/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2023-2026 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_Storage_Raster, D3D11GraphicsTest) { static constexpr const char *Description = "Testing stores to images from a rasterized draw with no rasterized outputs."; std::string vertex = R"EOSHADER( struct vertin { float3 pos : POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; v2f main(vertin IN) { v2f OUT = (v2f)0; OUT.pos = float4(IN.pos.xyz, 1); OUT.col = IN.col; OUT.uv = IN.uv; return OUT; } )EOSHADER"; std::string pixel = R"EOSHADER( struct v2f { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; RWByteAddressBuffer rwbuf : register(u0); void main(v2f IN) { uint orig = 0; rwbuf.InterlockedMin(0, uint(IN.pos.x), orig); rwbuf.InterlockedMin(4, uint(IN.pos.y), orig); rwbuf.InterlockedMax(8, uint(IN.pos.x), orig); rwbuf.InterlockedMax(12, uint(IN.pos.y), orig); } )EOSHADER"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; ID3D11VertexShaderPtr vs = CreateVS(Compile(vertex, "main", "vs_5_0")); ID3D11PixelShaderPtr ps = CreatePS(Compile(pixel, "main", "ps_5_0")); ID3D11BufferPtr buf = MakeBuffer().Size(64).ByteAddressed().UAV().SRV(); ID3D11UnorderedAccessViewPtr uav = MakeUAV(buf).Format(DXGI_FORMAT_R32_TYPELESS); while(Running()) { ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f}); ClearUnorderedAccessView(uav, Vec4u(150, 150, 150, 150)); IASetVertexBuffer(DefaultTriVB, sizeof(DefaultA2V), 0); ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->IASetInputLayout(defaultLayout); ctx->VSSetShader(vs, NULL, 0); ctx->PSSetShader(ps, NULL, 0); RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); RSSetScissor({0, 0, screenWidth, screenHeight}); ctx->OMSetRenderTargetsAndUnorderedAccessViews(0, NULL, NULL, 0, 1, &uav.GetInterfacePtr(), NULL); ctx->Draw(3, 0); Present(); } return 0; } }; REGISTER_TEST();