mirror of
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118 lines
3.3 KiB
C++
118 lines
3.3 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 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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struct Array_Interpolator : D3D11GraphicsTest
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{
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static constexpr const char *Description =
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"Test passing an array of float2 to make sure the interpolator packing is handled by "
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"shader debugging";
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std::string common = 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 tex[4] : TEXCOORD0; // 0, 1, 2, 3
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float2 extra : TEXCOORD4;
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};
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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struct vertin
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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v2f main(vertin IN, uint vid : SV_VertexID)
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{
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v2f OUT = (v2f)0;
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OUT.pos = float4(IN.pos.xyz, 1);
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OUT.tex[0] = IN.uv * 0.1f;
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OUT.tex[1] = IN.uv * 0.01f;
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OUT.tex[2] = IN.uv * 0.001f;
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OUT.tex[3] = IN.uv * 0.0001f;
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OUT.extra = float2(3.1415926535f, 9.876543210f) * (IN.pos.x + 0.5f);
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return OUT;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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float4 main(v2f IN) : SV_Target0
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{
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return float4(IN.tex[0] + IN.tex[1] + IN.tex[2] + IN.tex[3], IN.extra);
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}
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)EOSHADER";
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int main(int argc, char **argv)
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{
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// initialise, create window, create device, etc
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if(!Init(argc, argv))
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return 3;
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ID3DBlobPtr vsblob = Compile(common + vertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(common + 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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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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while(Running())
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{
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ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 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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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(Array_Interpolator); |