/****************************************************************************** * 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_Structured_Buffer_Read, D3D11GraphicsTest) { static constexpr const char *Description = "Test reading from structured buffers, with and without offsets"; std::string pixel = R"EOSHADER( struct mystruct { uint data[5]; }; StructuredBuffer buf1 : register(t0); StructuredBuffer buf2 : register(t1); float4 main() : SV_Target0 { float3 first = float3(buf1[0].data[0], buf1[0].data[1], buf1[0].data[2]) + float3(buf2[0].data[0], buf2[0].data[1], buf2[0].data[2]); float last = float(buf1[0].data[4]) + float(buf2[0].data[4]); return float4(first, last)/100.0f; } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0"); ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0"); CreateDefaultInputLayout(vsblob); ID3D11VertexShaderPtr vs = CreateVS(vsblob); ID3D11PixelShaderPtr ps = CreatePS(psblob); ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri); uint32_t data[5 * 10]; for(int i = 0; i < 5 * 10; i++) data[i] = uint32_t(i); ID3D11BufferPtr structbuf = MakeBuffer().Structured(5 * sizeof(uint32_t)).Data(data).SRV(); ID3D11ShaderResourceViewPtr structbufSRV[2] = { MakeSRV(structbuf), MakeSRV(structbuf).FirstElement(5).NumElements(1), }; 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); ctx->PSSetShaderResources(0, 2, (ID3D11ShaderResourceView **)structbufSRV); 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();