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.
270 lines
6.8 KiB
C++
270 lines
6.8 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018-2026 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_Texture_3D, D3D11GraphicsTest)
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{
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static constexpr const char *Description = "Test that creates and samples a 3D texture";
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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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float4 uv : TEXCOORD0;
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};
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Texture3D<float> tex : register(t0);
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SamplerState samp : register(s0);
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float4 main(v2f IN) : SV_Target0
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{
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float4 ret = 0.0f;
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float mul = 0.5f;
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const float step = 0.5f;
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ret += tex.SampleLevel(samp, IN.uv.yxx, 7.0f) * mul; mul *= step;
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ret += tex.SampleLevel(samp, IN.uv.xyx, 6.0f) * mul; mul *= step;
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ret += tex.SampleLevel(samp, IN.uv.xxy, 5.0f) * mul; mul *= step;
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ret += tex.SampleLevel(samp, IN.uv.yxy, 4.0f) * mul; mul *= step;
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ret += tex.SampleLevel(samp, IN.uv.yyx, 3.0f) * mul; mul *= step;
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ret += tex.SampleLevel(samp, IN.uv.xyy, 2.0f) * mul; mul *= step;
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ret += tex.SampleLevel(samp, IN.uv.yyy, 1.0f) * mul; mul *= step;
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ret += tex.SampleLevel(samp, IN.uv.xxx, 0.0f) * mul;
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return (ret + 0.5f) * IN.col;
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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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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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ID3D11SamplerStatePtr samp = MakeSampler();
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ID3D11Texture3DPtr tex = MakeTexture(DXGI_FORMAT_R8_UNORM, 128, 128, 1024).Mips(8).SRV();
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uint8_t *data = new uint8_t[128 * 128 * 1024 * sizeof(uint8_t)];
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char *digits[10] = {
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"..####.."
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".#....#."
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"#......#"
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"#......#" // 0
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"#......#"
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"#......#"
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".#....#."
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"..####..",
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"....#..."
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"...##..."
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"..#.#..."
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"....#..." // 1
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"....#..."
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"....#..."
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"....#..."
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"..####..",
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"..###..."
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".#...#.."
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".....#.."
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"....#..." // 2
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"....#..."
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"...#...."
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"...#...."
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"..####..",
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"..###..."
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".#...#.."
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".....#.."
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".....#.." // 3
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"..###..."
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".....#.."
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".#...#.."
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"..###...",
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"........"
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"....#..."
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"...#...."
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"..#....."
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".#..#..." // 4
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".#####.."
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"....#..."
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"....#...",
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".#####.."
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".#......"
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".#......"
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".####..." // 5
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".....#.."
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".....#.."
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".#...#.."
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"..###...",
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"........"
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".....#.."
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"....#..."
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"...#...."
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"..####.." // 6
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".#....#."
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".#....#."
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"..####..",
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"........"
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"........"
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".######."
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".....#.."
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"....#..." // 7
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"...#...."
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"..#....."
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".#......",
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"..####.."
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".#....#."
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".#....#."
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"..####.." // 8
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".#....#."
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".#....#."
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".#....#."
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"..####..",
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"..####.."
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".#....#."
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".#....#."
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"..#####." // 9
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"......#."
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".....#.."
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"....#..."
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"...#....",
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};
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for(uint32_t mip = 0; mip < 8; mip++)
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{
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uint32_t d = 128 >> mip;
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if(mip > 0)
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{
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for(uint32_t i = 0; i < d * d * (1024 >> mip); i++)
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data[i] = uint8_t((rand() % 0x7f) << 1);
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}
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else
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{
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for(uint32_t slice = 0; slice < 1024; slice++)
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{
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uint8_t *base = data + d * d * sizeof(uint8_t) * slice;
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int str[4] = {0, 0, 0, 0};
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uint32_t digitCalc = slice;
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str[0] += digitCalc / 1000;
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digitCalc %= 1000;
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str[1] += digitCalc / 100;
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digitCalc %= 100;
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str[2] += digitCalc / 10;
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digitCalc %= 10;
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str[3] += digitCalc;
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base += 32;
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base += 32 * d * sizeof(uint8_t);
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// first digit
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for(int row = 0; row < 8; row++)
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memcpy(base + row * d * sizeof(uint8_t), digits[str[0]] + row * 8, 8);
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base += 16;
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// second digit
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for(int row = 0; row < 8; row++)
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memcpy(base + row * d * sizeof(uint8_t), digits[str[1]] + row * 8, 8);
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base += 16;
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// third digit
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for(int row = 0; row < 8; row++)
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memcpy(base + row * d * sizeof(uint8_t), digits[str[2]] + row * 8, 8);
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base += 16;
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// fourth digit
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for(int row = 0; row < 8; row++)
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memcpy(base + row * d * sizeof(uint8_t), digits[str[3]] + row * 8, 8);
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}
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}
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ctx->UpdateSubresource(tex, mip, NULL, data, d * sizeof(uint8_t), d * d * sizeof(uint8_t));
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}
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ID3D11ShaderResourceViewPtr srv = MakeSRV(tex);
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delete[] data;
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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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->PSSetSamplers(0, 1, &samp.GetInterfacePtr());
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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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ctx->Draw(3, 0);
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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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