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renderdoc/util/test/demos/d3d11/d3d11_pixel_history.cpp
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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

701 lines
21 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2025-2026 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_Pixel_History, D3D11GraphicsTest)
{
static constexpr const char *Description = "Tests pixel history";
const std::string vertex = R"EOSHADER(
void main(float3 pos : POSITION, float4 col : COLOR0,
out float4 outPos : SV_POSITION, out COL_TYPE outCol : COLOR0)
{
outPos = float4(pos, 1.0f);
outCol = ProcessColor(col);
}
)EOSHADER";
const std::string pixel = R"EOSHADER(
void main(float4 pos : SV_POSITION, COL_TYPE col : COLOR0
#if COLOR == 1
, out COL_TYPE outCol : SV_Target0
#endif
)
{
if (pos.x < DISCARD_X+1 && pos.x > DISCARD_X)
discard;
if (col.x > 10000 && col.y > 10000 && col.z > 10000)
discard;
#if COLOR == 1
outCol = col + COL_TYPE(0, 0, 0, ProcessColor((ALPHA_ADD).xxxx).x);
#endif
}
)EOSHADER";
std::string mspixel = R"EOSHADER(
void main(float4 pos : SV_POSITION, uint sampleId : SV_SampleIndex
#if COLOR == 1
, out COL_TYPE outCol : SV_Target0
#endif
)
{
#if COLOR == 1
float4 col = 0.0f.xxxx;
if (sampleId == 0)
col = float4(1, 0, 0, 1+ALPHA_ADD);
else if (sampleId == 1)
col = float4(0, 0, 1, 1+ALPHA_ADD);
else if (sampleId == 2)
col = float4(0, 1, 1, 1+ALPHA_ADD);
else if (sampleId == 3)
col = float4(1, 1, 1, 1+ALPHA_ADD);
outCol = ProcessColor(col);
#endif
}
)EOSHADER";
std::string comp = R"EOSHADER(
IMAGE_TYPE<COL_TYPE> Output : register(u0);
[numthreads(1, 1, 1)]
void main()
{
float4 data = float4(3, 3, 3, 9);
for(int x=0; x < 10; x++)
for(int y=0; y < 10; y++)
Output[STORE_TYPE(STORE_X+x, STORE_Y+y STORE_Z)] = ProcessColor(data);
}
)EOSHADER";
struct D3D11StateSetup
{
struct SetupInfo
{
ID3D11VertexShaderPtr VS;
ID3D11PixelShaderPtr PS;
D3D11_DEPTH_STENCIL_DESC DepthStencilState;
D3D11_RASTERIZER_DESC RasterizerState;
D3D11_BLEND_DESC BlendState;
};
ID3D11VertexShaderPtr VS;
ID3D11PixelShaderPtr PS;
ID3D11DepthStencilStatePtr DS;
ID3D11RasterizerStatePtr RS;
ID3D11BlendStatePtr BS;
UINT ref = 0x55;
UINT SampleMask = ~0U;
void init(ID3D11DevicePtr device, const SetupInfo &info)
{
VS = info.VS;
PS = info.PS;
device->CreateDepthStencilState(&info.DepthStencilState, &DS);
device->CreateRasterizerState(&info.RasterizerState, &RS);
device->CreateBlendState(&info.BlendState, &BS);
}
void set(ID3D11DeviceContextPtr context) const
{
context->VSSetShader(VS, NULL, 0);
context->PSSetShader(PS, NULL, 0);
context->RSSetState(RS);
context->OMSetDepthStencilState(DS, ref);
context->OMSetBlendState(BS, NULL, SampleMask);
}
};
struct D3D11TestBatch
{
std::string name;
bool uint = false;
uint32_t mip = 0;
ID3D11Texture2DPtr colImg2D;
ID3D11RenderTargetViewPtr RTV;
ID3D11DepthStencilViewPtr DSV;
DXGI_FORMAT depthFormat;
ID3D11UnorderedAccessViewPtr compUAV;
ID3D11ComputeShaderPtr comp;
uint32_t width, height;
D3D11StateSetup depthWriteState;
D3D11StateSetup scissorState;
D3D11StateSetup stencilRefState;
D3D11StateSetup stencilMaskState;
D3D11StateSetup depthEqualState;
D3D11StateSetup depthState;
D3D11StateSetup stencilWriteState;
D3D11StateSetup backgroundState;
D3D11StateSetup noPsState;
D3D11StateSetup noOutState;
D3D11StateSetup basicState;
D3D11StateSetup colorMaskState;
D3D11StateSetup cullFrontState;
D3D11StateSetup sampleColourState;
};
std::vector<D3D11TestBatch> batches;
