/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2024 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_Overlay_Test, D3D11GraphicsTest) { static constexpr const char *Description = "Makes a couple of draws that show off all the overlays in some way"; std::string whitePixel = R"EOSHADER( float4 main() : SV_Target0 { return float4(1, 1, 1, 1); } )EOSHADER"; std::string depthWritePixel = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; struct PixOut { float4 colour : SV_Target0; float depth : SV_Depth; }; PixOut main(v2f IN) { PixOut OUT; OUT.colour = IN.col; if ((IN.pos.x > 180.0) && (IN.pos.x < 185.0) && (IN.pos.y > 155.0) && (IN.pos.y < 165.0)) { OUT.depth = 0.0; } else { OUT.depth = IN.pos.z; } return OUT; } )EOSHADER"; std::string discardPixel = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; struct PixOut { float4 colour : SV_Target0; }; PixOut main(v2f IN) { PixOut OUT; OUT.colour = IN.col; if ((IN.pos.x > 327.0) && (IN.pos.x < 339.0) && (IN.pos.y > 38.0) && (IN.pos.y < 48.0)) { discard; } return OUT; } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0"); ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0"); CreateDefaultInputLayout(vsblob); ID3D11VertexShaderPtr vs = CreateVS(vsblob); ID3D11PixelShaderPtr ps = CreatePS(psblob); ID3D11PixelShaderPtr whiteps = CreatePS(Compile(whitePixel, "main", "ps_4_0")); ID3D11PixelShaderPtr depthwriteps = CreatePS(Compile(depthWritePixel, "main", "ps_4_0")); ID3D11PixelShaderPtr discardps = CreatePS(Compile(discardPixel, "main", "ps_4_0")); const DefaultA2V VBData[] = { // this triangle occludes in depth {Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // this triangle occludes in stencil {Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(-0.5f, 0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // this triangle is just in the background to contribute to overdraw {Vec3f(-0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)}, // the draw has a few triangles, main one that is occluded for depth, another that is // adding to overdraw complexity, one that is backface culled, then a few more of various // sizes for triangle size overlay {Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, {Vec3f(-0.2f, -0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.2f, -0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // backface culled {Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // depth clipped (i.e. not clamped) {Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // small triangles // size=0.01 {Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.01f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // size=0.015 {Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.015f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // size=0.02 {Vec3f(0.0f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.02f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // size=0.025 {Vec3f(0.0f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.025f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)}, // this triangle deliberately goes out of the viewport, it will test viewport & scissor // clipping {Vec3f(-1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.0f, 1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(1.0f, 0.0f)}, // fullscreen quad used with scissor to set stencil // -1,-1 - +1,-1 // | / // -1,+1 {Vec3f(-1.0f, -1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-1.0f, +1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(+1.0f, -1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)}, // +1,-1 // / | // -1,+1 - +1,+1 {Vec3f(+1.0f, -1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(-1.0f, +1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(+1.0f, +1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)}, // discard rectangle {Vec3f(0.6f, +0.7f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)}, {Vec3f(0.7f, +0.9f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)}, {Vec3f(0.8f, +0.7f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)}, }; ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(VBData); UINT numQuals = 0; dev->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 4, &numQuals); // when there's more than one quality, use a non-zero just to be awkward. ID3D11Texture2DPtr msaatex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight) .RTV() .Multisampled(4, numQuals > 1 ? 