Add test that feature level 9.x programs can be captured on D3D11

This commit is contained in:
baldurk
2020-10-21 14:36:16 +01:00
parent 806187f613
commit 53fc6ba089
9 changed files with 134 additions and 11 deletions
+1 -1
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@@ -43,7 +43,7 @@ void main()
int main()
{
d3d11_1 = true;
feature_level = D3D_FEATURE_LEVEL_11_1;
// initialise, create window, create device, etc
if(!Init())
+1 -1
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@@ -44,7 +44,7 @@ float4 main() : SV_Target0
int main()
{
d3d11_1 = true;
feature_level = D3D_FEATURE_LEVEL_11_1;
// initialise, create window, create device, etc
if(!Init())
@@ -0,0 +1,75 @@
/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 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 "d3d11_test.h"
RD_TEST(D3D11_Feature_Level_9, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Tests drawing a simple triangle on feature level 9.1 to ensure it can be captured and "
"replayed correctly.";
int main()
{
feature_level = D3D_FEATURE_LEVEL_9_1;
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0_level_9_1");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0_level_9_1");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
ctx->Draw(3, 0);
Present();
}
return 0;
}
};
REGISTER_TEST();
+6 -6
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@@ -139,10 +139,7 @@ bool D3D11GraphicsTest::Init(IDXGIAdapterPtr pAdapter)
if(!GraphicsTest::Init())
return false;
D3D_FEATURE_LEVEL features[] = {D3D_FEATURE_LEVEL_11_0};
if(d3d11_1)
features[0] = D3D_FEATURE_LEVEL_11_1;
D3D_FEATURE_LEVEL features[] = {feature_level};
HRESULT hr = S_OK;
@@ -331,8 +328,11 @@ float4 main(float4 pos : SV_Position) : SV_Target0
)EOSHADER";
swapBlitVS = CreateVS(Compile(D3DFullscreenQuadVertex, "main", "vs_4_0"));
swapBlitPS = CreatePS(Compile(blitPixel, "main", "ps_5_0"));
if(feature_level >= D3D_FEATURE_LEVEL_10_0)
{
swapBlitVS = CreateVS(Compile(D3DFullscreenQuadVertex, "main", "vs_4_0"));
swapBlitPS = CreatePS(Compile(blitPixel, "main", "ps_5_0"));
}
}
void D3D11GraphicsTest::Shutdown()
+1 -2
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@@ -164,8 +164,7 @@ struct D3D11GraphicsTest : public GraphicsTest
DXGI_FORMAT backbufferFmt = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
int backbufferCount = 2;
int backbufferMSAA = 1;
bool d3d11_1 = false;
bool d3d11_2 = false;
D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
UINT createFlags = 0;
DXGI_ADAPTER_DESC adapterDesc = {};
+1
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@@ -137,6 +137,7 @@
<ClCompile Include="d3d11\d3d11_empty_compute_dispatch.cpp" />
<ClCompile Include="d3d11\d3d11_empty_drawcall.cpp" />
<ClCompile Include="d3d11\d3d11_empty_viewports.cpp" />
<ClCompile Include="d3d11\d3d11_feature_level_9.cpp" />
<ClCompile Include="d3d11\d3d11_helpers.cpp" />
<ClCompile Include="d3d11\d3d11_large_buffer.cpp" />
<ClCompile Include="d3d11\d3d11_many_rtvs.cpp" />
+3
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@@ -550,6 +550,9 @@
<ClCompile Include="d3d11\d3d11_swapchain_zoo.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
<ClCompile Include="d3d11\d3d11_feature_level_9.cpp">
<Filter>D3D11\demos</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="D3D11">
+1 -1
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@@ -57,7 +57,7 @@ struct v2f
float2 uv : TEXCOORD0;
};
v2f main(vertin IN, uint vid : SV_VertexID)
v2f main(vertin IN)
{
v2f OUT = (v2f)0;
@@ -0,0 +1,45 @@
import renderdoc as rd
import rdtest
class D3D11_Feature_Level_9(rdtest.TestCase):
demos_test_name = 'D3D11_Feature_Level_9'
def check_capture(self):
last_draw: rd.DrawcallDescription = self.get_last_draw()
self.controller.SetFrameEvent(last_draw.eventId, True)
self.check_triangle(out=last_draw.copyDestination)
draw = self.find_draw("Draw")
self.controller.SetFrameEvent(draw.eventId, False)
postvs_data = self.get_postvs(draw, rd.MeshDataStage.VSOut, 0, draw.numIndices)
postvs_ref = {
0: {
'vtx': 0,
'idx': 0,
'SV_POSITION': [-0.5, -0.5, 0.0, 1.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
'TEXCOORD': [0.0, 0.0],
},
1: {
'vtx': 1,
'idx': 1,
'SV_POSITION': [0.0, 0.5, 0.0, 1.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
'TEXCOORD': [0.0, 1.0],
},
2: {
'vtx': 2,
'idx': 2,
'SV_POSITION': [0.5, -0.5, 0.0, 1.0],
'COLOR': [0.0, 1.0, 0.0, 1.0],
'TEXCOORD': [1.0, 0.0],
},
}
self.check_mesh_data(postvs_ref, postvs_data)