mirror of
https://github.com/baldurk/renderdoc.git
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397 lines
14 KiB
C++
397 lines
14 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2025 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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RD_TEST(D3D11_Overlay_Test, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Makes a couple of draws that show off all the overlays in some way";
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std::string whitePixel = R"EOSHADER(
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float4 main() : SV_Target0
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{
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return float4(1, 1, 1, 1);
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}
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)EOSHADER";
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std::string depthWritePixel = 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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float2 uv : TEXCOORD0;
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};
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struct PixOut
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{
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float4 colour : SV_Target0;
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float depth : SV_Depth;
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};
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PixOut main(v2f IN)
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{
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PixOut OUT;
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OUT.colour = IN.col;
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if ((IN.pos.x > 180.0) && (IN.pos.x < 185.0) &&
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(IN.pos.y > 155.0) && (IN.pos.y < 165.0))
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{
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OUT.depth = 0.0;
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}
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else
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{
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OUT.depth = IN.pos.z;
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}
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return OUT;
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}
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)EOSHADER";
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std::string discardPixel = 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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float2 uv : TEXCOORD0;
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};
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struct PixOut
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{
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float4 colour : SV_Target0;
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};
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PixOut main(v2f IN)
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{
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PixOut OUT;
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OUT.colour = IN.col;
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if ((IN.pos.x > 327.0) && (IN.pos.x < 339.0) &&
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(IN.pos.y > 38.0) && (IN.pos.y < 48.0))
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{
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discard;
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}
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return OUT;
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_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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ID3D11PixelShaderPtr whiteps = CreatePS(Compile(whitePixel, "main", "ps_4_0"));
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ID3D11PixelShaderPtr depthwriteps = CreatePS(Compile(depthWritePixel, "main", "ps_4_0"));
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ID3D11PixelShaderPtr discardps = CreatePS(Compile(discardPixel, "main", "ps_4_0"));
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const DefaultA2V VBData[] = {
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// this triangle occludes in depth
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle occludes in stencil
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{Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.5f, 0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle is just in the background to contribute to overdraw
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{Vec3f(-0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)},
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// the draw has a few triangles, main one that is occluded for depth, another that is
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// adding to overdraw complexity, one that is backface culled, then a few more of various
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// sizes for triangle size overlay
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{Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.2f, -0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.2f, -0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// backface culled
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{Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth clipped (i.e. not clamped)
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{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// small triangles
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// size=0.01
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{Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.01f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.015
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{Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.015f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.02
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{Vec3f(0.0f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.02f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.025
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{Vec3f(0.0f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.025f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle deliberately goes out of the viewport, it will test viewport & scissor
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// clipping
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{Vec3f(-1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(1.0f, 0.0f)},
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// fullscreen quad used with scissor to set stencil
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// -1,-1 - +1,-1
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// | /
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// -1,+1
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{Vec3f(-1.0f, -1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-1.0f, +1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(+1.0f, -1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)},
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// +1,-1
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// / |
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// -1,+1 - +1,+1
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{Vec3f(+1.0f, -1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-1.0f, +1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(+1.0f, +1.0f, 0.99f), Vec4f(0.2f, 0.2f, 0.2f, 1.0f), Vec2f(0.0f, 0.0f)},
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// discard rectangle
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{Vec3f(0.6f, +0.7f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, +0.9f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, +0.7f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(VBData);
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UINT numQuals = 0;
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dev->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 4, &numQuals);
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// when there's more than one quality, use a non-zero just to be awkward.
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ID3D11Texture2DPtr msaatex =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight)
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.RTV()
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.Multisampled(4, numQuals > 1 ? 1 : 0);
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ID3D11RenderTargetViewPtr msaartv = MakeRTV(msaatex);
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char *fmtNames[] = {"D24_S8", "D32F_S8", "D16_S0", "D32F_S0"};
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DXGI_FORMAT fmts[] = {DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
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DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_D32_FLOAT};
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const size_t countFmts = ARRAY_COUNT(fmts);
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ID3D11Texture2DPtr depthtexs[countFmts];
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ID3D11DepthStencilViewPtr dsvs[countFmts];
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ID3D11Texture2DPtr msaadepthtexs[countFmts];
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ID3D11DepthStencilViewPtr msaadsvs[countFmts];
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for(size_t f = 0; f < countFmts; f++)
