mirror of
https://github.com/baldurk/renderdoc.git
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489 lines
16 KiB
C++
489 lines
16 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2020 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_Draw_Zoo, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Draws several variants using different vertex/index offsets.";
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std::string common = 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 : COLOR;
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float4 uv : TEXCOORD;
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float vertidx : VID;
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float instidx : IID;
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};
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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struct DefaultA2V
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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float2 uv : TEXCOORD0;
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};
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v2f main(DefaultA2V IN, uint vid : SV_VertexID, uint instid : SV_InstanceID)
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{
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v2f OUT = (v2f)0;
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OUT.pos = float4(IN.pos.xyz, 1);
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OUT.pos.x += IN.col.w;
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OUT.col = IN.col;
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OUT.uv = float4(IN.uv, 0, 1);
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OUT.vertidx = float(vid);
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OUT.instidx = float(instid);
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return OUT;
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}
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)EOSHADER";
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std::string pixel = R"EOSHADER(
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float4 main(v2f IN) : SV_Target0
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{
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return float4(IN.vertidx, IN.instidx, IN.col.w, IN.col.g + IN.uv.x);
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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(common + vertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(common + pixel, "main", "ps_5_0");
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D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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ID3D11InputLayoutPtr vertLayout;
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CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
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vsblob->GetBufferSize(), &vertLayout));
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layoutdesc[1].AlignedByteOffset = 0;
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layoutdesc[1].InputSlot = 1;
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layoutdesc[1].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
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layoutdesc[1].InstanceDataStepRate = 1;
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ID3D11InputLayoutPtr instlayout;
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CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
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vsblob->GetBufferSize(), &instlayout));
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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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// 0
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{Vec3f(-1.0f, -1.0f, -1.0f), Vec4f(1.0f, 1.0f, 1.0f, 0.0f), Vec2f(-1.0f, -1.0f)},
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// 1, 2, 3
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{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 0.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 0.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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// 4, 5, 6
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 0.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 0.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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// 7, 8, 9
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{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 0.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 0.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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// 10, 11, 12
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{Vec3f(0.0f, -0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 0.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.0f, 0.0f), Vec4f(1.0f, 0.1f, 0.0f, 0.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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// strips: 13, 14, 15, ...
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{Vec3f(-0.5f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 0.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.2f, 0.1f, 0.0f, 0.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.3f, 0.2f, 0.0f), Vec4f(0.4f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.3f, 0.0f, 0.0f), Vec4f(0.6f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.1f, 0.2f, 0.0f), Vec4f(0.8f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.1f, 0.0f, 0.0f), Vec4f(1.0f, 0.5f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.1f, 0.2f, 0.0f), Vec4f(0.0f, 0.8f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.1f, 0.0f, 0.0f), Vec4f(0.2f, 0.1f, 0.5f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.3f, 0.2f, 0.0f), Vec4f(0.4f, 0.3f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.3f, 0.0f, 0.0f), Vec4f(0.6f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.5f, 0.2f, 0.0f), Vec4f(0.8f, 0.3f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(0.5f, 0.0f, 0.0f), Vec4f(1.0f, 0.1f, 1.0f, 0.0f), Vec2f(1.0f, 0.0f)},
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};
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std::vector<DefaultA2V> vbData;
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vbData.resize(600);
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{
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DefaultA2V *src = (DefaultA2V *)triangle;
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DefaultA2V *dst = (DefaultA2V *)&vbData[0];
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// up-pointing src to offset 0
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memcpy(dst + 0, src + 1, sizeof(DefaultA2V));
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memcpy(dst + 1, src + 2, sizeof(DefaultA2V));
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memcpy(dst + 2, src + 3, sizeof(DefaultA2V));
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// invalid vert for index 3 and 4
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memcpy(dst + 3, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 4, src + 0, sizeof(DefaultA2V));
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// down-pointing src at offset 5
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memcpy(dst + 5, src + 4, sizeof(DefaultA2V));
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memcpy(dst + 6, src + 5, sizeof(DefaultA2V));
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memcpy(dst + 7, src + 6, sizeof(DefaultA2V));
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// invalid vert for 8 - 12
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memcpy(dst + 8, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 9, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 10, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 11, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 12, src + 0, sizeof(DefaultA2V));
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// left-pointing src data to offset 13
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memcpy(dst + 13, src + 7, sizeof(DefaultA2V));
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memcpy(dst + 14, src + 8, sizeof(DefaultA2V));
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memcpy(dst + 15, src + 9, sizeof(DefaultA2V));
