Files
renderdoc/util/test/demos/d3d11/d3d11_mip_gen_rt.cpp
T
baldurk 06570ea7ad Remove backbuffer comparisons from test suite, simplify default triangle
* It's not particularly scalable and can be brittle to driver changes, and we
  can use targeted specific pixel tests to check what we really want - to see if
  the output has rendered correctly.
* Overlay tests still check files directly - this is a future refactor to
  remove.
2020-02-11 17:11:33 +00:00

159 lines
4.6 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d11_test.h"
RD_TEST(D3D11_Mip_Gen_RT, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Tests rendering from one mip to another to do a downsample chain";
std::string common = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : UV;
};
)EOSHADER";
std::string vertex = R"EOSHADER(
v2f main(uint vid : SV_VertexID)
{
v2f OUT = (v2f)0;
float2 positions[] = {
float2(-1.0f, 1.0f),
float2( 1.0f, 1.0f),
float2(-1.0f, -1.0f),
float2( 1.0f, -1.0f),
};
OUT.pos = float4(positions[vid], 0, 1);
OUT.uv = positions[vid]*float2(1,-1)*0.5f + 0.5f;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
Texture2D<float4> intex : register(t0);
SamplerState s : register(s0);
float4 main(v2f IN) : SV_Target0
{
return intex.Sample(s, IN.uv);
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(common + vertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(common + pixel, "main", "ps_5_0");
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
static const int NumMips = 8;
ID3D11Texture2DPtr rt =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 1024, 1024).RTV().SRV().Mips(NumMips);
ID3D11RenderTargetViewPtr rtv[NumMips];
ID3D11ShaderResourceViewPtr srv[NumMips];
ID3D11SamplerStatePtr samp = MakeSampler();
D3D11_VIEWPORT views[NumMips];
for(int i = 0; i < NumMips; i++)
{
rtv[i] = MakeRTV(rt).FirstMip(i);
srv[i] = MakeSRV(rt).FirstMip(i).NumMips(1);
views[i] = {0.0f, 0.0f, (float)(512 >> i), (float)(512 >> i), 0.0f, 1.0f};
}
// fill upper mip with colour ramp
uint32_t *ramp = new uint32_t[1024 * 1024];
for(uint32_t i = 0; i < 1024 * 1024; i++)
{
float x = float(i % 1024);
float y = float(i / 1024);
ramp[i] = uint32_t(uint32_t(255.0f * (x / 1024.0f)) | (uint32_t(255.0f * (y / 1024.0f)) << 8) |
(uint32_t(255.0f * ((x + y) / 2048.0f)) << 16) | 0xff000000);
}
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
for(int i = 0; i < NumMips; i++)
ClearRenderTargetView(rtv[i], {0.2f, 0.2f, 0.2f, 1.0f});
ctx->UpdateSubresource(rt, 0, NULL, ramp, 1024 * sizeof(uint32_t),
1024 * 1024 * sizeof(uint32_t));
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->PSSetSamplers(0, 1, &samp.GetInterfacePtr());
// downsample chain
for(int i = 0; i < NumMips - 1; i++)
{
ctx->RSSetViewports(1, &views[i]);
ctx->OMSetRenderTargets(1, &rtv[i + 1].GetInterfacePtr(), NULL);
ctx->PSSetShaderResources(0, 1, &srv[i].GetInterfacePtr());
ctx->Draw(4, 0);
}
// now test that 'invalid' binds still get detected
ctx->OMSetRenderTargets(1, &rtv[0].GetInterfacePtr(), NULL);
ctx->PSSetShaderResources(0, 1, &srv[0].GetInterfacePtr()); // should bind NULL
ctx->PSSetShaderResources(0, 1, &srv[1].GetInterfacePtr());
ctx->OMSetRenderTargets(1, &rtv[1].GetInterfacePtr(),
NULL); // should cause SRV to be unbound
Present();
}
delete[] ramp;
return 0;
}
};
REGISTER_TEST();