/****************************************************************************** * 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 "d3d12_test.h" RD_TEST(D3D12_Stripped_Shaders, D3D12GraphicsTest) { static constexpr const char *Description = "Tests shaders with their debug/reflection info stripped out and stored in separate blobs."; void Prepare(int argc, char **argv) { D3D12GraphicsTest::Prepare(argc, argv); if(!Avail.empty()) return; if(!m_DXILSupport) Avail = "DXIL can't be compiled"; } int main() { // initialise, create window, create device, etc if(!Init()) return 3; MakeDir((GetCWD() + "/tmp/D3D12_Stripped_Shaders").c_str()); // only a couple of variables: // // auto-named or manual named // absolute or relative path // manual debug name will be absolute ID3DBlobPtr vsblob = Compile(D3DDefaultVertex + "\n// shader source // vertex", "main", "vs_6_0", CompileOptionFlags::SeparateDebug | CompileOptionFlags::ManualDebugName); // auto name will be relative ID3DBlobPtr psblob = Compile(D3DDefaultPixel + "\n// shader source // pixel", "main", "ps_6_0", CompileOptionFlags::SeparateDebug); ID3D12PipelineStatePtr pso = MakePSO().RootSig(DefaultTriSig).InputLayout().VS(vsblob).PS(psblob); while(Running()) { ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer(); Reset(cmd); ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); ClearRenderTargetView(cmd, BBRTV, {0.2f, 0.2f, 0.2f, 1.0f}); cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); IASetVertexBuffer(cmd, DefaultTriVB, sizeof(DefaultA2V), 0); cmd->SetPipelineState(pso); cmd->SetGraphicsRootSignature(DefaultTriSig); SetMainWindowViewScissor(cmd); OMSetRenderTargets(cmd, {BBRTV}, {}); setMarker(cmd, "test: shader source"); setMarker(cmd, "vertex manual absolute"); setMarker(cmd, "pixel auto relative"); cmd->DrawInstanced(3, 1, 0, 0); FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET); cmd->Close(); SubmitAndPresent({cmd}); } return 0; } }; REGISTER_TEST();