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106 lines
3.1 KiB
C++
106 lines
3.1 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 Many_RTVs : D3D11GraphicsTest
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{
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static constexpr const char *Description = "Test repeatedly creating and destroying RTVs";
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std::string pixel = R"EOSHADER(
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cbuffer consts : register(b0)
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{
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float4 col;
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};
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float4 main() : SV_Target0
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{
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return col;
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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(D3DFullscreenQuadVertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
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ID3D11VertexShaderPtr vs = CreateVS(vsblob);
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ID3D11PixelShaderPtr ps = CreatePS(psblob);
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ID3D11RenderTargetViewPtr rtv;
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Vec4f col;
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ID3D11BufferPtr cb = MakeBuffer().Constant().Size(sizeof(Vec4f));
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D3D11_VIEWPORT view[10];
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for(int i = 0; i < 10; i++)
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{
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view[i].MinDepth = 0.0f;
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view[i].MaxDepth = 1.0f;
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view[i].TopLeftX = (float)i * 50.0f;
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view[i].TopLeftY = 0.0f;
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view[i].Width = 50.0f;
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view[i].Height = 250.0f;
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}
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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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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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ctx->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
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for(int i = 0; i < 10; i++)
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{
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ctx->RSSetViewports(1, view + i);
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rtv = MakeRTV(bbTex);
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ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), NULL);
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col = Vec4f(RANDF(0.0f, 1.0f), RANDF(0.0f, 1.0f), RANDF(0.0f, 1.0f), 1.0f);
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ctx->UpdateSubresource(cb, 0, NULL, &col, sizeof(col), sizeof(col));
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ctx->Draw(4, 0);
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}
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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(Many_RTVs); |