/****************************************************************************** * 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_Many_RTVs, D3D11GraphicsTest) { static constexpr const char *Description = "Test repeatedly creating and destroying RTVs"; std::string pixel = R"EOSHADER( cbuffer consts : register(b0) { float4 col; }; float4 main() : SV_Target0 { return col; } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(D3DFullscreenQuadVertex, "main", "vs_5_0"); ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0"); ID3D11VertexShaderPtr vs = CreateVS(vsblob); ID3D11PixelShaderPtr ps = CreatePS(psblob); ID3D11RenderTargetViewPtr rtv; Vec4f col; ID3D11BufferPtr cb = MakeBuffer().Constant().Size(sizeof(Vec4f)); D3D11_VIEWPORT view[10]; for(int i = 0; i < 10; i++) { view[i].MinDepth = 0.0f; view[i].MaxDepth = 1.0f; view[i].TopLeftX = (float)i * 50.0f; view[i].TopLeftY = 0.0f; view[i].Width = 50.0f; view[i].Height = 250.0f; } while(Running()) { ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f}); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ctx->VSSetShader(vs, NULL, 0); ctx->PSSetShader(ps, NULL, 0); ctx->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr()); for(int i = 0; i < 10; i++) { ctx->RSSetViewports(1, view + i); rtv = MakeRTV(bbTex); ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), NULL); col = Vec4f(RANDF(0.0f, 1.0f), RANDF(0.0f, 1.0f), RANDF(0.0f, 1.0f), 1.0f); ctx->UpdateSubresource(cb, 0, NULL, &col, sizeof(col), sizeof(col)); ctx->Draw(4, 0); } Present(); } return 0; } }; REGISTER_TEST();