void BuildTestBatch(const std::string &name, uint32_t sampleCount, DXGI_FORMAT colourFormat,
DXGI_FORMAT depthStencilFormat, int targetMip = -1, int targetSlice = -1,
int targetDepthSlice = -1)
{
batches.push_back({});
D3D11TestBatch &batch = batches.back();
batch.name = name;
batch.width = screenWidth;
batch.height = screenHeight;
uint32_t arraySize = targetSlice >= 0 ? 5 : 1;
uint32_t mips = targetMip >= 0 ? 4 : 1;
uint32_t depth = targetDepthSlice >= 0 ? 14 : 1;
uint32_t mip = (uint32_t)std::max(0, targetMip);
uint32_t slice = (uint32_t)std::max(0, targetSlice);
if(depth > 1)
slice = (uint32_t)targetDepthSlice;
batch.mip = mip;
std::string defines;
defines +=
"#define COLOR " + std::string(colourFormat == DXGI_FORMAT_UNKNOWN ? "0" : "1") + "\n";
if(colourFormat == DXGI_FORMAT_R8G8B8A8_UINT || colourFormat == DXGI_FORMAT_R16G16B16A16_UINT ||
colourFormat == DXGI_FORMAT_R32G32B32A32_UINT)
{
batch.uint = true;
defines += R"(
#define COL_TYPE uint4
#define ALPHA_ADD 3
uint4 ProcessColor(float4 col)
{
uint4 ret = uint4(16*col);
if(col.x < 0.0f) ret.x = 0xfffffff0;
if(col.y < 0.0f) ret.y = 0xfffffff0;
if(col.z < 0.0f) ret.z = 0xfffffff0;
return ret;
}
)";
}
else
{
defines += R"(
#define COL_TYPE float4
#define ALPHA_ADD 1.75
float4 ProcessColor(float4 col)
{
float4 ret = col;
// this obviously won't overflow F32 but it will overflow anything 16-bit and under
if(col.x < 0.0f) ret.x = 100000.0f;
if(col.y < 0.0f) ret.y = 100000.0f;
if(col.z < 0.0f) ret.z = 100000.0f;
return ret;
}
)";
}
defines += "#define DISCARD_X " + std::to_string(150 >> mip) + "\n";
defines += "#define IMAGE_TYPE " +
std::string(depth > 1 ? "RWTexture3D"
: arraySize > 1 ? "RWTexture2DArray"
: "RWTexture2D") +
"\n";
defines += "#define STORE_X " + std::to_string(220 >> mip) + "\n";
defines += "#define STORE_Y " + std::to_string(80 >> mip) + "\n";
if(depth > 1 || arraySize > 1)
{
defines += "#define STORE_TYPE uint3\n";
defines += "#define STORE_Z , " + std::to_string(slice) + "\n";
}
else
{
defines += "#define STORE_TYPE uint2\n";
defines += "#define STORE_Z \n";
}
defines += "\n\n";
ID3DBlobPtr vsBlob = Compile(defines + vertex, "main", "vs_5_0");
ID3DBlobPtr psBlob = Compile(defines + pixel, "main", "ps_5_0");
ID3DBlobPtr psMsaaBlob = Compile(defines + mspixel, "main", "ps_5_0");
ID3DBlobPtr noOutPSBlob;
if(colourFormat != DXGI_FORMAT_UNKNOWN)
{
defines += "#undef COLOR\n#define COLOR 0\n";
noOutPSBlob = Compile(defines + pixel, "main", "ps_5_0");
D3D11TextureCreator colCreator =
MakeTexture(colourFormat, batch.width, batch.height, depth)
.Mips(mips)
// this is DepthOrArraySize so need to set it correctly from either
.Array(arraySize)
.Multisampled(sampleCount)
.SRV()
.RTV();
if(sampleCount == 1)
colCreator.UAV();
if(depth > 1)
{
ID3D11Texture3DPtr colImg = colCreator;
SetDebugName(colImg, batch.name + " colImg");
batch.RTV = MakeRTV(colImg).FirstMip(mip).NumMips(1).FirstSlice(slice).NumSlices(1);
batch.comp = CreateCS(Compile(defines + comp, "main", "cs_5_0"));
SetDebugName(batch.comp, batch.name + " comp");
batch.compUAV = MakeUAV(colImg).FirstMip(mip);
SetDebugName(batch.compUAV, batch.name + " compUAV");
}
else
{
batch.colImg2D = colCreator;
SetDebugName(batch.colImg2D, batch.name + " colImg");
batch.RTV = MakeRTV(batch.colImg2D).FirstMip(mip).NumMips(1).FirstSlice(slice).NumSlices(1);
if(sampleCount == 1)
{
batch.comp = CreateCS(Compile(defines + comp, "main", "cs_5_0"));
SetDebugName(batch.comp, batch.name + " comp");
batch.compUAV = MakeUAV(batch.colImg2D).FirstMip(mip);
