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.
324 lines
8.7 KiB
C++
324 lines
8.7 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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#if defined(WIN32)
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#include "../d3d11/d3d11_test.h"
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#include "gl_test.h"
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#include "3rdparty/glad/glad_wgl.h"
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RD_TEST(GL_DX_Interop, OpenGLGraphicsTest)
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{
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static constexpr const char *Description =
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"Test interop between GL and DX (Create and render to a DX surface and include into "
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"GL rendering)";
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std::string dxcommon = R"EOSHADER(
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struct v2f
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{
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float4 pos : SV_Position;
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float2 uv : UV;
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};
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)EOSHADER";
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std::string dxvertex = R"EOSHADER(
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v2f main(uint vid : SV_VertexID)
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{
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float2 positions[] = {
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float2(-1.0f, -1.0f),
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float2(-1.0f, 1.0f),
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float2( 1.0f, -1.0f),
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float2( 1.0f, 1.0f),
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};
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v2f OUT = (v2f)0;
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OUT.pos = float4(positions[vid]*0.8f, 0, 1);
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OUT.uv = positions[vid]*0.5f + 0.5f;
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return OUT;
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}
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)EOSHADER";
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std::string dxpixel = R"EOSHADER(
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Texture2D<float4> tex : register(t0);
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float4 main(v2f IN) : SV_Target0
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{
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return tex.Load(int3(IN.uv.xy*1024.0f, 0));
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}
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)EOSHADER";
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std::string common = R"EOSHADER(
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#version 420 core
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#define v2f v2f_block \
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{ \
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vec4 pos; \
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vec4 col; \
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vec4 uv; \
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}
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec4 Color;
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layout(location = 2) in vec2 UV;
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out v2f vertOut;
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uniform vec2 wave;
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void main()
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{
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vertOut.pos = vec4(Position.xyz, 1);
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vertOut.pos.xy += wave*0.2f;
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gl_Position = vertOut.pos;
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vertOut.col = Color;
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vertOut.uv = vec4(UV.xy, 0, 1);
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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in v2f vertIn;
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layout(binding = 0) uniform sampler2D tex2D;
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layout(location = 0, index = 0) out vec4 Color;
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void main()
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{
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Color = textureLod(tex2D, vertIn.uv.xy, 0.0f);
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}
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)EOSHADER";
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D3D11GraphicsTest d3d;
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void Prepare(int argc, char **argv)
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{
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d3d.headless = true;
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d3d.Prepare(argc, argv);
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OpenGLGraphicsTest::Prepare(argc, argv);
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}
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int main()
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{
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if(!d3d.Init())
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return 4;
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ID3DBlobPtr vsblob = d3d.Compile(dxcommon + dxvertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = d3d.Compile(dxcommon + dxpixel, "main", "ps_5_0");
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ID3D11VertexShaderPtr vs = d3d.CreateVS(vsblob);
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ID3D11PixelShaderPtr ps = d3d.CreatePS(psblob);
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ID3D11Texture2DPtr d3d_fromd3d =
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d3d.MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 1024, 1024).RTV().Shared();
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ID3D11RenderTargetViewPtr rtv = d3d.MakeRTV(d3d_fromd3d);
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ID3D11Texture2DPtr d3d_tod3d =
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d3d.MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 1024, 1024).RTV().SRV().Shared();
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ID3D11ShaderResourceViewPtr srv = d3d.MakeSRV(d3d_tod3d);
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ID3D11RenderTargetViewPtr rtv2 = d3d.MakeRTV(d3d_tod3d);
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float base[4] = {0.2f, 0.2f, 0.2f, 1.0f};
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d3d.ctx->ClearRenderTargetView(rtv2, base);
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// initialise, create window, create context, etc
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if(!Init())
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return 3;
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DefaultA2V quad[] = {
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{Vec3f(-0.8f, -0.8f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.8f, 0.8f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, -0.8f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.8f, 0.8f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 1.0f)},
