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renderdoc/util/test/demos/d3d11/d3d11_structured_buffer_nested.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

141 lines
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C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2026 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_Structured_Buffer_Nested, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Test reading from structured buffers with nested structs";
std::string pixel = R"EOSHADER(
struct supernest
{
float x;
};
struct nest
{
float3 v;
supernest s;
float a, b, c;
};
struct mystruct
{
nest n[3];
float4 p;
};
StructuredBuffer<mystruct> buf1 : register(t0);
Buffer<float3> buf2 : register(t1);
RWBuffer<float4> out_buf : register(u1);
float4 main() : SV_Target0
{
int idx = 0;
out_buf[idx++] = buf1[0].p;
out_buf[idx++] = buf1[1].p;
out_buf[idx++] = buf1[2].p;
out_buf[idx++] = float4(buf1[0].n[0].v, 1.0f);
out_buf[idx++] = float4(buf1[3].n[1].v, 1.0f);
out_buf[idx++] = float4(buf1[6].n[2].v, 1.0f);
out_buf[idx++] = float4(buf1[4].n[0].a, 0.0f, 0.0f, 1.0f);
out_buf[idx++] = float4(buf1[5].n[1].b, 0.0f, 0.0f, 1.0f);
out_buf[idx++] = float4(buf1[7].n[2].c, 0.0f, 0.0f, 1.0f);
out_buf[idx++] = float4(buf1[8].n[1].s.x, 0.0f, 0.0f, 1.0f);
idx++;
out_buf[idx++] = float4(buf2[3], 1.0f);
out_buf[idx++] = float4(buf2[4], 1.0f);
out_buf[idx++] = float4(buf2[5], 1.0f);
return 1.0f.xxxx;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "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(DefaultTri);
float data[16 * 100];
for(int i = 0; i < 16 * 100; i++)
data[i] = float(i);
ID3D11BufferPtr structbuf = MakeBuffer().Structured(25 * sizeof(float)).Data(data).SRV();
ID3D11ShaderResourceViewPtr structbufSRV = MakeSRV(structbuf);
ID3D11BufferPtr typedbuf = MakeBuffer().Data(data).SRV();
ID3D11ShaderResourceViewPtr typedbufSRV = MakeSRV(typedbuf).Format(DXGI_FORMAT_R32G32B32_FLOAT);
ID3D11BufferPtr outbuf = MakeBuffer().Structured(4 * sizeof(float)).Size(1024).UAV();
ID3D11UnorderedAccessViewPtr outbufUAV = MakeUAV(outbuf);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ID3D11ShaderResourceView *srvs[] = {structbufSRV, typedbufSRV};
ctx->PSSetShaderResources(0, 2, srvs);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
float zeros[4] = {};
ctx->ClearUnorderedAccessViewFloat(outbufUAV, zeros);
ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &bbRTV.GetInterfacePtr(), NULL, 1, 1,
&outbufUAV.GetInterfacePtr(), NULL);
ctx->Draw(3, 0);
Present();
}
return 0;
}
};
REGISTER_TEST();