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renderdoc/util/test/demos/d3d11/d3d11_debug_shader.cpp
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/******************************************************************************
* 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"
struct Debug_Shader : D3D11GraphicsTest
{
static constexpr const char *Description =
"Tests simple shader debugging identities by rendering many small triangles and "
"performing one calculation to each to an F32 target";
struct ConstsA2V
{
Vec3f pos;
float zero;
float one;
float negone;
};
std::string common = R"EOSHADER(
struct consts
{
float3 pos : POSITION;
float zeroVal : ZERO;
float oneVal : ONE;
float negoneVal : NEGONE;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 zeroVal : ZERO;
float oneVal : ONE;
float negoneVal : NEGONE;
uint tri : TRIANGLE;
};
)EOSHADER";
std::string vertex = R"EOSHADER(
v2f main(consts IN, uint tri : SV_InstanceID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos.xyz * 0.1f, 1);
uint row = tri / 10;
uint col = tri % 10;
OUT.pos.x += -0.9f + col*0.2f;
OUT.pos.y += 0.85f - row*0.3f;
OUT.zeroVal = IN.zeroVal.xx;
OUT.oneVal = IN.oneVal;
OUT.negoneVal = IN.negoneVal;
OUT.tri = tri;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
Buffer<float> test : register(t0);
float4 main(v2f IN) : SV_Target0
{
float posinf = IN.oneVal/IN.zeroVal.x;
float neginf = IN.negoneVal/IN.zeroVal.x;
float nan = IN.zeroVal.x/IN.zeroVal.y;
float negone = IN.negoneVal;
float posone = IN.oneVal;
float zero = IN.zeroVal.x;
if(IN.tri == 0)
return float4(log(negone), log(zero), log(posone), 1.0f);
if(IN.tri == 1)
return float4(log(posinf), log(neginf), log(nan), 1.0f);
if(IN.tri == 2)
return float4(exp(negone), exp(zero), exp(posone), 1.0f);
if(IN.tri == 3)
return float4(exp(posinf), exp(neginf), exp(nan), 1.0f);
if(IN.tri == 4)
return float4(sqrt(negone), sqrt(zero), sqrt(posone), 1.0f);
if(IN.tri == 5)
return float4(sqrt(posinf), sqrt(neginf), sqrt(nan), 1.0f);
if(IN.tri == 6)
return float4(rsqrt(negone), rsqrt(zero), rsqrt(posone), 1.0f);
if(IN.tri == 7)
return float4(saturate(posinf), saturate(neginf), saturate(nan), 1.0f);
if(IN.tri == 8)
return float4(min(posinf, nan), min(neginf, nan), min(nan, nan), 1.0f);
if(IN.tri == 9)
return float4(min(posinf, posinf), min(neginf, posinf), min(nan, posinf), 1.0f);
if(IN.tri == 10)
return float4(min(posinf, neginf), min(neginf, neginf), min(nan, neginf), 1.0f);
if(IN.tri == 11)
return float4(max(posinf, nan), max(neginf, nan), max(nan, nan), 1.0f);
if(IN.tri == 12)
return float4(max(posinf, posinf), max(neginf, posinf), max(nan, posinf), 1.0f);
if(IN.tri == 13)
return float4(max(posinf, neginf), max(neginf, neginf), max(nan, neginf), 1.0f);
// rounding tests
float round_a = 1.7f*posone;
float round_b = 2.1f*posone;
float round_c = 1.5f*posone;
float round_d = 2.5f*posone;
float round_e = zero;
float round_f = -1.7f*posone;
float round_g = -2.1f*posone;
float round_h = -1.5f*posone;
float round_i = -2.5f*posone;
if(IN.tri == 14)
return float4(round(round_a), floor(round_a), ceil(round_a), trunc(round_a));
if(IN.tri == 15)
return float4(round(round_b), floor(round_b), ceil(round_b), trunc(round_b));
if(IN.tri == 16)
return float4(round(round_c), floor(round_c), ceil(round_c), trunc(round_c));
if(IN.tri == 17)
return float4(round(round_d), floor(round_d), ceil(round_d), trunc(round_d));
