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renderdoc/util/test/demos/d3d11/d3d11_draw_zoo.cpp
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baldurk 8d12dfc3e3 Avoid need to re-state test name in REGISTER_TEST() macro
* At the same time while changing this we ensure all tests are prefixed.
2019-05-24 12:08:24 +01:00

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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_Draw_Zoo, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Draws several variants using different vertex/index offsets.";
std::string common = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float4 uv : TEXCOORD0;
float vertidx : VID;
float instidx : IID;
};
)EOSHADER";
std::string vertex = R"EOSHADER(
struct DefaultA2V
{
float3 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
v2f main(DefaultA2V IN, uint vid : SV_VertexID, uint instid : SV_InstanceID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos.xyz, 1);
OUT.pos.x += 0.1f*instid;
OUT.col = IN.col;
OUT.uv = float4(IN.uv, 0, 1);
OUT.vertidx = float(vid);
OUT.instidx = float(instid);
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
float4 main(v2f IN) : SV_Target0
{
float4 ret = IN.col;
ret.g = IN.vertidx/30.0f;
ret.b = IN.instidx/10.0f;
return ret;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(common + vertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(common + pixel, "main", "ps_5_0");
D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
ID3D11InputLayoutPtr vertLayout;
CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
vsblob->GetBufferSize(), &vertLayout));
layoutdesc[1].AlignedByteOffset = 0;
layoutdesc[1].InputSlot = 1;
layoutdesc[1].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
layoutdesc[1].InstanceDataStepRate = 1;
ID3D11InputLayoutPtr instlayout;
CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
vsblob->GetBufferSize(), &instlayout));
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
DefaultA2V triangle[] = {
// 0
{Vec3f(-1.0f, -1.0f, -1.0f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(-1.0f, -1.0f)},
// 1, 2, 3
{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// 4, 5, 6
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// 7, 8, 9
{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// 10, 11, 12
{Vec3f(0.0f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.0f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
};
std::vector<DefaultA2V> vbData;
vbData.resize(30);
{
DefaultA2V *src = (DefaultA2V *)triangle;
DefaultA2V *dst = (DefaultA2V *)&vbData[0];
// up-pointing src to offset 0
memcpy(dst + 0, src + 1, sizeof(DefaultA2V));
memcpy(dst + 1, src + 2, sizeof(DefaultA2V));
memcpy(dst + 2, src + 3, sizeof(DefaultA2V));
// invalid vert for index 3 and 4
memcpy(dst + 3, src + 0, sizeof(DefaultA2V));
memcpy(dst + 4, src + 0, sizeof(DefaultA2V));
// down-pointing src at offset 5
memcpy(dst + 5, src + 4, sizeof(DefaultA2V));
memcpy(dst + 6, src + 5, sizeof(DefaultA2V));
memcpy(dst + 7, src + 6, sizeof(DefaultA2V));
// invalid vert for 8 - 12
memcpy(dst + 8, src + 0, sizeof(DefaultA2V));
memcpy(dst + 9, src + 0, sizeof(DefaultA2V));
memcpy(dst + 10, src + 0, sizeof(DefaultA2V));
memcpy(dst + 11, src + 0, sizeof(DefaultA2V));
memcpy(dst + 12, src + 0, sizeof(DefaultA2V));
// left-pointing src data to offset 13
memcpy(dst + 13, src + 7, sizeof(DefaultA2V));
memcpy(dst + 14, src + 8, sizeof(DefaultA2V));
memcpy(dst + 15, src + 9, sizeof(DefaultA2V));
// invalid vert for 16-22
memcpy(dst + 16, src + 0, sizeof(DefaultA2V));
memcpy(dst + 17, src + 0, sizeof(DefaultA2V));
memcpy(dst + 18, src + 0, sizeof(DefaultA2V));
memcpy(dst + 19, src + 0, sizeof(DefaultA2V));
memcpy(dst + 20, src + 0, sizeof(DefaultA2V));
memcpy(dst + 21, src + 0, sizeof(DefaultA2V));
memcpy(dst + 22, src + 0, sizeof(DefaultA2V));
// right-pointing src data to offset 23
memcpy(dst + 23, src + 10, sizeof(DefaultA2V));
memcpy(dst + 24, src + 11, sizeof(DefaultA2V));
memcpy(dst + 25, src + 12, sizeof(DefaultA2V));
}
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(vbData);
Vec4f instData[16] = {};
{
instData[0] = Vec4f(0.0f, 0.5f, 1.0f, 1.0f);
instData[1] = Vec4f(1.0f, 0.5f, 0.0f, 1.0f);
instData[5] = Vec4f(1.0f, 0.5f, 0.5f, 1.0f);
instData[6] = Vec4f(0.5f, 0.5f, 1.0f, 1.0f);
instData[13] = Vec4f(0.1f, 0.8f, 0.3f, 1.0f);
instData[14] = Vec4f(0.8f, 0.1f, 0.1f, 1.0f);
}
ID3D11BufferPtr instvb = MakeBuffer().Vertex().Data(instData);
std::vector<uint32_t> idxData;
idxData.resize(50);
{
idxData[0] = 0;
