mirror of
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.
143 lines
4.4 KiB
C++
143 lines
4.4 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_Deferred_Map, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Test that does Map() on a deferred context on buffers and textures.";
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std::string pixel = R"EOSHADER(
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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Texture2D<float4> tex;
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float4 main(v2f IN) : SV_Target0
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{
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clip(float2(0.9999f, 0.9999f) - IN.uv.xy);
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return tex.Load(int3(IN.uv.xy*64.0f, 0));
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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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ID3D11DeviceContextPtr defctx;
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dev->CreateDeferredContext(0, &defctx);
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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "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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DefaultA2V triangle[] = {
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{Vec3f(-1.0f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-1.0f, 2.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
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{Vec3f(3.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
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{Vec3f(-1.0f, -1.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
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{Vec3f(3.0f, -1.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
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};
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
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ID3D11Texture2DPtr tex =
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MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).SRV().Mips(1).Mappable();
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ID3D11ShaderResourceViewPtr srv = MakeSRV(tex);
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ID3D11CommandListPtr cmdList;
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D3D11_MAPPED_SUBRESOURCE mapped = {};
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Vec4f *data = NULL;
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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), 0);
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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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ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
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// set mip 0 to green on the deferred context
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defctx->Map(tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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data = (Vec4f *)mapped.pData;
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for(int y = 0; y < 64; y++)
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for(int x = 0; x < 64; x++)
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data[y * 64 + x] = Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
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defctx->Unmap(tex, 0);
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defctx->FinishCommandList(TRUE, &cmdList);
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// set mip 0 to red on the immediate context
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ctx->Map(tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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data = (Vec4f *)mapped.pData;
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for(int y = 0; y < 64; y++)
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for(int x = 0; x < 64; x++)
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data[y * 64 + x] = Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
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ctx->Unmap(tex, 0);
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ctx->Draw(3, 0);
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ctx->ExecuteCommandList(cmdList, TRUE);
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ctx->Draw(3, 3);
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cmdList = NULL;
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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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