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// invalid vert for 16-22
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memcpy(dst + 16, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 17, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 18, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 19, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 20, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 21, src + 0, sizeof(DefaultA2V));
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memcpy(dst + 22, src + 0, sizeof(DefaultA2V));
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// right-pointing src data to offset 23
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memcpy(dst + 23, src + 10, sizeof(DefaultA2V));
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memcpy(dst + 24, src + 11, sizeof(DefaultA2V));
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memcpy(dst + 25, src + 12, sizeof(DefaultA2V));
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// strip after 30
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memcpy(dst + 30, src + 13, sizeof(DefaultA2V));
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memcpy(dst + 31, src + 14, sizeof(DefaultA2V));
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memcpy(dst + 32, src + 15, sizeof(DefaultA2V));
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memcpy(dst + 33, src + 16, sizeof(DefaultA2V));
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memcpy(dst + 34, src + 17, sizeof(DefaultA2V));
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memcpy(dst + 35, src + 18, sizeof(DefaultA2V));
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memcpy(dst + 36, src + 19, sizeof(DefaultA2V));
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memcpy(dst + 37, src + 20, sizeof(DefaultA2V));
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memcpy(dst + 38, src + 21, sizeof(DefaultA2V));
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memcpy(dst + 39, src + 22, sizeof(DefaultA2V));
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memcpy(dst + 40, src + 23, sizeof(DefaultA2V));
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memcpy(dst + 41, src + 24, sizeof(DefaultA2V));
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}
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for(size_t i = 0; i < vbData.size(); i++)
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{
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vbData[i].uv.x = float(i);
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vbData[i].col.y = float(i) / 200.0f;
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}
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(vbData);
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Vec4f instData[16] = {};
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for(int i = 0; i < ARRAY_COUNT(instData); i++)
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instData[i] = Vec4f(-100.0f, -100.0f, -100.0f, -100.0f);
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{
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instData[0] = Vec4f(0.0f, 0.4f, 1.0f, 0.0f);
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instData[1] = Vec4f(0.5f, 0.5f, 0.0f, 0.5f);
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instData[5] = Vec4f(0.0f, 0.6f, 0.5f, 0.0f);
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instData[6] = Vec4f(0.5f, 0.7f, 1.0f, 0.5f);
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instData[13] = Vec4f(0.0f, 0.8f, 0.3f, 0.0f);
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instData[14] = Vec4f(0.5f, 0.9f, 0.1f, 0.5f);
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}
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ID3D11BufferPtr instvb = MakeBuffer().Vertex().Data(instData);
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std::vector<uint16_t> idxData;
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idxData.resize(100);
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{
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idxData[0] = 0;
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idxData[1] = 1;
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idxData[2] = 2;
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idxData[5] = 5;
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idxData[6] = 6;
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idxData[7] = 7;
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idxData[13] = 63;
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idxData[14] = 64;
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idxData[15] = 65;
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idxData[23] = 103;
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idxData[24] = 104;
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idxData[25] = 105;
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idxData[37] = 104;
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idxData[38] = 105;
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idxData[39] = 106;
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idxData[42] = 30;
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idxData[43] = 31;
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idxData[44] = 32;
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idxData[45] = 33;
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idxData[46] = 34;
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idxData[47] = 0xffff;
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idxData[48] = 36;
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idxData[49] = 37;
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idxData[50] = 38;
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idxData[51] = 39;
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idxData[52] = 40;
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idxData[53] = 41;
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idxData[54] = 130;
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idxData[55] = 131;
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idxData[56] = 132;
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idxData[57] = 133;
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idxData[58] = 134;
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idxData[59] = 0xffff;
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idxData[60] = 136;
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idxData[61] = 137;
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idxData[62] = 138;
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idxData[63] = 139;
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idxData[64] = 140;
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idxData[65] = 141;
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}
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ID3D11BufferPtr ib = MakeBuffer().Index().Data(idxData);
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CD3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
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rd.CullMode = D3D11_CULL_NONE;
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ID3D11RasterizerStatePtr rs;
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CHECK_HR(dev->CreateRasterizerState(&rd, &rs));
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ID3D11Texture2DPtr fltTex =
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MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, screenWidth, screenHeight).RTV().SRV();
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ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
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while(Running())
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{
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ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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ctx->RSSetState(rs);
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ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
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D3D11_VIEWPORT view = {0.0f, 0.0f, 48.0f, 48.0f, 0.0f, 1.0f};
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ctx->RSSetViewports(1, &view);
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ID3D11Buffer *vbs[2] = {vb, instvb};
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UINT strides[2] = {sizeof(DefaultA2V), sizeof(Vec4f)};