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{
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DXGI_FORMAT fmt = fmts[f];
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ID3D11Texture2DPtr depthtex = MakeTexture(fmt, screenWidth, screenHeight).DSV();
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ID3D11DepthStencilViewPtr dsv = MakeDSV(depthtex);
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depthtexs[f] = depthtex;
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dsvs[f] = dsv;
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dev->CheckMultisampleQualityLevels(fmt, 4, &numQuals);
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ID3D11Texture2DPtr msaadepthtex =
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MakeTexture(fmt, screenWidth, screenHeight).DSV().Multisampled(4, numQuals > 1 ? 1 : 0);
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ID3D11DepthStencilViewPtr msaadsv = MakeDSV(msaadepthtex);
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msaadepthtexs[f] = msaadepthtex;
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msaadsvs[f] = msaadsv;
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}
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ID3D11Texture2DPtr subtex =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight).RTV().Array(5).Mips(4);
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ID3D11RenderTargetViewPtr subrtv =
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MakeRTV(subtex).FirstSlice(2).NumSlices(1).FirstMip(2).NumMips(1);
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ID3D11RenderTargetViewPtr subrtv2 =
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MakeRTV(subtex).FirstSlice(2).NumSlices(1).FirstMip(3).NumMips(1);
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while(Running())
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{
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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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for(size_t f = 0; f < countFmts; f++)
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{
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std::string fmtName(fmtNames[f]);
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DXGI_FORMAT fmt = fmts[f];
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bool hasStencil = false;
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if(fmt == DXGI_FORMAT_D24_UNORM_S8_UINT || fmt == DXGI_FORMAT_D32_FLOAT_S8X24_UINT)
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hasStencil = true;
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for(ID3D11RenderTargetViewPtr rtv : {bbRTV, msaartv})
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{
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ctx->PSSetShader(ps, NULL, 0);
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D3D11_DEPTH_STENCIL_DESC depth = GetDepthState();
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depth.StencilEnable = FALSE;
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depth.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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depth.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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SetDepthState(depth);
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SetStencilRef(0x55);
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D3D11_RASTERIZER_DESC raster = GetRasterState();
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raster.ScissorEnable = TRUE;
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SetRasterState(raster);
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RSSetViewport(
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{10.0f, 10.0f, (float)screenWidth - 20.0f, (float)screenHeight - 20.0f, 0.0f, 1.0f});
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RSSetScissor({0, 0, screenWidth, screenHeight});
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ID3D11DepthStencilViewPtr curDSV = rtv == msaartv ? msaadsvs[f] : dsvs[f];
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ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), curDSV);
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ClearRenderTargetView(rtv, {0.2f, 0.2f, 0.2f, 1.0f});
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ctx->ClearDepthStencilView(curDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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if(hasStencil)
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{
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SetStencilRef(0x1);
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depth.StencilEnable = TRUE;
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SetDepthState(depth);
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RSSetScissor({32, 32, 38, 38});
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ctx->Draw(6, 36);
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RSSetScissor({0, 0, screenWidth, screenHeight});
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SetStencilRef(0x55);
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depth.StencilEnable = FALSE;
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}
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// draw the setup triangles
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// 1: write depth
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depth.DepthFunc = D3D11_COMPARISON_ALWAYS;
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SetDepthState(depth);
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ctx->Draw(3, 0);
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// 2: write stencil
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depth.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
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if(hasStencil)
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{
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depth.StencilEnable = TRUE;
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SetDepthState(depth);
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ctx->Draw(3, 3);
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}
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// 3: write background
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depth.StencilEnable = FALSE;
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SetDepthState(depth);
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ctx->Draw(3, 6);
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// add a marker so we can easily locate this draw
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std::string markerName(rtv == msaartv ? "MSAA Test " : "Normal Test ");
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markerName += fmtName;
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setMarker(markerName);
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depth.StencilEnable = TRUE;
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depth.FrontFace.StencilFunc = D3D11_COMPARISON_GREATER;
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SetDepthState(depth);
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ctx->PSSetShader(depthwriteps, NULL, 0);
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ctx->Draw(24, 9);
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markerName = "Discard " + markerName;
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setMarker(markerName);
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ctx->PSSetShader(discardps, NULL, 0);
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ctx->Draw(3, 42);
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ctx->PSSetShader(ps, NULL, 0);
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depth.StencilEnable = FALSE;
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depth.DepthFunc = D3D11_COMPARISON_ALWAYS;
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SetDepthState(depth);
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if(rtv == bbRTV)
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{
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setMarker("Viewport Test " + fmtName);
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RSSetViewport({10.0f, 10.0f, 80.0f, 80.0f, 0.0f, 1.0f});
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RSSetScissor({24, 24, 76, 76});
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ctx->Draw(3, 33);
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}
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|
if(rtv == msaartv)
|
|
{
|
|
setMarker("Sample Mask Test " + fmtName);
|
|
RSSetViewport({0.0f, 0.0f, 80.0f, 80.0f, 0.0f, 1.0f});
|
|
RSSetScissor({0, 0, 80, 80});
|
|
ctx->OMSetBlendState(NULL, NULL, 0x2);
|
|
ctx->Draw(3, 6);
|
|
ctx->OMSetBlendState(NULL, NULL, ~0U);
|
|
}
|
|
}
|
|
}
|
|
|
|
ctx->PSSetShader(whiteps, NULL, 0);
|
|
|
|
RSSetViewport({5.0f, 5.0f, float(screenWidth) / 4.0f - 10.0f,
|
|
float(screenHeight) / 4.0f - 10.0f, 0.0f, 1.0f});
|
|
RSSetScissor({0, 0, screenWidth / 4, screenHeight / 4});
|
|
|
|
ClearRenderTargetView(subrtv, {0.0f, 0.0f, 0.0f, 1.0f});
|
|
|
|
ctx->OMSetRenderTargets(1, &subrtv.GetInterfacePtr(), NULL);
|
|
setMarker("Subresources mip 2");
|
|
ctx->Draw(24, 9);
|
|
|
|
RSSetViewport(
|
|
{2.0f, 2.0f, float(screenWidth / 8) - 4.0f, float(screenHeight / 8) - 4.0f, 0.0f, 1.0f});
|
|
RSSetScissor({0, 0, screenWidth / 8, screenHeight / 8});
|
|
|
|
ClearRenderTargetView(subrtv2, {0.0f, 0.0f, 0.0f, 1.0f});
|
|
|
|
ctx->OMSetRenderTargets(1, &subrtv2.GetInterfacePtr(), NULL);
|
|
setMarker("Subresources mip 3");
|
|
ctx->Draw(24, 9);
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|