/****************************************************************************** * 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_Texture_3D, D3D11GraphicsTest) { static constexpr const char *Description = "Test that creates and samples a 3D texture"; std::string pixel = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float4 col : COLOR0; float4 uv : TEXCOORD0; }; Texture3D tex : register(t0); SamplerState samp : register(s0); float4 main(v2f IN) : SV_Target0 { float4 ret = 0.0f; float mul = 0.5f; const float step = 0.5f; ret += tex.SampleLevel(samp, IN.uv.yxx, 7.0f) * mul; mul *= step; ret += tex.SampleLevel(samp, IN.uv.xyx, 6.0f) * mul; mul *= step; ret += tex.SampleLevel(samp, IN.uv.xxy, 5.0f) * mul; mul *= step; ret += tex.SampleLevel(samp, IN.uv.yxy, 4.0f) * mul; mul *= step; ret += tex.SampleLevel(samp, IN.uv.yyx, 3.0f) * mul; mul *= step; ret += tex.SampleLevel(samp, IN.uv.xyy, 2.0f) * mul; mul *= step; ret += tex.SampleLevel(samp, IN.uv.yyy, 1.0f) * mul; mul *= step; ret += tex.SampleLevel(samp, IN.uv.xxx, 0.0f) * mul; return (ret + 0.5f) * IN.col; } )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); ID3D11SamplerStatePtr samp = MakeSampler(); ID3D11Texture3DPtr tex = MakeTexture(DXGI_FORMAT_R8_UNORM, 128, 128, 1024).Mips(8).SRV(); uint8_t *data = new uint8_t[128 * 128 * 1024 * sizeof(uint8_t)]; char *digits[10] = { "..####.." ".#....#." "#......#" "#......#" // 0 "#......#" "#......#" ".#....#." "..####..", "....#..." "...##..." "..#.#..." "....#..." // 1 "....#..." "....#..." "....#..." "..####..", "..###..." ".#...#.." ".....#.." "....#..." // 2 "....#..." "...#...." "...#...." "..####..", "..###..." ".#...#.." ".....#.." ".....#.." // 3 "..###..." ".....#.." ".#...#.." "..###...", "........" "....#..." "...#...." "..#....." ".#..#..." // 4 ".#####.." "....#..." "....#...", ".#####.." ".#......" ".#......" ".####..." // 5 ".....#.." ".....#.." ".#...#.." "..###...", "........" ".....#.." "....#..." "...#...." "..####.." // 6 ".#....#." ".#....#." "..####..", "........" "........" ".######." ".....#.." "....#..." // 7 "...#...." "..#....." ".#......", "..####.." ".#....#." ".#....#." "..####.." // 8 ".#....#." ".#....#." ".#....#." "..####..", "..####.." ".#....#." ".#....#." "..#####." // 9 "......#." ".....#.." "....#..." "...#....", }; for(uint32_t mip = 0; mip < 8; mip++) { uint32_t d = 128 >> mip; if(mip > 0) { for(uint32_t i = 0; i < d * d * (1024 >> mip); i++) data[i] = uint8_t((rand() % 0x7f) << 1); } else { for(uint32_t slice = 0; slice < 1024; slice++) { uint8_t *base = data + d * d * sizeof(uint8_t) * slice; int str[4] = {0, 0, 0, 0}; uint32_t digitCalc = slice; str[0] += digitCalc / 1000; digitCalc %= 1000; str[1] += digitCalc / 100; digitCalc %= 100; str[2] += digitCalc / 10; digitCalc %= 10; str[3] += digitCalc; base += 32; base += 32 * d * sizeof(uint8_t); // first digit for(int row = 0; row < 8; row++) memcpy(base + row * d * sizeof(uint8_t), digits[str[0]] + row * 8, 8); base += 16; // second digit for(int row = 0; row < 8; row++) memcpy(base + row * d * sizeof(uint8_t), digits[str[1]] + row * 8, 8); base += 16; // third digit for(int row = 0; row < 8; row++) memcpy(base + row * d * sizeof(uint8_t), digits[str[2]] + row * 8, 8); base += 16; // fourth digit for(int row = 0; row < 8; row++) memcpy(base + row * d * sizeof(uint8_t), digits[str[3]] + row * 8, 8); } } ctx->UpdateSubresource(tex, mip, NULL, data, d * sizeof(uint8_t), d * d * sizeof(uint8_t)); } ID3D11ShaderResourceViewPtr srv = MakeSRV(tex); delete[] data; 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); ctx->PSSetSamplers(0, 1, &samp.GetInterfacePtr()); ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr()); 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();