/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2015-2019 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" struct Array_Interpolator : D3D11GraphicsTest { static constexpr const char *Description = "Test passing an array of float2 to make sure the interpolator packing is handled by " "shader debugging"; std::string common = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float2 tex[4] : TEXCOORD0; // 0, 1, 2, 3 float2 extra : TEXCOORD4; }; )EOSHADER"; std::string vertex = R"EOSHADER( struct vertin { float3 pos : POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; v2f main(vertin IN, uint vid : SV_VertexID) { v2f OUT = (v2f)0; OUT.pos = float4(IN.pos.xyz, 1); OUT.tex[0] = IN.uv * 0.1f; OUT.tex[1] = IN.uv * 0.01f; OUT.tex[2] = IN.uv * 0.001f; OUT.tex[3] = IN.uv * 0.0001f; OUT.extra = float2(3.1415926535f, 9.876543210f) * (IN.pos.x + 0.5f); return OUT; } )EOSHADER"; std::string pixel = R"EOSHADER( float4 main(v2f IN) : SV_Target0 { return float4(IN.tex[0] + IN.tex[1] + IN.tex[2] + IN.tex[3], IN.extra); } )EOSHADER"; int main(int argc, char **argv) { // initialise, create window, create device, etc if(!Init(argc, argv)) return 3; ID3DBlobPtr vsblob = Compile(common + vertex, "main", "vs_5_0"); ID3DBlobPtr psblob = Compile(common + pixel, "main", "ps_5_0"); CreateDefaultInputLayout(vsblob); ID3D11VertexShaderPtr vs = CreateVS(vsblob); ID3D11PixelShaderPtr ps = CreatePS(psblob); ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri); while(Running()) { ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 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); 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(Array_Interpolator);