idxData[1] = 1;
idxData[2] = 2;
idxData[5] = 5;
idxData[6] = 6;
idxData[7] = 7;
idxData[13] = 63;
idxData[14] = 64;
idxData[15] = 65;
idxData[23] = 103;
idxData[24] = 104;
idxData[25] = 105;
idxData[37] = 104;
idxData[38] = 105;
idxData[39] = 106;
}
ID3D11BufferPtr ib = MakeBuffer().Index().Data(idxData);
CD3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
rd.CullMode = D3D11_CULL_NONE;
ID3D11RasterizerStatePtr rs;
CHECK_HR(dev->CreateRasterizerState(&rd, &rs));
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->RSSetState(rs);
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
D3D11_VIEWPORT view = {0.0f, 0.0f, 48.0f, 48.0f, 0.0f, 1.0f};
ctx->RSSetViewports(1, &view);
ID3D11Buffer *vbs[2] = {vb, instvb};
UINT strides[2] = {sizeof(DefaultA2V), sizeof(Vec4f)};
UINT offsets[2] = {0, 0};
ctx->IASetInputLayout(vertLayout);
///////////////////////////////////////////////////
// non-indexed, non-instanced
// basic test
ctx->RSSetViewports(1, &view);
offsets[0] = 0;
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->Draw(3, 0);
view.TopLeftX += view.Width;
// test with vertex offset
ctx->RSSetViewports(1, &view);
offsets[0] = 0;
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->Draw(3, 5);
view.TopLeftX += view.Width;
// test with vertex offset and vbuffer offset
ctx->RSSetViewports(1, &view);
offsets[0] = 5 * sizeof(DefaultA2V);
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->Draw(3, 8);
view.TopLeftX += view.Width;
// adjust to next row
view.TopLeftX = 0.0f;
view.TopLeftY += view.Height;
///////////////////////////////////////////////////
// indexed, non-instanced
// basic test
ctx->RSSetViewports(1, &view);
offsets[0] = 0;
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 0);
ctx->DrawIndexed(3, 0, 0);
view.TopLeftX += view.Width;
// test with first index
ctx->RSSetViewports(1, &view);
offsets[0] = 0;
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 0);
ctx->DrawIndexed(3, 5, 0);
view.TopLeftX += view.Width;
// test with first index and vertex offset
ctx->RSSetViewports(1, &view);
offsets[0] = 0;
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 0);
ctx->DrawIndexed(3, 13, -50);
view.TopLeftX += view.Width;
// test with first index and vertex offset and vbuffer offset
ctx->RSSetViewports(1, &view);
offsets[0] = 10 * sizeof(DefaultA2V);
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 0);
ctx->DrawIndexed(3, 23, -100);
view.TopLeftX += view.Width;
// test with first index and vertex offset and vbuffer offset and ibuffer offset
ctx->RSSetViewports(1, &view);
offsets[0] = 19 * sizeof(DefaultA2V);
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 14 * sizeof(uint32_t));
ctx->DrawIndexed(3, 23, -100);
view.TopLeftX += view.Width;
// adjust to next row
view.TopLeftX = 0.0f;
view.TopLeftY += view.Height;
ctx->IASetInputLayout(instlayout);
///////////////////////////////////////////////////
// non-indexed, instanced
// basic test
ctx->RSSetViewports(1, &view);
offsets[0] = 0;
offsets[1] = 0;
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->DrawInstanced(3, 2, 0, 0);
view.TopLeftX += view.Width;
// basic test with first instance
ctx->RSSetViewports(1, &view);
offsets[0] = 5 * sizeof(DefaultA2V);
offsets[1] = 0;
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->DrawInstanced(3, 2, 0, 5);
view.TopLeftX += view.Width;
// basic test with first instance and instance buffer offset
ctx->RSSetViewports(1, &view);
offsets[0] = 13 * sizeof(DefaultA2V);
offsets[1] = 8 * sizeof(Vec4f);
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->DrawInstanced(3, 2, 0, 5);
view.TopLeftX += view.Width;
// adjust to next row
view.TopLeftX = 0.0f;
view.TopLeftY += view.Height;
///////////////////////////////////////////////////
// indexed, instanced
// basic test
ctx->RSSetViewports(1, &view);
offsets[0] = 0;
offsets[1] = 0;
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 0);
ctx->DrawIndexedInstanced(3, 2, 5, 0, 0);
view.TopLeftX += view.Width;
// basic test with first instance
ctx->RSSetViewports(1, &view);
offsets[0] = 0;
offsets[1] = 0;
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 0);
ctx->DrawIndexedInstanced(3, 2, 13, -50, 5);
view.TopLeftX += view.Width;
// basic test with first instance and instance buffer offset
ctx->RSSetViewports(1, &view);
offsets[0] = 0;
offsets[1] = 8 * sizeof(Vec4f);
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R32_UINT, 0);
ctx->DrawIndexedInstanced(3, 2, 23, -80, 5);
view.TopLeftX += view.Width;
Present();
}
return 0;
}
};
REGISTER_TEST();