mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-12 13:00:32 +00:00
150 lines
4.5 KiB
C++
150 lines
4.5 KiB
C++
/******************************************************************************
|
|
* The MIT License (MIT)
|
|
*
|
|
* Copyright (c) 2015-2019 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"
|
|
|
|
TEST(D3D11_Structured_Buffer_MisalignedDirty, D3D11GraphicsTest)
|
|
{
|
|
static constexpr const char *Description =
|
|
"Test updating a misaligned chunk of a structured buffer";
|
|
|
|
std::string pixel = R"EOSHADER(
|
|
|
|
struct mystruct
|
|
{
|
|
uint data[5];
|
|
};
|
|
|
|
StructuredBuffer<mystruct> buf1 : register(t0);
|
|
StructuredBuffer<mystruct> buf2 : register(t1);
|
|
|
|
float4 main() : SV_Target0
|
|
{
|
|
float3 first = float3(buf1[0].data[0], buf1[0].data[1], buf1[0].data[2]) +
|
|
float3(buf2[0].data[0], buf2[0].data[1], buf2[0].data[2]);
|
|
|
|
float last = float(buf1[0].data[4]) + float(buf2[0].data[4]);
|
|
|
|
return float4(first, last)/100.0f;
|
|
}
|
|
|
|
)EOSHADER";
|
|
|
|
void Prepare(int argc, char **argv)
|
|
{
|
|
D3D11GraphicsTest::Prepare(argc, argv);
|
|
|
|
if(!opts.MapNoOverwriteOnDynamicBufferSRV)
|
|
Avail = "Requires mappable buffer SRVs";
|
|
}
|
|
|
|
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);
|
|
|
|
uint32_t data[5 * 100];
|
|
|
|
for(int i = 0; i < 5 * 100; i++)
|
|
data[i] = uint32_t(i);
|
|
|
|
ID3D11BufferPtr structbuf =
|
|
MakeBuffer().Structured(5 * sizeof(uint32_t)).Data(data).SRV().Mappable();
|
|
ID3D11ShaderResourceViewPtr structbufSRV[2] = {
|
|
MakeSRV(structbuf), MakeSRV(structbuf).FirstElement(5).NumElements(1),
|
|
};
|
|
|
|
while(Running())
|
|
{
|
|
ctx->Flush();
|
|
|
|
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
|
|
|
|
// map the buffer, but only update a misaligned section - so the update won't be aligned to
|
|
// structured size.
|
|
{
|
|
D3D11_MAPPED_SUBRESOURCE mapped = Map(structbuf, 0, D3D11_MAP_WRITE_NO_OVERWRITE);
|
|
|
|
uint32_t *ptr = (uint32_t *)mapped.pData;
|
|
|
|
if(ptr)
|
|
{
|
|
// find the 5th element (first in structbufSRV[1])
|
|
ptr += 5 * 5;
|
|
|
|
// move to the 3rd uint
|
|
ptr += 3;
|
|
|
|
// set the next 5 uints to 0 - that means [3], [4] in this element and [0], [1], [2] in
|
|
// the next
|
|
memset(ptr, 0, sizeof(uint32_t) * 5);
|
|
|
|
ctx->Unmap(structbuf, 0);
|
|
}
|
|
}
|
|
|
|
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
|
|
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
ctx->IASetInputLayout(defaultLayout);
|
|
|
|
ctx->VSSetShader(vs, NULL, 0);
|
|
ctx->PSSetShader(ps, NULL, 0);
|
|
|
|
ctx->PSSetShaderResources(0, 2, (ID3D11ShaderResourceView **)structbufSRV);
|
|
|
|
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
|
|
|
|
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
|
|
|
|
ctx->Draw(3, 0);
|
|
|
|
// ensure the initial state at the start of each frame is always pristine
|
|
{
|
|
D3D11_MAPPED_SUBRESOURCE mapped = Map(structbuf, 0, D3D11_MAP_WRITE_DISCARD);
|
|
|
|
memcpy(mapped.pData, data, sizeof(data));
|
|
|
|
ctx->Unmap(structbuf, 0);
|
|
}
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|