx_compiler
[[vk::binding(1, 0)]]
#endif
Texture2D g_texture : register(t0);
#ifdef __hlsl_dx_compiler
[[vk::binding(2, 0)]]
#endif
SamplerState g_sampler : register(s0);
PSInput VSMain(float4 position : POSITION, float4 color : COLOR, float4 uv : TEXCOORD)
{
PSInput result;
position.y *= aspectRatio;
result.position = mul(offset, position);
result.color = color;
result.uv = uv;
result.uv.z = uvDistort;
return result;
}
float4 PSMain(PSInput input) : SV_TARGET
{
input.uv.y += sin(input.uv.x * 10.f) * input.uv.z;
return g_texture.Sample(g_sampler, input.uv.xy) * input.color;
}
)";
#define TEST_APP_NAME_RAW "TestRenderToTexture"
using namespace DirectX;
class TestRpsRenderToTexture
{
public:
struct SceneConstantBuffer
{
XMFLOAT4X4 offset;
float uvDistort;
float aspectRatio;
};
struct Vertex
{
XMFLOAT3 position;
XMFLOAT4 color;
XMFLOAT2 uv;
};
public:
TestRpsRenderToTexture()
: m_translation(0.f)
, m_rotation(0.f)
{
XMStoreFloat4x4(&m_quadConstantData.offset, XMMatrixIdentity());
m_quadConstantData.uvDistort = 0.1f;
m_quadConstantData.aspectRatio = 1.0f;
}
protected:
RpsRenderGraph GetRpsRenderGraph() const
{
return m_rpsRenderGraph;
}
void OnInit(RpsRenderGraphFlags rgFlags = RPS_RENDER_GRAPH_FLAG_NONE)
{
CreateRpsDevice(m_rpsDevice);
LoadRpsPipeline(rgFlags);
}
virtual void UpdateRpsPipeline(uint64_t frameIndex,
uint64_t completedFrameIndex,
const RpsResourceDesc& backBufferDesc,
RpsRuntimeResource* pBackBuffers)
{
if (m_rpsRenderGraph != RPS_NULL_HANDLE)
{
const RpsRuntimeResource* argResources[] = {pBackBuffers};
RpsConstant argData[] = {&backBufferDesc, &m_useMSAA};
RpsRenderGraphUpdateInfo updateInfo = {};
updateInfo.frameIndex = frameIndex;
updateInfo.gpuCompletedFrameIndex = completedFrameIndex;
updateInfo.numArgs = uint32_t(RPS_TEST_COUNTOF(argData));
updateInfo.ppArgs = argData;
updateInfo.ppArgResources = argResources;
updateInfo.diagnosticFlags = RPS_DIAGNOSTIC_ENABLE_RUNTIME_DEBUG_NAMES;
if (completedFrameIndex == RPS_GPU_COMPLETED_FRAME_INDEX_NONE)
{
updateInfo.diagnosticFlags = RPS_DIAGNOSTIC_ENABLE_ALL;
}
REQUIRE_RPS_OK(rpsRenderGraphUpdate(m_rpsRenderGraph, &updateInfo));
}
}
void OnCleanUp()
{
rpsRenderGraphDestroy(m_rpsRenderGraph);
rpsTestUtilDestroyDevice(m_rpsDevice);
}
void OnUpdate(uint32_t frameIndex, uint32_t width, uint32_t height)
{
const float translationSpeed = 0.01f;
const float offsetBounds = 1.4f;
m_translation += translationSpeed;
if (m_translation > offsetBounds)
{
m_translation = -offsetBounds;
}
XMMATRIX transform = XMMatrixAffineTransformation2D(XMVectorSplatOne(), XMVectorZero(), m_rotation, XMVectorSet(m_translation, 0.f, 0.f, 0.f));
XMStoreFloat4x4(&m_triangleAnimationData.offset, transform);
m_triangleAnimationData.uvDistort = 0.1f;
m_triangleAnimationData.aspectRatio = static_cast<float>(width) / height;
}
void OnRender(uint64_t frameIndex, RpsRuntimeCommandBuffer cmdBuf, uint32_t cmdBegin, uint32_t cmdCount)
{
RpsRenderGraphRecordCommandInfo recordInfo = {};
recordInfo.hCmdBuffer = cmdBuf;
recordInfo.pUserContext = this;
recordInfo.frameIndex = frameIndex;
recordInfo.cmdBeginIndex = cmdBegin;
recordInfo.numCmds = cmdCount;
RpsResult result = rpsRenderGraphRecordCommands(m_rpsRenderGraph, &recordInfo);
REQUIRE(result == RPS_OK);
}
protected:
virtual void CreateRpsDevice(RpsDevice& rpsDeviceOut) = 0;
virtual void DrawTriangle(const RpsCmdCallbackContext* pContext, bool bMSAA) = 0;
private:
static void DrawTriangleCb(const RpsCmdCallbackContext* pContext)
{
auto pThis = static_cast<TestRpsRenderToTexture*>(pContext->pCmdCallbackContext);
const bool bMSAA = *rpsCmdGetArg<bool, 1>(pContext);
pThis->DrawTriangle(pContext, bMSAA);
}
void LoadRpsPipeline(RpsRenderGraphFlags rgFlags)
{
RpsRenderGraphCreateInfo renderGraphCreateInfo = {};
renderGraphCreateInfo.mainEntryCreateInfo.hRpslEntryPoint =
rpsTestLoadRpslEntry(test_render_to_texture, render_to_texture);
renderGraphCreateInfo.renderGraphFlags = rgFlags;
RpsResult result = rpsRenderGraphCreate(m_rpsDevice, &renderGraphCreateInfo, &m_rpsRenderGraph);
REQUIRE(result == RPS_OK);
auto hRpslEntry = rpsRenderGraphGetMainEntry(m_rpsRenderGraph);
result = rpsProgramBindNode(hRpslEntry, "Geometry", &DrawTriangleCb, this);
REQUIRE(result == RPS_OK);
result = rpsProgramBindNode(hRpslEntry, "GeometryMSAA", &DrawTriangleCb, this);
REQUIRE(result == RPS_OK);
}
private:
RpsDevice m_rpsDevice = RPS_NULL_HANDLE;
RpsRenderGraph m_rpsRenderGraph = {};
float m_translation = 0.0f;
float m_rotation = 0.0f;
bool m_useMSAA = true;
protected:
SceneConstantBuffer m_triangleAnimationData;
SceneConstantBuffer m_quadConstantData;
};