/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2018-2026 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_Stripped_Shaders, D3D11GraphicsTest) { static constexpr const char *Description = "Tests shaders with their debug/reflection info stripped out and stored in separate blobs"; int main() { // initialise, create window, create device, etc if(!Init()) return 3; MakeDir((GetCWD() + "/tmp/D3D11_Stripped_Shaders").c_str()); // several variables: // // legacy whole unstripped blob, or dxc-style just pdb // (for dxc-style) manual named or auto-named // (for legacy-style) lz4 compressed or not // (for legacy-style) PRIV pointed or SetPrivateData // absolute or relative path // // we don't test all possible combinations but check at least one of each // PRIV will be set with absolute path ID3DBlobPtr vsblob = Compile(D3DDefaultVertex + "\n// shader source // vertex", "main", "vs_5_0", CompileOptionFlags::SeparateDebugLegacy | CompileOptionFlags::SeparateDebugSetPRIV); // we'll set relative SetPrivateData path below ID3DBlobPtr psblob = Compile(D3DDefaultPixel + "\n// shader source // pixel", "main", "ps_5_0", CompileOptionFlags::SeparateDebugLegacy | CompileOptionFlags::ManualDebugName | CompileOptionFlags::LZ4Compress); CreateDefaultInputLayout(vsblob); ID3D11VertexShaderPtr vs = CreateVS(vsblob); ID3D11PixelShaderPtr ps = CreatePS(psblob); SetBlobPath("lz4#shader_ps.dbg", ps); // manual name will be set absolute in a manual ILDN ID3DBlobPtr vsblob2 = Compile(D3DDefaultVertex + "\n// shader source 2 // vertex", "main", "vs_5_0", CompileOptionFlags::SeparateDebug | CompileOptionFlags::ManualDebugName); // the fxc-generated ILDN will be relative ID3DBlobPtr psblob2 = Compile(D3DDefaultPixel + "\n// shader source 2 // pixel", "main", "ps_5_0", CompileOptionFlags::SeparateDebug); ID3D11VertexShaderPtr vs2 = CreateVS(vsblob2); ID3D11PixelShaderPtr ps2 = CreatePS(psblob2); ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri); while(Running()) { 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->PSSetShader(ps, NULL, 0); RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f}); ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL); setMarker("test: shader source"); setMarker("vertex auto absolute"); setMarker("pixel manual relative"); ctx->Draw(3, 0); ctx->VSSetShader(vs2, NULL, 0); ctx->PSSetShader(ps2, NULL, 0); setMarker("test: shader source 2"); setMarker("vertex manual absolute"); setMarker("pixel auto relative"); ctx->Draw(3, 0); Present(); } return 0; } }; REGISTER_TEST();