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bbc2f47fa8
* We also fix a number of issues that could cause incorrect formats to be generated. * Test cases added for D3D11/GL/Vulkan to test different struct types. These aren't automated at the moment because most of the code they're testing is in the UI itself.
140 lines
4.4 KiB
C++
140 lines
4.4 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 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_Structured_Buffer_Nested : D3D11GraphicsTest
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{
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static constexpr const char *Description =
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"Test reading from structured buffers with nested structs";
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std::string pixel = R"EOSHADER(
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struct supernest
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{
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float x;
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};
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struct nest
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{
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float3 v;
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supernest s;
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float a, b, c;
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};
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struct mystruct
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{
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nest n[3];
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float4 p;
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};
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StructuredBuffer<mystruct> buf1 : register(t0);
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Buffer<float3> buf2 : register(t1);
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RWBuffer<float4> out_buf : register(u1);
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float4 main() : SV_Target0
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{
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int idx = 0;
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out_buf[idx++] = buf1[0].p;
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out_buf[idx++] = buf1[1].p;
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out_buf[idx++] = buf1[2].p;
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out_buf[idx++] = float4(buf1[0].n[0].v, 1.0f);
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out_buf[idx++] = float4(buf1[3].n[1].v, 1.0f);
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out_buf[idx++] = float4(buf1[6].n[2].v, 1.0f);
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out_buf[idx++] = float4(buf1[4].n[0].a, 0.0f, 0.0f, 1.0f);
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out_buf[idx++] = float4(buf1[5].n[1].b, 0.0f, 0.0f, 1.0f);
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out_buf[idx++] = float4(buf1[7].n[2].c, 0.0f, 0.0f, 1.0f);
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out_buf[idx++] = float4(buf1[8].n[1].s.x, 0.0f, 0.0f, 1.0f);
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idx++;
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out_buf[idx++] = float4(buf2[3], 1.0f);
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out_buf[idx++] = float4(buf2[4], 1.0f);
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out_buf[idx++] = float4(buf2[5], 1.0f);
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return 1.0f.xxxx;
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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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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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float data[16 * 100];
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for(int i = 0; i < 16 * 100; i++)
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data[i] = float(i);
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ID3D11BufferPtr structbuf = MakeBuffer().Structured(25 * sizeof(float)).Data(data).SRV();
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ID3D11ShaderResourceViewPtr structbufSRV = MakeSRV(structbuf);
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ID3D11BufferPtr typedbuf = MakeBuffer().Data(data).SRV();
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ID3D11ShaderResourceViewPtr typedbufSRV = MakeSRV(typedbuf).Format(DXGI_FORMAT_R32G32B32_FLOAT);
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ID3D11BufferPtr outbuf = MakeBuffer().Structured(4 * sizeof(float)).Size(1024).UAV();
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ID3D11UnorderedAccessViewPtr outbufUAV = MakeUAV(outbuf);
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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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ID3D11ShaderResourceView *srvs[] = {structbufSRV, typedbufSRV};
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ctx->PSSetShaderResources(0, 2, srvs);
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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float zeros[4] = {};
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ctx->ClearUnorderedAccessViewFloat(outbufUAV, zeros);
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ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &bbRTV.GetInterfacePtr(), NULL, 1, 1,
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&outbufUAV.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(D3D11_Structured_Buffer_Nested); |