1 : 0); ID3D11RenderTargetViewPtr msaartv = MakeRTV(msaatex); char *fmtNames[] = {"D24_S8", "D32F_S8", "D16_S0", "D32F_S0"}; DXGI_FORMAT fmts[] = {DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_D32_FLOAT}; const size_t countFmts = ARRAY_COUNT(fmts); ID3D11Texture2DPtr depthtexs[countFmts]; ID3D11DepthStencilViewPtr dsvs[countFmts]; ID3D11Texture2DPtr msaadepthtexs[countFmts]; ID3D11DepthStencilViewPtr msaadsvs[countFmts]; for(size_t f = 0; f < countFmts; f++) { DXGI_FORMAT fmt = fmts[f]; ID3D11Texture2DPtr depthtex = MakeTexture(fmt, screenWidth, screenHeight).DSV(); ID3D11DepthStencilViewPtr dsv = MakeDSV(depthtex); depthtexs[f] = depthtex; dsvs[f] = dsv; dev->CheckMultisampleQualityLevels(fmt, 4, &numQuals); ID3D11Texture2DPtr msaadepthtex = MakeTexture(fmt, screenWidth, screenHeight).DSV().Multisampled(4, numQuals > 1 ? 1 : 0); ID3D11DepthStencilViewPtr msaadsv = MakeDSV(msaadepthtex); msaadepthtexs[f] = msaadepthtex; msaadsvs[f] = msaadsv; } ID3D11Texture2DPtr subtex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight).RTV().Array(5).Mips(4); ID3D11RenderTargetViewPtr subrtv = MakeRTV(subtex).FirstSlice(2).NumSlices(1).FirstMip(2).NumMips(1); ID3D11RenderTargetViewPtr subrtv2 = MakeRTV(subtex).FirstSlice(2).NumSlices(1).FirstMip(3).NumMips(1); while(Running()) { IASetVertexBuffer(vb, sizeof(DefaultA2V), 0); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->IASetInputLayout(defaultLayout); ctx->VSSetShader(vs, NULL, 0); for(size_t f = 0; f < countFmts; f++) { std::string fmtName(fmtNames[f]); DXGI_FORMAT fmt = fmts[f]; bool hasStencil = false; if(fmt == DXGI_FORMAT_D24_UNORM_S8_UINT || fmt == DXGI_FORMAT_D32_FLOAT_S8X24_UINT) hasStencil = true; for(ID3D11RenderTargetViewPtr rtv : {bbRTV, msaartv}) { ctx->PSSetShader(ps, NULL, 0); D3D11_DEPTH_STENCIL_DESC depth = GetDepthState(); depth.StencilEnable = FALSE; depth.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; depth.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE; SetDepthState(depth); SetStencilRef(0x55); D3D11_RASTERIZER_DESC raster = GetRasterState(); raster.ScissorEnable = TRUE; SetRasterState(raster); RSSetViewport( {10.0f, 10.0f, (float)screenWidth - 20.0f, (float)screenHeight - 20.0f, 0.0f, 1.0f}); RSSetScissor({0, 0, screenWidth, screenHeight}); ID3D11DepthStencilViewPtr curDSV = rtv == msaartv ? msaadsvs[f] : dsvs[f]; ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), curDSV); ClearRenderTargetView(rtv, {0.2f, 0.2f, 0.2f, 1.0f}); ctx->ClearDepthStencilView(curDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); if(hasStencil) { SetStencilRef(0x1); depth.StencilEnable = TRUE; SetDepthState(depth); RSSetScissor({32, 32, 38, 38}); ctx->Draw(6, 36); RSSetScissor({0, 0, screenWidth, screenHeight}); SetStencilRef(0x55); depth.StencilEnable = FALSE; } // draw the setup triangles // 1: write depth depth.DepthFunc = D3D11_COMPARISON_ALWAYS; SetDepthState(depth); ctx->Draw(3, 0); // 2: write stencil depth.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; if(hasStencil) { depth.StencilEnable = TRUE; SetDepthState(depth); ctx->Draw(3, 3); } // 3: write background depth.StencilEnable = FALSE; SetDepthState(depth); ctx->Draw(3, 6); // add a marker so we can easily locate this draw std::string markerName(rtv == msaartv ? "MSAA Test " : "Normal Test "); markerName += fmtName; setMarker(markerName); depth.StencilEnable = TRUE; depth.FrontFace.StencilFunc = D3D11_COMPARISON_GREATER; SetDepthState(depth); ctx->PSSetShader(depthwriteps, NULL, 0); ctx->Draw(24, 9); markerName = "Discard " + markerName; setMarker(markerName); ctx->PSSetShader(discardps, NULL, 0); ctx->Draw(3, 42); ctx->PSSetShader(ps, NULL, 0); depth.StencilEnable = FALSE; depth.DepthFunc = D3D11_COMPARISON_ALWAYS; SetDepthState(depth); if(rtv == bbRTV) { setMarker("Viewport Test " + fmtName); RSSetViewport({10.0f, 10.0f, 80.0f, 80.0f, 0.0f, 1.0f}); RSSetScissor({24, 24, 76, 76}); ctx->Draw(3, 33); } if(rtv == msaartv) { setMarker("Sample Mask Test " + fmtName); RSSetViewport({0.0f, 0.0f, 80.0f, 80.0f, 0.0f, 1.0f}); RSSetScissor({0, 0, 80, 80}); ctx->OMSetBlendState(NULL, NULL, 0x2); ctx->Draw(3, 6); ctx->OMSetBlendState(NULL, NULL, ~0U); } } } ctx->PSSetShader(whiteps, NULL, 0); RSSetViewport({5.0f, 5.0f, float(screenWidth) / 4.0f - 10.0f, float(screenHeight) / 4.0f - 10.0f, 0.0f, 1.0f}); RSSetScissor({0, 0, screenWidth / 4, screenHeight / 4}); ClearRenderTargetView(subrtv, {0.0f, 0.0f, 0.0f, 1.0f}); ctx->OMSetRenderTargets(1, &subrtv.GetInterfacePtr(), NULL); setMarker("Subresources mip 2"); ctx->Draw(24, 9); RSSetViewport( {2.0f, 2.0f, float(screenWidth / 8) - 4.0f, float(screenHeight / 8) - 4.0f, 0.0f, 1.0f}); RSSetScissor({0, 0, screenWidth / 8, screenHeight / 8}); ClearRenderTargetView(subrtv2, {0.0f, 0.0f, 0.0f, 1.0f}); ctx->OMSetRenderTargets(1, &subrtv2.GetInterfacePtr(), NULL); setMarker("Subresources mip 3"); ctx->Draw(24, 9); Present(); } return 0; } }; REGISTER_TEST();