mirror of
https://github.com/baldurk/renderdoc.git
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213 lines
7.8 KiB
C++
213 lines
7.8 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_Parameter_Zoo, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"General tests of parameters known to cause problems - e.g. optional values that should be "
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"ignored, edge cases, special values, etc.";
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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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float2 uv : TEXCOORD0;
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};
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cbuffer cbuf : register(b0)
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{
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float4 cbuf_zero;
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};
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float4 main(v2f IN) : SV_Target0
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{
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return IN.col + cbuf_zero;
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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(pixel, "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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float whiteData[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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ID3D11BufferPtr cb = MakeBuffer().Constant().Data(whiteData);
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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// make a simple texture so that the structured data includes texture initial states
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ID3D11Texture2DPtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4).RTV();
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ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
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ID3DDeviceContextStatePtr ctxstate, ctxstate_off;
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D3D_FEATURE_LEVEL feat11 = D3D_FEATURE_LEVEL_11_0;
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CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION,
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__uuidof(ID3D11Device), NULL, &ctxstate));
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CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION,
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__uuidof(ID3D11Device), NULL, &ctxstate_off));
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ctx1->SwapDeviceContextState(ctxstate_off, NULL);
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std::string features1_tiled_resources("Features1: D3D11_TILED_RESOURCES_SUPPORTED");
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std::string features2_tiled_resources("Features2: D3D11_TILED_RESOURCES_SUPPORTED");
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std::string create_tiled_buffer("CreateTiledBuffer: Passed");
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std::string create_tile_pool_buffer("CreateTile_PoolBuffer: Passed");
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std::string create_tiled_texture2D("CreateTiledTexture2D: Passed");
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std::string create_tiled_texture2D1("CreateTiledTexture2D1: Passed");
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if(dev2)
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{
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D3D11_FEATURE_DATA_D3D11_OPTIONS1 features1;
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CHECK_HR(dev2->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS1, &features1, sizeof(features1)));
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if(features1.TiledResourcesTier == D3D11_TILED_RESOURCES_NOT_SUPPORTED)
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features1_tiled_resources = "Features1: D3D11_TILED_RESOURCES_NOT_SUPPORTED";
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D3D11_FEATURE_DATA_D3D11_OPTIONS2 features2;
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CHECK_HR(dev2->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &features2, sizeof(features2)));
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if(features2.TiledResourcesTier == D3D11_TILED_RESOURCES_NOT_SUPPORTED)
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features2_tiled_resources = "Features2: D3D11_TILED_RESOURCES_NOT_SUPPORTED";
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// Check trying to create tiled resources fails
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D3D11_BUFFER_DESC bufDesc = {};
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bufDesc.ByteWidth = 1024;
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bufDesc.Usage = D3D11_USAGE_DEFAULT;
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bufDesc.StructureByteStride = 1;
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bufDesc.CPUAccessFlags = 0;
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bufDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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bufDesc.MiscFlags = D3D11_RESOURCE_MISC_TILED;
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if(FAILED(dev2->CreateBuffer(&bufDesc, NULL, NULL)))
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create_tiled_buffer = "CreateTiledBuffer: Failed";
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bufDesc.MiscFlags = D3D11_RESOURCE_MISC_TILE_POOL;
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if(FAILED(dev2->CreateBuffer(&bufDesc, NULL, NULL)))
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create_tile_pool_buffer = "CreateTile_PoolBuffer: Failed";
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D3D11_TEXTURE2D_DESC texDesc = {};
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texDesc.Width = 8;
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texDesc.Height = 8;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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texDesc.SampleDesc.Count = 1;
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texDesc.SampleDesc.Quality = 0;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texDesc.CPUAccessFlags = 0;
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texDesc.MiscFlags = D3D11_RESOURCE_MISC_TILED;
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if(FAILED(dev2->CreateTexture2D(&texDesc, NULL, NULL)))
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create_tiled_texture2D = "CreateTiledTexture2D: Failed";
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}
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if(dev3)
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{
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D3D11_TEXTURE2D_DESC1 texDesc = {};
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texDesc.Width = 8;
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texDesc.Height = 8;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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texDesc.SampleDesc.Count = 1;
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texDesc.SampleDesc.Quality = 0;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texDesc.CPUAccessFlags = 0;
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texDesc.MiscFlags = D3D11_RESOURCE_MISC_TILED;
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if(FAILED(dev3->CreateTexture2D1(&texDesc, NULL, NULL)))
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create_tiled_texture2D1 = "CreateTiledTexture2D1: Failed";
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}
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while(Running())
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{
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
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// set the ctxstate, so it only exists in the context's memory (which we don't track)
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ctx1->SwapDeviceContextState(ctxstate, NULL);
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// release our resource, renderdoc will destroy it now
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ctxstate = NULL;
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// repeatedly toggle between the states and re-destroy ctxstate
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for(int i = 0; i < 100; i++)
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{
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// we always need an incoming state, pass it in and get back our old state that we destroyed
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ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate);
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// again make it disappear
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ctx1->SwapDeviceContextState(ctxstate, NULL);
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ctxstate = NULL;
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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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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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RSSetScissor({0, 0, 1, 1});
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D3D11_RASTERIZER_DESC raster = GetRasterState();
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raster.ScissorEnable = FALSE;
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SetRasterState(raster);
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ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
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UINT zero = 0;
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ctx1->PSSetConstantBuffers1(0, 1, &cb.GetInterfacePtr(), &zero, &zero);
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ctx->Draw(3, 0);
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setMarker(features1_tiled_resources);
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setMarker(features2_tiled_resources);
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setMarker(create_tiled_buffer);
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setMarker(create_tile_pool_buffer);
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setMarker(create_tiled_texture2D);
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setMarker(create_tiled_texture2D1);
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Present();
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// get back to how we should be with a handle to ctxstate and ctxstate_off bound
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ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate);
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}
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return 0;
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}
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};
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REGISTER_TEST();
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