if(IN.tri == 18)
return float4(round(round_e), floor(round_e), ceil(round_e), trunc(round_e));
if(IN.tri == 19)
return float4(round(round_f), floor(round_f), ceil(round_f), trunc(round_f));
if(IN.tri == 20)
return float4(round(round_g), floor(round_g), ceil(round_g), trunc(round_g));
if(IN.tri == 21)
return float4(round(round_h), floor(round_h), ceil(round_h), trunc(round_h));
if(IN.tri == 22)
return float4(round(round_i), floor(round_i), ceil(round_i), trunc(round_i));
if(IN.tri == 23)
return float4(round(neginf), floor(neginf), ceil(neginf), trunc(neginf));
if(IN.tri == 24)
return float4(round(posinf), floor(posinf), ceil(posinf), trunc(posinf));
if(IN.tri == 25)
return float4(round(nan), floor(nan), ceil(nan), trunc(nan));
if(IN.tri == 26)
return test[5].xxxx;
if(IN.tri == 27)
{
uint unsignedVal = uint(344.1f*posone);
int signedVal = int(344.1f*posone);
return float4(firstbithigh(unsignedVal), firstbitlow(unsignedVal),
firstbithigh(signedVal), firstbitlow(signedVal));
}
if(IN.tri == 28)
{
int signedVal = int(344.1f*negone);
return float4(firstbithigh(signedVal), firstbitlow(signedVal), 0.0f, 0.0f);
}
// saturate NaN returns 0
if(IN.tri == 29)
return float4(0.1f+saturate(nan * 2.0f), 0.1f+saturate(nan * 3.0f), 0.1f+saturate(nan * 4.0f), 1.0f);
// min() and max() with NaN return the other component if it's non-NaN, or else nan if it is nan
if(IN.tri == 30)
return float4(min(nan, 0.3f), max(nan, 0.3f), max(nan, nan), 1.0f);
// the above applies componentwise
if(IN.tri == 31)
return max( float4(0.1f, 0.2f, 0.3f, 0.4f), nan.xxxx );
if(IN.tri == 32)
return min( float4(0.1f, 0.2f, 0.3f, 0.4f), nan.xxxx );
// negating nan and abs(nan) gives nan
if(IN.tri == 33)
return float4(-nan, abs(nan), 0.0f, 1.0f);
return float4(0.4f, 0.4f, 0.4f, 0.4f);
}
)EOSHADER";
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
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,
},
{
"ZERO", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA, 0,
},
{
"ONE", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA, 0,
},
{
"NEGONE", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA, 0,
},
};
ID3D11InputLayoutPtr layout;
CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
vsblob->GetBufferSize(), &layout));
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11Texture2DPtr fltTex =
MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV();
ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
ConstsA2V triangle[] = {
{Vec3f(-0.5f, 0.0f, 0.0f), 0.0f, 1.0f, -1.0f},
{Vec3f(0.0f, 1.0f, 0.0f), 0.0f, 1.0f, -1.0f},
{Vec3f(0.5f, 0.0f, 0.0f), 0.0f, 1.0f, -1.0f},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
float testdata[] = {
1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f, 9.0f, 10.0f,
11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f, 17.0f, 18.0f, 19.0f, 120.0f,
};
ID3D11BufferPtr srvBuf = MakeBuffer().SRV().Data(testdata);
ID3D11ShaderResourceViewPtr srv = MakeSRV(srvBuf).Format(DXGI_FORMAT_R32_FLOAT);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
while(Running())
{
ClearRenderTargetView(fltRT, {0.4f, 0.5f, 0.6f, 1.0f});
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
IASetVertexBuffer(vb, sizeof(ConstsA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(layout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
ctx->DrawInstanced(3, 70, 0, 0);
Present();
}
return 0;
}
};
REGISTER_TEST(Debug_Shader);