SetDebugName(batch.compUAV, batch.name + " compUAV");
}
}
}
batch.depthFormat = depthStencilFormat;
if(depthStencilFormat != DXGI_FORMAT_UNKNOWN)
{
// can't create 2D views of 3D with depth images, so we just use a normal 2D array image
if(depth > 1)
{
arraySize = depth;
depth = 1;
}
ID3D11Texture2DPtr depthImg =
MakeTexture(depthStencilFormat, batch.width, batch.height, depth)
.Mips(mips)
// this is DepthOrArraySize so need to set it correctly from either
.Array(arraySize)
.Multisampled(sampleCount)
.DSV();
SetDebugName(depthImg, batch.name + " depthImg");
batch.DSV = MakeDSV(depthImg).FirstMip(mip).NumMips(1).FirstSlice(slice).NumSlices(1);
}
batch.width >>= mip;
batch.height >>= mip;
D3D11StateSetup::SetupInfo stateInfo = {};
ID3D11VertexShaderPtr VS = CreateVS(vsBlob);
SetDebugName(VS, batch.name + " NormalVS");
stateInfo.VS = VS;
ID3D11PixelShaderPtr PS = CreatePS(psBlob);
SetDebugName(PS, batch.name + " NormalPS");
stateInfo.PS = PS;
ID3D11PixelShaderPtr noOutPS;
if(noOutPSBlob)
{
noOutPS = CreatePS(noOutPSBlob);
SetDebugName(noOutPS, batch.name + " NoOutPS");
}
stateInfo.BlendState.RenderTarget[0].RenderTargetWriteMask = 0xf;
stateInfo.RasterizerState.FillMode = D3D11_FILL_SOLID;
stateInfo.RasterizerState.MultisampleEnable = sampleCount > 1;
stateInfo.RasterizerState.ScissorEnable = TRUE;
stateInfo.RasterizerState.DepthClipEnable = TRUE;
stateInfo.RasterizerState.CullMode = D3D11_CULL_BACK;
stateInfo.DepthStencilState.DepthEnable = TRUE;
stateInfo.DepthStencilState.DepthFunc = D3D11_COMPARISON_ALWAYS;
stateInfo.DepthStencilState.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
stateInfo.DepthStencilState.StencilEnable = FALSE;
stateInfo.DepthStencilState.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
stateInfo.DepthStencilState.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
stateInfo.DepthStencilState.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
stateInfo.DepthStencilState.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
stateInfo.DepthStencilState.StencilReadMask = 0xff;
stateInfo.DepthStencilState.StencilWriteMask = 0xff;
stateInfo.DepthStencilState.BackFace = stateInfo.DepthStencilState.FrontFace;
stateInfo.DepthStencilState.DepthFunc = D3D11_COMPARISON_ALWAYS;
batch.depthWriteState.init(dev, stateInfo);
{
D3D11StateSetup::SetupInfo depthEqualStateInfo = stateInfo;
depthEqualStateInfo.DepthStencilState.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
depthEqualStateInfo.DepthStencilState.DepthFunc = D3D11_COMPARISON_EQUAL;
batch.depthEqualState.init(dev, depthEqualStateInfo);
}
{
D3D11StateSetup::SetupInfo scissorStencilStates = stateInfo;
scissorStencilStates.DepthStencilState.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
scissorStencilStates.DepthStencilState.DepthEnable = FALSE;
batch.scissorState.init(dev, scissorStencilStates);
batch.stencilRefState.init(dev, scissorStencilStates);
batch.stencilRefState.ref = 0x67;
scissorStencilStates.DepthStencilState.StencilReadMask = 0;
scissorStencilStates.DepthStencilState.StencilWriteMask = 0;
batch.stencilMaskState.init(dev, scissorStencilStates);
}
stateInfo.DepthStencilState.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
batch.depthState.init(dev, stateInfo);
stateInfo.DepthStencilState.StencilEnable = TRUE;
batch.stencilWriteState.init(dev, stateInfo);
stateInfo.DepthStencilState.StencilEnable = FALSE;
batch.backgroundState.init(dev, stateInfo);
{
stateInfo.PS = NULL;
stateInfo.DepthStencilState.StencilEnable = TRUE;
batch.noPsState.init(dev, stateInfo);
