/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2018-2026 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_Simple_Dispatch, D3D11GraphicsTest) { static constexpr const char *Description = "Test that just does a dispatch and some copies, for checking basic compute stuff"; std::string compute = R"EOSHADER( Texture2D texin : register(t0); RWTexture2D texout : register(u0); [numthreads(1,1,1)] void main() { texout[uint2(5,5)] = texout[uint2(4,4)] * 10; texout[uint2(3,4)] = texin[uint2(4,3)]; texout[uint2(4,4)] = texin[uint2(3,3)]; texout[uint2(4,3)] = texin[uint2(3,4)]; texout[uint2(3,3)] = texin[uint2(4,4)]; texout[uint2(0,0)] = texin[uint2(0,0)] + 3; texout[uint2(6,6)] = texout[uint2(5,5)] * 10; } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3D11ComputeShaderPtr cs = CreateCS(Compile(compute, "main", "cs_5_0")); uint32_t data[8 * 8] = {0}; for(size_t i = 0; i < 8 * 8; i++) { data[i] = 5 + rand() % 100; } ID3D11Texture2DPtr tex[2] = { MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8).SRV().UAV().RTV(), MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8).SRV().UAV().RTV(), }; ID3D11ShaderResourceViewPtr srv[2] = { MakeSRV(tex[0]), MakeSRV(tex[1]), }; ID3D11UnorderedAccessViewPtr uav[2] = { MakeUAV(tex[0]), MakeUAV(tex[1]), }; ID3D11RenderTargetViewPtr texRTV = MakeRTV(tex[0]); for(int i = 0; i < 2; i++) ctx->UpdateSubresource(tex[i], 0, NULL, data, sizeof(uint32_t) * 8, sizeof(uint32_t) * 8 * 8); while(Running()) { ctx->ClearState(); float black[4] = {}; ctx->ClearRenderTargetView(texRTV, black); float col[] = {0.2f, 0.2f, 0.2f, 1.0f}; ctx->ClearRenderTargetView(bbRTV, col); ctx->CSSetShader(cs, NULL, 0); ctx->UpdateSubresource(tex[1], 0, NULL, data, sizeof(uint32_t) * 8, sizeof(uint32_t) * 8 * 8); ctx->CSSetUnorderedAccessViews(0, 1, &uav[0].GetInterfacePtr(), NULL); ctx->CSSetShaderResources(0, 1, &srv[1].GetInterfacePtr()); ctx->Dispatch(1, 1, 1); // copy from source to test, just for the sake of it (we could flipflop) ctx->CopyResource(tex[1], tex[0]); Present(); } return 0; } }; REGISTER_TEST();