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};
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ID3D11BufferPtr buf = d3d.MakeBuffer().Vertex().Data(quad).Shared();
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GLuint vao = MakeVAO();
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glBindVertexArray(vao);
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GLuint vb = MakeBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, vb);
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HANDLE interop_dev = wglDXOpenDeviceNV(d3d.dev);
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HANDLE interop_d3dbuf = NULL;
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interop_d3dbuf = wglDXRegisterObjectNV(interop_dev, buf.GetInterfacePtr(), vb, GL_NONE,
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WGL_ACCESS_READ_ONLY_NV);
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TEST_ASSERT(interop_d3dbuf, "wglDXRegisterObjectNV buffer failed");
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if(!interop_d3dbuf)
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glBufferStorage(GL_ARRAY_BUFFER, sizeof(quad), quad, 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(0));
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V), (void *)(sizeof(Vec3f)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(DefaultA2V),
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(void *)(sizeof(Vec3f) + sizeof(Vec4f)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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GLuint program = MakeProgram(common + vertex, common + pixel);
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GLuint gl_fromd3d = MakeTexture();
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HANDLE interop_fromd3d =
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wglDXRegisterObjectNV(interop_dev, d3d_fromd3d.GetInterfacePtr(), gl_fromd3d, GL_TEXTURE_2D,
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WGL_ACCESS_READ_ONLY_NV);
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TEST_ASSERT(interop_fromd3d, "wglDXRegisterObjectNV texture fromd3d failed");
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GLuint gl_tod3d = MakeTexture();
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HANDLE interop_tod3d = wglDXRegisterObjectNV(interop_dev, d3d_tod3d.GetInterfacePtr(), gl_tod3d,
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GL_TEXTURE_2D, WGL_ACCESS_READ_WRITE_NV);
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TEST_ASSERT(interop_tod3d, "wglDXRegisterObjectNV texture tod3d failed");
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GLuint fbo = MakeFBO();
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, gl_tod3d, 0);
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GLenum bufs[] = {GL_COLOR_ATTACHMENT0};
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glDrawBuffers(1, bufs);
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glDepthFunc(GL_ALWAYS);
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glDisable(GL_DEPTH_TEST);
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ID3D11DeviceContextPtr ctx = d3d.ctx;
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HANDLE lockHandles[] = {interop_tod3d, interop_fromd3d};
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float delta = 0.0f;
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int frame = 0;
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while(Running())
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{
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frame++;
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BOOL res;
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if(interop_d3dbuf)
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res = wglDXLockObjectsNV(interop_dev, 1, &interop_d3dbuf);
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else
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res = TRUE;
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TEST_ASSERT(res, "wglDXLockObjectsNV buffer failed");
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float col2[] = {0.0f, 1.0f, 0.0f, 1.0f};
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ctx->ClearRenderTargetView(rtv, col2);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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D3D11_VIEWPORT view = {0.0f, 0.0f, 1024.0f, 1024.0f, 0.0f, 1.0f};
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ctx->RSSetViewports(1, &view);
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ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), NULL);
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ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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ctx->Draw(4, 0);
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ctx->ClearState();
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ctx->Flush();
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res = wglDXLockObjectsNV(interop_dev, ARRAY_COUNT(lockHandles), lockHandles);
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TEST_ASSERT(res, "wglDXLockObjectsNV textures failed");
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glBindVertexArray(vao);
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glUseProgram(program);
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delta += 0.1f;
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glBindTexture(GL_TEXTURE_2D, gl_fromd3d);
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float col[] = {1.0f, 0.0f, 0.0f, 1.0f};
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// render back into d3d
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glViewport(0, 0, 1024, 1024);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// render to the backbuffer for visualisation
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glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glClearBufferfv(GL_COLOR, 0, col);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTexture(GL_TEXTURE_2D, 0);
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res = wglDXUnlockObjectsNV(interop_dev, ARRAY_COUNT(lockHandles), lockHandles);
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TEST_ASSERT(res, "wglDXUnlockObjectsNV textures failed");
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if(interop_d3dbuf)
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res = wglDXUnlockObjectsNV(interop_dev, 1, &interop_d3dbuf);
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else
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res = TRUE;
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TEST_ASSERT(res, "wglDXUnlockObjectsNV buffer failed");
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Present();
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}
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wglDXUnregisterObjectNV(interop_dev, interop_d3dbuf);
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wglDXUnregisterObjectNV(interop_dev, interop_fromd3d);
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wglDXUnregisterObjectNV(interop_dev, interop_tod3d);
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wglDXCloseDeviceNV(interop_dev);
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return 0;
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}
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};
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REGISTER_TEST();
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#endif
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