batch.noPsState.ref = 0x33;
stateInfo.PS = PS;
}
if(noOutPS)
{
stateInfo.PS = noOutPS;
stateInfo.DepthStencilState.StencilEnable = FALSE;
batch.noOutState.init(dev, stateInfo);
stateInfo.PS = PS;
}
stateInfo.DepthStencilState.StencilEnable = TRUE;
stateInfo.DepthStencilState.FrontFace.StencilFunc = D3D11_COMPARISON_GREATER;
batch.basicState.init(dev, stateInfo);
stateInfo.DepthStencilState.StencilEnable = FALSE;
{
D3D11StateSetup::SetupInfo maskStateInfo = stateInfo;
maskStateInfo.BlendState.RenderTarget[0].RenderTargetWriteMask = 0x3;
batch.colorMaskState.init(dev, maskStateInfo);
}
stateInfo.RasterizerState.CullMode = D3D11_CULL_FRONT;
batch.cullFrontState.init(dev, stateInfo);
stateInfo.RasterizerState.CullMode = D3D11_CULL_BACK;
stateInfo.PS = CreatePS(psMsaaBlob);
SetDebugName(stateInfo.PS, batch.name + " MSAAPS");
stateInfo.DepthStencilState.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
batch.sampleColourState.init(dev, stateInfo);
if(sampleCount == 4)
batch.sampleColourState.SampleMask = 0x7;
}
void RunDraw(const PixelHistory::draw &draw, uint32_t numInstances = 1)
{
ctx->DrawInstanced(draw.count, numInstances, draw.first, 0);
}
void RunBatch(const D3D11TestBatch &b)
{
float factor = float(b.width) / float(screenWidth);
D3D11_VIEWPORT v = {};
v.Width = (float)b.width - (20.0f * factor);
v.Height = (float)b.height - (20.0f * factor);
v.TopLeftX = floorf(10.0f * factor);
v.TopLeftY = floorf(10.0f * factor);
v.MaxDepth = 1.0f;
D3D11_RECT scissor = {0, 0, (LONG)b.width, (LONG)b.height};
D3D11_RECT scissorPass = {95 >> b.mip, 245 >> b.mip, 115U >> b.mip, 253U >> b.mip};
D3D11_RECT scissorFail = {95 >> b.mip, 245 >> b.mip, 103U >> b.mip, 253U >> b.mip};
ctx->RSSetViewports(1, &v);
ctx->RSSetScissorRects(1, &scissor);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
// draw the setup triangles
pushMarker("Setup");
{
setMarker("Depth Write");
b.depthWriteState.set(ctx);
RunDraw(PixelHistory::DepthWrite);
setMarker("Depth Equal Setup");
RunDraw(PixelHistory::DepthEqualSetup);
setMarker("Unbound Shader");
b.noPsState.set(ctx);
RunDraw(PixelHistory::UnboundPS);
setMarker("Stencil Write");
b.stencilWriteState.set(ctx);
RunDraw(PixelHistory::StencilWrite);
setMarker("Background");
b.backgroundState.set(ctx);
RunDraw(PixelHistory::Background);
setMarker("Cull Front");
b.cullFrontState.set(ctx);
RunDraw(PixelHistory::CullFront);
// depth bounds would be here but D3D11 does not support it
}
popMarker();
pushMarker("Stress Test");
{
pushMarker("Lots of Drawcalls");
{
setMarker("300 Draws");
b.depthWriteState.set(ctx);
for(int d = 0; d < 300; ++d)
RunDraw(PixelHistory::Draws300);
}
popMarker();
setMarker("300 Instances");
RunDraw(PixelHistory::Instances300, 300);
}
popMarker();
setMarker("Simple Test");
b.basicState.set(ctx);
RunDraw(PixelHistory::MainTest);
b.scissorState.set(ctx);
setMarker("Scissor Fail");
ctx->RSSetScissorRects(1, &scissorFail);
RunDraw(PixelHistory::ScissorFail);
setMarker("Scissor Pass");
ctx->RSSetScissorRects(1, &scissorPass);
RunDraw(PixelHistory::ScissorPass);
ctx->RSSetScissorRects(1, &scissor);
setMarker("Stencil Ref");
b.stencilRefState.set(ctx);
RunDraw(PixelHistory::StencilRef);
setMarker("Stencil Mask");
b.stencilMaskState.set(ctx);
RunDraw(PixelHistory::StencilMask);
setMarker("Depth Test");
b.depthState.set(ctx);
RunDraw(PixelHistory::DepthTest);
setMarker("Sample Colouring");
b.sampleColourState.set(ctx);
RunDraw(PixelHistory::SampleColour);
setMarker("Depth Equal Fail");
b.depthEqualState.set(ctx);
