/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2020-2025 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_PrimitiveID, D3D11GraphicsTest) { static constexpr const char *Description = "Exercises pixel shader debugging with various primitive ID scenarios."; std::string common = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; struct prim2f { v2f data; uint prim : SV_PrimitiveID; }; )EOSHADER"; std::string geomNoPrim = R"EOSHADER( [maxvertexcount(6)] void main(triangle v2f input[3], inout TriangleStream TriStream) { // Output the original triangle int i; for(i = 0; i < 3; i++) { v2f output = input[i]; TriStream.Append(output); } TriStream.RestartStrip(); // Output the original triangle, shifted to the right for(i = 0; i < 3; i++) { v2f output = input[i]; output.pos.x += 0.5f; TriStream.Append(output); } TriStream.RestartStrip(); } )EOSHADER"; std::string geomPrim = R"EOSHADER( [maxvertexcount(6)] void main(triangle v2f input[3], inout TriangleStream TriStream) { // Output the original triangle int i; for(i = 0; i < 3; i++) { prim2f output; output.prim = 2; output.data = input[i]; TriStream.Append(output); } TriStream.RestartStrip(); // Output the original triangle, shifted to the right for(i = 0; i < 3; i++) { prim2f output; output.prim = 3; output.data = input[i]; output.data.pos.x += 0.5f; TriStream.Append(output); } TriStream.RestartStrip(); } )EOSHADER"; std::string pixelNoPrim = R"EOSHADER( float4 main(in v2f IN) : SV_Target0 { return float4(0.0f, 1.0f, 0.0f, 1.0f); } )EOSHADER"; std::string pixelPrim = R"EOSHADER( float4 main(in prim2f IN) : SV_Target0 { return float4(IN.prim / 4.0f, 1.0f, 0.0f, 1.0f); } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsBlob = Compile(D3DDefaultVertex, "main", "vs_4_0"); ID3DBlobPtr gsNoPrimBlob = Compile(common + geomNoPrim, "main", "gs_5_0"); ID3DBlobPtr gsPrimBlob = Compile(common + geomPrim, "main", "gs_5_0"); ID3DBlobPtr psNoPrimBlob = Compile(common + pixelNoPrim, "main", "ps_5_0"); ID3DBlobPtr psPrimBlob = Compile(common + pixelPrim, "main", "ps_5_0"); CreateDefaultInputLayout(vsBlob); ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri); ID3D11VertexShaderPtr vs = CreateVS(vsBlob); ID3D11GeometryShaderPtr gsNoPrim = CreateGS(gsNoPrimBlob); ID3D11GeometryShaderPtr gsPrim = CreateGS(gsPrimBlob); ID3D11PixelShaderPtr psNoPrim = CreatePS(psNoPrimBlob); ID3D11PixelShaderPtr psPrim = CreatePS(psPrimBlob); float halfWidth = (float)screenWidth * 0.5f; float halfHeight = (float)screenHeight * 0.5f; D3D11_VIEWPORT views[4] = {{0.0f, 0.0f, halfWidth, halfHeight, 0.0f, 1.0f}, {halfWidth, 0.0f, halfWidth, halfHeight, 0.0f, 1.0f}, {0.0f, halfHeight, halfWidth, halfHeight, 0.0f, 1.0f}, {halfWidth, halfHeight, halfWidth, halfHeight, 0.0f, 1.0f}}; while(Running()) { ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL); ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f}); IASetVertexBuffer(vb, sizeof(DefaultA2V), 0); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->IASetInputLayout(defaultLayout); annot->SetMarker(L"Test"); // Draw with no GS, PS without prim RSSetViewport(views[0]); ctx->VSSetShader(vs, NULL, 0); ctx->GSSetShader(NULL, NULL, 0); ctx->PSSetShader(psNoPrim, NULL, 0); ctx->Draw(3, 0); // Draw with no GS, PS with prim RSSetViewport(views[1]); ctx->PSSetShader(psPrim, NULL, 0); ctx->Draw(3, 0); // Draw with GS, PS both without prim RSSetViewport(views[2]); ctx->GSSetShader(gsNoPrim, NULL, 0); ctx->PSSetShader(psNoPrim, NULL, 0); ctx->Draw(3, 0); // Draw with GS, PS both with prim RSSetViewport(views[3]); ctx->GSSetShader(gsPrim, NULL, 0); ctx->PSSetShader(psPrim, NULL, 0); ctx->Draw(3, 0); Present(); } return 0; } }; REGISTER_TEST();