/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 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 D3D11_Structured_Buffer_Nested : D3D11GraphicsTest { static constexpr const char *Description = "Test reading from structured buffers with nested structs"; std::string pixel = R"EOSHADER( struct supernest { float x; }; struct nest { float3 v; supernest s; float a, b, c; }; struct mystruct { nest n[3]; float4 p; }; StructuredBuffer buf1 : register(t0); Buffer buf2 : register(t1); RWBuffer out_buf : register(u1); float4 main() : SV_Target0 { int idx = 0; out_buf[idx++] = buf1[0].p; out_buf[idx++] = buf1[1].p; out_buf[idx++] = buf1[2].p; out_buf[idx++] = float4(buf1[0].n[0].v, 1.0f); out_buf[idx++] = float4(buf1[3].n[1].v, 1.0f); out_buf[idx++] = float4(buf1[6].n[2].v, 1.0f); out_buf[idx++] = float4(buf1[4].n[0].a, 0.0f, 0.0f, 1.0f); out_buf[idx++] = float4(buf1[5].n[1].b, 0.0f, 0.0f, 1.0f); out_buf[idx++] = float4(buf1[7].n[2].c, 0.0f, 0.0f, 1.0f); out_buf[idx++] = float4(buf1[8].n[1].s.x, 0.0f, 0.0f, 1.0f); idx++; out_buf[idx++] = float4(buf2[3], 1.0f); out_buf[idx++] = float4(buf2[4], 1.0f); out_buf[idx++] = float4(buf2[5], 1.0f); return 1.0f.xxxx; } )EOSHADER"; int main(int argc, char **argv) { // initialise, create window, create device, etc if(!Init(argc, argv)) 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); float data[16 * 100]; for(int i = 0; i < 16 * 100; i++) data[i] = float(i); ID3D11BufferPtr structbuf = MakeBuffer().Structured(25 * sizeof(float)).Data(data).SRV(); ID3D11ShaderResourceViewPtr structbufSRV = MakeSRV(structbuf); ID3D11BufferPtr typedbuf = MakeBuffer().Data(data).SRV(); ID3D11ShaderResourceViewPtr typedbufSRV = MakeSRV(typedbuf).Format(DXGI_FORMAT_R32G32B32_FLOAT); ID3D11BufferPtr outbuf = MakeBuffer().Structured(4 * sizeof(float)).Size(1024).UAV(); ID3D11UnorderedAccessViewPtr outbufUAV = MakeUAV(outbuf); 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); ID3D11ShaderResourceView *srvs[] = {structbufSRV, typedbufSRV}; ctx->PSSetShaderResources(0, 2, srvs); RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); float zeros[4] = {}; ctx->ClearUnorderedAccessViewFloat(outbufUAV, zeros); ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &bbRTV.GetInterfacePtr(), NULL, 1, 1, &outbufUAV.GetInterfacePtr(), NULL); ctx->Draw(3, 0); Present(); } return 0; } }; REGISTER_TEST(D3D11_Structured_Buffer_Nested);