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https://github.com/baldurk/renderdoc.git
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856c838def
* 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.
162 lines
4.8 KiB
C++
162 lines
4.8 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2020-2026 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d11_test.h"
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RD_TEST(D3D11_Buffer_Truncation, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests using a constant buffer that is truncated by range (when supported), as well as "
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"vertex/index buffers truncated by size.";
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std::string vertex = R"EOSHADER(
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struct vertin
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 svpos : SV_POSITION;
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float4 pos : OUTPOSITION;
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float4 col : OUTCOLOR;
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};
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v2f main(vertin IN)
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{
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v2f OUT = (v2f)0;
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OUT.svpos = OUT.pos = float4(IN.pos.xyz, 1);
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OUT.col = IN.col;
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return OUT;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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cbuffer consts : register(b0)
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{
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float4 padding[16];
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float4 outcol;
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};
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float4 main() : SV_Target0
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{
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return outcol;
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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const DefaultA2V OffsetTri[] = {
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{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(7.7f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(9.9f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(8.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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};
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uint16_t indices[] = {99, 99, 99, 1, 2, 3, 4, 5};
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Vec4f cbufferdata[64] = {};
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cbufferdata[32] = Vec4f(1.0f, 2.0f, 3.0f, 4.0f);
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if(!opts.ConstantBufferOffsetting)
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cbufferdata[16] = Vec4f(1.0f, 2.0f, 3.0f, 4.0f);
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ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
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CreateDefaultInputLayout(vsblob);
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ID3D11VertexShaderPtr vs = CreateVS(vsblob);
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ID3D11PixelShaderPtr ps = CreatePS(psblob);
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(OffsetTri);
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ID3D11BufferPtr ib = MakeBuffer().Index().Data(indices);
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ID3D11BufferPtr cb =
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MakeBuffer()
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.Constant()
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.Data(cbufferdata)
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.Size(opts.ConstantBufferOffsetting ? sizeof(cbufferdata) : sizeof(Vec4f) * 16);
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ID3D11Texture2DPtr fltTex =
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MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV().SRV();
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ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
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while(Running())
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{
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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IASetVertexBuffer(vb, sizeof(DefaultA2V), sizeof(DefaultA2V) * 3);
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ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, sizeof(uint16_t) * 3);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->IASetInputLayout(defaultLayout);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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if(opts.ConstantBufferOffsetting)
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{
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UINT offset = 16;
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UINT count = 16;
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ctx1->PSSetConstantBuffers1(0, 1, &cb.GetInterfacePtr(), &offset, &count);
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}
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else
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{
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setMarker("NoCBufferRange");
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ctx->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
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}
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
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ctx->DrawIndexed(6, 0, 0);
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blitToSwap(fltTex);
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST();
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