/****************************************************************************** * The MIT License (MIT) * * Copyright (c) 2019-2022 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_Parameter_Zoo, D3D11GraphicsTest) { static constexpr const char *Description = "General tests of parameters known to cause problems - e.g. optional values that should be " "ignored, edge cases, special values, etc."; 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); ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri); // make a simple texture so that the structured data includes texture initial states ID3D11Texture2DPtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4).RTV(); ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex); ID3DDeviceContextStatePtr ctxstate, ctxstate_off; D3D_FEATURE_LEVEL feat11 = D3D_FEATURE_LEVEL_11_0; CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION, __uuidof(ID3D11Device), NULL, &ctxstate)); CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION, __uuidof(ID3D11Device), NULL, &ctxstate_off)); ctx1->SwapDeviceContextState(ctxstate_off, NULL); while(Running()) { ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f}); ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f}); // set the ctxstate, so it only exists in the context's memory (which we don't track) ctx1->SwapDeviceContextState(ctxstate, NULL); // release our resource, renderdoc will destroy it now ctxstate = NULL; // repeatedly toggle between the states and re-destroy ctxstate for(int i = 0; i < 100; i++) { // we always need an incoming state, pass it in and get back our old state that we destroyed ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate); // again make it disappear ctx1->SwapDeviceContextState(ctxstate, NULL); ctxstate = NULL; } 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}); RSSetScissor({0, 0, 1, 1}); D3D11_RASTERIZER_DESC raster = GetRasterState(); raster.ScissorEnable = FALSE; SetRasterState(raster); ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL); ctx->Draw(3, 0); Present(); // get back to how we should be with a handle to ctxstate and ctxstate_off bound ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate); } return 0; } }; REGISTER_TEST();