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renderdoc/util/test/demos/d3d11/d3d11_midframe_create.cpp
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2019-02-01 18:32:13 +00:00

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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 D3D11_Midframe_Create : D3D11GraphicsTest
{
static constexpr const char *Description =
"Tests creating resources mid-frame to make sure that they and their contents are "
"correctly tracked.";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float4 uv : TEXCOORD0;
};
Texture2D<float4> tex;
float4 main(v2f IN) : SV_Target0
{
clip(float2(1.0f, 1.0f) - IN.uv.xy);
return tex.Load(int3(IN.uv.xyz*64.0f));
}
)EOSHADER";
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
DefaultA2V triangle[] = {
{Vec3f(-1.0f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.8f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.7f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.7f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.4f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.4f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.2f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.1f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.1f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(0.1f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
// row two
{Vec3f(-1.0f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-1.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.7f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.7f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.4f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.4f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.2f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.1f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.1f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(0.1f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
// make a 'reference' texture to copy from
ID3D11Texture2DPtr copysrctex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV();
ID3D11RenderTargetViewPtr copysrcrtv = MakeRTV(copysrctex);
float copycol[] = {0.1f, 0.5f, 0.1f, 1.0f};
ctx->ClearRenderTargetView(copysrcrtv, copycol);
copysrcrtv = NULL;
D3D11_BOX box = {16, 16, 0, 48, 48, 1};
float *data = new float[64 * 64 * 4];
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
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, &bbRTV.GetInterfacePtr(), NULL);
// create a texture in the middle of the frame
ID3D11Texture2DPtr tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
ID3D11ShaderResourceViewPtr srv = MakeSRV(tex);
ID3D11RenderTargetViewPtr rtv = MakeRTV(tex);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
// clear to a colour
float grey[] = {0.5f, 0.5f, 0.5f, 1.0f};
ctx->ClearRenderTargetView(rtv, grey);
// draw once
ctx->Draw(3, 0);
// fill with simple colour ramp
for(size_t i = 0; i < 32 * 32; i++)
{
data[i * 4 + 0] = float(i * 32) / 32.0f;
data[i * 4 + 1] = float(i % 32) / 32.0f;
data[i * 4 + 2] = float(i) / float(32 * 32);
data[i * 4 + 3] = 1.0f;
}
// set data in the middle
ctx->UpdateSubresource(tex, 0, &box, data, 32 * sizeof(float) * 4, 32 * 32 * sizeof(float) * 4);
// draw another time
ctx->Draw(3, 3);
// force destruction of texture
srv = NULL;
rtv = NULL;
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
tex = NULL;
// create another
tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
srv = MakeSRV(tex);
rtv = MakeRTV(tex);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
// clear to a different colour
float pink[] = {1.0f, 0.8f, 0.8f, 1.0f};
ctx->ClearRenderTargetView(rtv, pink);
// draw once
ctx->Draw(3, 6);
// fill with simple colour ramp
for(size_t i = 0; i < 64 * 64; i++)
{
data[i * 4 + 0] = float(i * 64) / 64.0f;
data[i * 4 + 1] = float(i % 64) / 64.0f;
data[i * 4 + 2] = float(i) / float(64 * 64);
data[i * 4 + 3] = 1.0f;
}
ctx->UpdateSubresource(tex, 0, NULL, data, 64 * sizeof(float) * 4, 64 * 64 * sizeof(float) * 4);
// fetch a deferred context and do the next draw on it.
ID3D11DeviceContextPtr defctx;
dev->CreateDeferredContext(0, &defctx);
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
defctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
defctx->IASetInputLayout(defaultLayout);
defctx->VSSetShader(vs, NULL, 0);
defctx->PSSetShader(ps, NULL, 0);
D3D11_VIEWPORT view = {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f};
defctx->RSSetViewports(1, &view);
defctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
defctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
defctx->Draw(3, 9);
ID3D11CommandListPtr cmdList;
defctx->FinishCommandList(TRUE, &cmdList);
ctx->ExecuteCommandList(cmdList, TRUE);
// destroy the command list and deferred context before present
cmdList = NULL;
defctx = NULL;
// force destruction of texture
srv = NULL;
rtv = NULL;
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
tex = NULL;
// create another
tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
srv = MakeSRV(tex);
rtv = MakeRTV(tex);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
// clear to a different colour
float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
ctx->ClearRenderTargetView(rtv, white);
// draw once
ctx->Draw(3, 12);
// copy from reference source
ctx->CopyResource(tex, copysrctex);
// draw again
ctx->Draw(3, 15);
// force destruction of texture
srv = NULL;
rtv = NULL;
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
tex = NULL;
// create another
tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
srv = MakeSRV(tex);
rtv = MakeRTV(tex);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
// clear to a different colour
float blue[] = {0.2f, 0.2f, 0.6f, 1.0f};
ctx->ClearRenderTargetView(rtv, blue);
// draw once
ctx->Draw(3, 18);
// copy partially from reference source
ctx->CopySubresourceRegion(tex, 0, 16, 16, 0, copysrctex, 0, &box);
// draw again
ctx->Draw(3, 21);
Present();
}
delete[] data;
return 0;
}
};
REGISTER_TEST(D3D11_Midframe_Create);