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