/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2025 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_Stream_Out, D3D11GraphicsTest) { static constexpr const char *Description = "Test using D3D11's streamout feature"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0"); ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_5_0"); CreateDefaultInputLayout(vsblob); std::vector sodecl; std::vector strides; { D3D11_SO_DECLARATION_ENTRY decl; decl.StartComponent = 0; decl.ComponentCount = 4; decl.SemanticName = "SV_POSITION"; decl.SemanticIndex = 0; decl.Stream = 0; decl.OutputSlot = 0; sodecl.push_back(decl); } { D3D11_SO_DECLARATION_ENTRY decl; decl.StartComponent = 0; decl.ComponentCount = 4; decl.SemanticName = "COLOR"; decl.SemanticIndex = 0; decl.Stream = 0; decl.OutputSlot = 1; sodecl.push_back(decl); } strides.push_back(4 * sizeof(float)); strides.push_back(8 * sizeof(float)); ID3D11VertexShaderPtr vs = CreateVS(vsblob); ID3D11PixelShaderPtr ps = CreatePS(psblob); ID3D11GeometryShaderPtr gs = CreateGS(vsblob, sodecl, strides); ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri); ID3D11BufferPtr so[3] = { MakeBuffer().StreamOut().Vertex().Size(2048), MakeBuffer().StreamOut().Vertex().Size(2048), MakeBuffer().StreamOut().Vertex().Size(2048), }; D3D11_INPUT_ELEMENT_DESC layoutdesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0, }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0, }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0, }, }; ID3D11InputLayoutPtr streamoutLayout; CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(), vsblob->GetBufferSize(), &streamoutLayout)); // pre fill buffer 2 with pre-frame data { ctx->ClearState(); IASetVertexBuffer(vb, sizeof(DefaultA2V), 0); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->IASetInputLayout(defaultLayout); ctx->VSSetShader(vs, NULL, 0); ctx->GSSetShader(gs, 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); ID3D11Buffer *bufs[] = {so[2], so[1]}; UINT offs[2] = {0}; ctx->SOSetTargets(2, bufs, offs); ctx->Draw(3, 0); } while(Running()) { ctx->ClearState(); unsigned char empty[2048] = {}; ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048); ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048); ClearRenderTargetView(bbRTV, {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->GSSetShader(gs, 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); ID3D11Buffer *bufs[] = {so[0], so[1]}; UINT offs[2] = {0}; ctx->SOSetTargets(2, bufs, offs); ctx->Draw(3, 0); ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048); ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048); ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f}); ctx->Draw(3, 0); ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048); ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048); ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f}); // test using offsets of NULL. Should be equivalent to passing -1 bufs[0] = so[1]; bufs[1] = so[0]; ctx->SOSetTargets(2, bufs, NULL); ctx->Draw(3, 0); ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048); ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048); // test DrawAuto() RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); // draw with streamout and explicitly unbind ctx->SOSetTargets(2, bufs, offs); ctx->Draw(3, 0); ctx->SOSetTargets(0, NULL, NULL); RSSetViewport({0.0f, 0.0f, (float)screenWidth / 4.0f, (float)screenHeight / 4.0f, 0.0f, 1.0f}); ctx->IASetVertexBuffers(0, 2, bufs, &strides[0], offs); ctx->IASetInputLayout(streamoutLayout); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); ctx->DrawAuto(); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); ID3D11Buffer *emptyBuf[2] = {}; ctx->IASetVertexBuffers(0, 2, emptyBuf, &strides[0], offs); IASetVertexBuffer(vb, sizeof(DefaultA2V), 0); ctx->IASetInputLayout(defaultLayout); // check that we can clear state after unbinding ctx->ClearState(); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->VSSetShader(vs, NULL, 0); ctx->GSSetShader(gs, NULL, 0); ctx->PSSetShader(ps, NULL, 0); ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL); RSSetViewport({screenWidth / 4.0f, 0.0f, (float)screenWidth / 4.0f, (float)screenHeight / 4.0f, 0.0f, 1.0f}); ctx->IASetVertexBuffers(0, 2, emptyBuf, &strides[0], offs); IASetVertexBuffer(vb, sizeof(DefaultA2V), 0); ctx->IASetInputLayout(defaultLayout); // draw with streamout and clear state ctx->SOSetTargets(2, bufs, offs); ctx->DrawInstanced(3, 2, 0, 0); ctx->ClearState(); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->VSSetShader(vs, NULL, 0); ctx->GSSetShader(gs, NULL, 0); ctx->PSSetShader(ps, NULL, 0); ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL); RSSetViewport({(screenWidth * 2.0f) / 4.0f, 0.0f, (float)screenWidth / 4.0f, (float)screenHeight / 4.0f, 0.0f, 1.0f}); ctx->IASetVertexBuffers(0, 2, bufs, &strides[0], offs); ctx->IASetInputLayout(streamoutLayout); ctx->DrawAuto(); ctx->SOSetTargets(0, NULL, NULL); RSSetViewport({(screenWidth * 3.0f) / 4.0f, 0.0f, (float)screenWidth / 4.0f, (float)screenHeight / 4.0f, 0.0f, 1.0f}); bufs[0] = so[2]; ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); ctx->IASetVertexBuffers(0, 2, bufs, &strides[0], offs); ctx->DrawAuto(); // leave stream-out buffers bound at the end of the frame ctx->ClearState(); bufs[0] = so[1]; bufs[1] = so[0]; ctx->SOSetTargets(2, bufs, offs); Present(); } return 0; } }; REGISTER_TEST();