/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2020-2026 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_Large_Buffer, D3D11GraphicsTest) { static constexpr const char *Description = "Draws a triangle over the span of a very large buffer to ensure readbacks work correctly."; 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"); CreateDefaultInputLayout(vsblob); ID3D11VertexShaderPtr vs = CreateVS(vsblob); ID3D11PixelShaderPtr ps = CreatePS(psblob); uint32_t indices[3] = {0, 1000000, 2345678}; ID3D11BufferPtr ib = MakeBuffer().Index().Data(indices); ID3D11BufferPtr vb = MakeBuffer().Vertex().Size(128 * 1024 * 1024).Mappable(); D3D11_MAPPED_SUBRESOURCE mapped = Map(vb, 0, D3D11_MAP_WRITE_DISCARD); DefaultA2V *verts = (DefaultA2V *)mapped.pData; verts[indices[0]] = DefaultTri[0]; verts[indices[1]] = DefaultTri[1]; verts[indices[2]] = DefaultTri[2]; ctx->Unmap(vb, 0); // make a simple texture so that the structured data includes texture initial states ID3D11Texture2DPtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4).RTV(); ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex); while(Running()) { ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f}); ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f}); IASetVertexBuffer(vb, sizeof(DefaultA2V), 0); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->IASetInputLayout(defaultLayout); ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 0); 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->DrawIndexed(3, 0, 0); Present(); } return 0; } }; REGISTER_TEST();