Files
renderdoc/util/test/demos/d3d11/d3d11_buffer_truncation.cpp
baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* In a previous update in 2021 many copyright ranges were truncated
  accidentally, and some files have been copy-pasted with wrong years. These
  dates have been fixed based on git history and original copyright messages.
2026-01-05 14:17:28 +00:00

162 lines
4.8 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2026 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_Buffer_Truncation, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Tests using a constant buffer that is truncated by range (when supported), as well as "
"vertex/index buffers truncated by size.";
std::string vertex = R"EOSHADER(
struct vertin
{
float3 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct v2f
{
float4 svpos : SV_POSITION;
float4 pos : OUTPOSITION;
float4 col : OUTCOLOR;
};
v2f main(vertin IN)
{
v2f OUT = (v2f)0;
OUT.svpos = OUT.pos = float4(IN.pos.xyz, 1);
OUT.col = IN.col;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
cbuffer consts : register(b0)
{
float4 padding[16];
float4 outcol;
};
float4 main() : SV_Target0
{
return outcol;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
const DefaultA2V OffsetTri[] = {
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(9.9f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(8.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
};
uint16_t indices[] = {99, 99, 99, 1, 2, 3, 4, 5};
Vec4f cbufferdata[64] = {};
cbufferdata[32] = Vec4f(1.0f, 2.0f, 3.0f, 4.0f);
if(!opts.ConstantBufferOffsetting)
cbufferdata[16] = Vec4f(1.0f, 2.0f, 3.0f, 4.0f);
ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(OffsetTri);
ID3D11BufferPtr ib = MakeBuffer().Index().Data(indices);
ID3D11BufferPtr cb =
MakeBuffer()
.Constant()
.Data(cbufferdata)
.Size(opts.ConstantBufferOffsetting ? sizeof(cbufferdata) : sizeof(Vec4f) * 16);
ID3D11Texture2DPtr fltTex =
MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV().SRV();
ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), sizeof(DefaultA2V) * 3);
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, sizeof(uint16_t) * 3);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
if(opts.ConstantBufferOffsetting)
{
UINT offset = 16;
UINT count = 16;
ctx1->PSSetConstantBuffers1(0, 1, &cb.GetInterfacePtr(), &offset, &count);
}
else
{
setMarker("NoCBufferRange");
ctx->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
}
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
ctx->DrawIndexed(6, 0, 0);
blitToSwap(fltTex);
Present();
}
return 0;
}
};
REGISTER_TEST();