RunDraw(PixelHistory::DepthEqualFail);
setMarker("Depth Equal Pass");
b.depthEqualState.set(ctx);
if(b.depthFormat == DXGI_FORMAT_D24_UNORM_S8_UINT)
RunDraw(PixelHistory::DepthEqualPass24);
else if(b.depthFormat == DXGI_FORMAT_D16_UNORM)
RunDraw(PixelHistory::DepthEqualPass16);
else
RunDraw(PixelHistory::DepthEqualPass32);
setMarker("Colour Masked");
b.colorMaskState.set(ctx);
RunDraw(PixelHistory::ColourMask);
setMarker("Overflowing");
b.backgroundState.set(ctx);
RunDraw(PixelHistory::OverflowingDraw);
setMarker("Per-Fragment discarding");
b.backgroundState.set(ctx);
RunDraw(PixelHistory::PerFragDiscard);
if(b.noOutState.VS)
{
setMarker("No Output Shader");
b.noOutState.set(ctx);
RunDraw(PixelHistory::UnboundPS);
}
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
PixelHistory::init();
ID3D11BufferPtr vb = MakeBuffer()
.Vertex()
.Size(UINT(sizeof(DefaultA2V) * PixelHistory::vb.size()))
.Data(PixelHistory::vb.data());
ID3D11Texture2DPtr bbBlitSource;
BuildTestBatch("Basic", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
bbBlitSource = batches.back().colImg2D;
BuildTestBatch("MSAA", 4, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("Colour Only", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN);
BuildTestBatch("Depth Only", 1, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("Mip & Slice", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
2, 3);
BuildTestBatch("Slice MSAA", 4, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
-1, 3);
// can't test 3D textures with depth as 3D depth is not supported and can't mix 3D with 2D array as in other APIs
BuildTestBatch("3D texture", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, -1, -1, 8);
BuildTestBatch("D24S8", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D24_UNORM_S8_UINT);
BuildTestBatch("D16", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D16_UNORM);
BuildTestBatch("D32", 1, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_D32_FLOAT);
BuildTestBatch("F16 UNORM", 1, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("F16 FLOAT", 1, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("F32 FLOAT", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("8-bit uint", 1, DXGI_FORMAT_R8G8B8A8_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("16-bit uint", 1, DXGI_FORMAT_R16G16B16A16_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
BuildTestBatch("32-bit uint", 1, DXGI_FORMAT_R32G32B32A32_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
while(Running())
{
for(const D3D11TestBatch &b : batches)
{
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
{
pushMarker("Batch: " + b.name);
{
setMarker("Begin RenderPass");
float clearColor[4] = {0.2f, 0.2f, 0.2f, 1.0f};
if(b.uint)
{
clearColor[0] = 80.0f;
clearColor[1] = 80.0f;
clearColor[2] = 80.0f;
clearColor[3] = 16.0f;
}
if(b.RTV)
ctx->ClearRenderTargetView(b.RTV, clearColor);
if(b.DSV)
ctx->ClearDepthStencilView(b.DSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
ID3D11RenderTargetViewPtr RTV = b.RTV;
ctx->OMSetRenderTargets(b.RTV ? 1 : 0, &RTV.GetInterfacePtr(), b.DSV);
RunBatch(b);
if(b.comp)
{
setMarker("Compute write");
ctx->OMSetRenderTargets(0, NULL, NULL);
ctx->CSSetShader(b.comp, NULL, 0);
ID3D11UnorderedAccessViewPtr UAV = b.compUAV;
ctx->CSSetUnorderedAccessViews(0, 1, &UAV.GetInterfacePtr(), NULL);
ctx->Dispatch(1, 1, 1);
}
}
popMarker();
}
}
if(bbBlitSource)
{
ctx->OMSetBlendState(NULL, NULL, ~0U);
blitToSwap(bbBlitSource);
}
Present();
}
return 0;
}
};
REGISTER_TEST();