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UINT offsets[2] = {0, 0};
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ctx->IASetInputLayout(vertLayout);
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setMarker("Test Begin");
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///////////////////////////////////////////////////
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// non-indexed, non-instanced
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// basic test
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ctx->RSSetViewports(1, &view);
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offsets[0] = 0;
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ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
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ctx->Draw(3, 0);
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view.TopLeftX += view.Width;
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// test with vertex offset
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ctx->RSSetViewports(1, &view);
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offsets[0] = 0;
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ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
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ctx->Draw(3, 5);
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view.TopLeftX += view.Width;
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// test with vertex offset and vbuffer offset
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ctx->RSSetViewports(1, &view);
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offsets[0] = 5 * sizeof(DefaultA2V);
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ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
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ctx->Draw(3, 8);
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view.TopLeftX += view.Width;
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// adjust to next row
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view.TopLeftX = 0.0f;
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view.TopLeftY += view.Height;
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///////////////////////////////////////////////////
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// indexed, non-instanced
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// basic test
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ctx->RSSetViewports(1, &view);
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offsets[0] = 0;
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ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
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ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
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ctx->DrawIndexed(3, 0, 0);
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view.TopLeftX += view.Width;
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// test with first index
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ctx->RSSetViewports(1, &view);
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offsets[0] = 0;
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ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
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ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
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ctx->DrawIndexed(3, 5, 0);
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view.TopLeftX += view.Width;
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// test with first index and vertex offset
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ctx->RSSetViewports(1, &view);
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offsets[0] = 0;
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ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
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ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
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ctx->DrawIndexed(3, 13, -50);
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view.TopLeftX += view.Width;
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// test with first index and vertex offset and vbuffer offset
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ctx->RSSetViewports(1, &view);
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offsets[0] = 10 * sizeof(DefaultA2V);
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ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
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ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
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ctx->DrawIndexed(3, 23, -100);
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view.TopLeftX += view.Width;
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// test with first index and vertex offset and vbuffer offset and ibuffer offset
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ctx->RSSetViewports(1, &view);
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offsets[0] = 19 * sizeof(DefaultA2V);
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ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
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ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 14 * sizeof(uint16_t));
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ctx->DrawIndexed(3, 23, -100);
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view.TopLeftX += view.Width;
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
// indexed strip with primitive restart
|
|
ctx->RSSetViewports(1, &view);
|
|
offsets[0] = 0;
|
|
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
|
|
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
|
|
ctx->DrawIndexed(12, 42, 0);
|
|
view.TopLeftX += view.Width;
|
|
|
|
// indexed strip with primitive restart and vertex offset
|
|
ctx->RSSetViewports(1, &view);
|
|
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
|
|
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
|
|
ctx->DrawIndexed(12, 54, -100);
|
|
view.TopLeftX += view.Width;
|
|
|
|
// adjust to next row
|
|
view.TopLeftX = 0.0f;
|
|
view.TopLeftY += view.Height;
|
|
|
|
ctx->IASetInputLayout(instlayout);
|
|
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
///////////////////////////////////////////////////
|
|
// non-indexed, instanced
|
|
|
|
// basic test
|
|
ctx->RSSetViewports(1, &view);
|
|
offsets[0] = 0;
|
|
offsets[1] = 0;
|
|
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
|
|
ctx->DrawInstanced(3, 2, 0, 0);
|
|
view.TopLeftX += view.Width;
|
|
|
|
// basic test with first instance
|
|
ctx->RSSetViewports(1, &view);
|
|
offsets[0] = 5 * sizeof(DefaultA2V);
|
|
offsets[1] = 0;
|
|
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
|
|
ctx->DrawInstanced(3, 2, 0, 5);
|
|
view.TopLeftX += view.Width;
|
|
|
|
// basic test with first instance and instance buffer offset
|
|
ctx->RSSetViewports(1, &view);
|
|
offsets[0] = 13 * sizeof(DefaultA2V);
|
|
offsets[1] = 8 * sizeof(Vec4f);
|
|
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
|
|
ctx->DrawInstanced(3, 2, 0, 5);
|
|
view.TopLeftX += view.Width;
|
|
|
|
// adjust to next row
|
|
view.TopLeftX = 0.0f;
|
|
view.TopLeftY += view.Height;
|
|
|
|
///////////////////////////////////////////////////
|
|
// indexed, instanced
|
|
|
|
// basic test
|
|
ctx->RSSetViewports(1, &view);
|
|
offsets[0] = 0;
|
|
offsets[1] = 0;
|
|
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
|
|
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
|
|
ctx->DrawIndexedInstanced(3, 2, 5, 0, 0);
|
|
view.TopLeftX += view.Width;
|
|
|
|
// basic test with first instance
|
|
ctx->RSSetViewports(1, &view);
|
|
offsets[0] = 0;
|
|
offsets[1] = 0;
|
|
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
|
|
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
|
|
ctx->DrawIndexedInstanced(3, 2, 13, -50, 5);
|
|
view.TopLeftX += view.Width;
|
|
|
|
// basic test with first instance and instance buffer offset
|
|
ctx->RSSetViewports(1, &view);
|
|
offsets[0] = 0;
|
|
offsets[1] = 8 * sizeof(Vec4f);
|
|
ctx->IASetVertexBuffers(0, 2, vbs, strides, offsets);
|
|
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
|
|
ctx->DrawIndexedInstanced(3, 2, 23, -80, 5);
|
|
view.TopLeftX += view.Width;
|
|
|
|
blitToSwap(fltTex);
|
|
|
|
Present();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
};
|
|
|
|
REGISTER_TEST();
|