/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2020 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_Shader_Editing, D3D11GraphicsTest) { static constexpr const char *Description = "Ensures that shader editing works with different combinations of shader re-use."; std::string vertex = R"EOSHADER( float4 main(float3 INpos : POSITION) : SV_Position { float4 ret = float4(0,0,0,1); ret.xyz += INpos.xyz; return ret; } )EOSHADER"; std::string pixel = R"EOSHADER( float4 main() : SV_Target0 { #if 1 return float4(0.0, 1.0, 0.0, 1.0); #else return float4(0.0, 1.0, 1.0, 1.0); #endif } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0"); ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0"); CreateDefaultInputLayout(vsblob); ID3D11VertexShaderPtr vs = CreateVS(vsblob); ID3D11PixelShaderPtr ps = CreatePS(psblob); // compile again so that we can edit this one distinctly ID3D11PixelShaderPtr ps2 = CreatePS(psblob); ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri); ID3D11Texture2DPtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV(); ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex); while(Running()) { ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f}); ClearRenderTargetView(fltRT, {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->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL); RSSetViewport({0.0f, 0.0f, (float)screenWidth / 2.0f, (float)screenHeight, 0.0f, 1.0f}); setMarker("Draw 1"); ctx->Draw(3, 0); ctx->PSSetShader(ps2, NULL, 0); RSSetViewport({(float)screenWidth / 2.0f, 0.0f, (float)screenWidth / 2.0f, (float)screenHeight, 0.0f, 1.0f}); setMarker("Draw 2"); ctx->Draw(3, 0); Present(); } return 0; } }; REGISTER_TEST();