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* 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.
234 lines
7.4 KiB
C++
234 lines
7.4 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_Resource_Lifetimes, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Test various edge-case resource lifetimes: a resource that is first dirtied within a frame "
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"so needs initial contents created for it, and a resource that is created and destroyed "
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"mid-frame (which also gets dirtied after use).";
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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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Texture2D smiley : register(t0);
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Texture2D checker : register(t1);
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SamplerState smileysamp : register(s0);
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SamplerState checkersamp : register(s1);
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cbuffer consts : register(b0)
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{
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float4 flags;
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};
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float4 main(v2f IN) : SV_Target0
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{
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if(flags.x != 1.0f || flags.y != 2.0f || flags.z != 4.0f || flags.w != 8.0f)
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return float4(1.0f, 0.0f, 1.0f, 1.0f);
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float4 col = smiley.Sample(smileysamp, IN.uv * 2.0f) * checker.Sample(checkersamp, IN.uv * 5.0f);
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col.w = 1.0f;
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return col;
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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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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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Texture rgba8;
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LoadXPM(SmileyTexture, rgba8);
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ID3D11Texture2DPtr smiley =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, rgba8.width, rgba8.height).SRV();
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ID3D11ShaderResourceViewPtr smileysrv = MakeSRV(smiley);
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ctx->UpdateSubresource(smiley, 0, NULL, rgba8.data.data(), rgba8.width * sizeof(uint32_t), 0);
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ID3D11SamplerStatePtr smileysamp = MakeSampler()
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.AddressU(D3D11_TEXTURE_ADDRESS_CLAMP)
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.AddressV(D3D11_TEXTURE_ADDRESS_WRAP)
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.AddressW(D3D11_TEXTURE_ADDRESS_WRAP)
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.Filter(D3D11_FILTER_MIN_MAG_MIP_POINT);
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ID3D11SamplerStatePtr checkersamp =
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MakeSampler().Address(D3D11_TEXTURE_ADDRESS_WRAP).Filter(D3D11_FILTER_MIN_MAG_MIP_POINT);
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auto SetupBuf = [this]() {
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const Vec4f flags = {1.0f, 2.0f, 4.0f, 8.0f};
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ID3D11BufferPtr ret = MakeBuffer().Constant().Size(sizeof(flags)).Mappable();
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D3D11_MAPPED_SUBRESOURCE map = Map(ret, 0, D3D11_MAP_WRITE_DISCARD);
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memcpy(map.pData, &flags, sizeof(Vec4f));
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ctx->Unmap(ret, 0);
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return ret;
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};
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ID3D11BufferPtr dummy = MakeBuffer().Constant().Size(sizeof(Vec4f));
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auto SetupVBuf = [this, dummy]() {
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ID3D11BufferPtr ret = MakeBuffer().Vertex().Size(sizeof(Vec4f)).Mappable();
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// force the buffer to become dirty
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ctx->CopyResource(ret, dummy);
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// map the dirty resource
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D3D11_MAPPED_SUBRESOURCE map = Map(ret, 0, D3D11_MAP_WRITE_NO_OVERWRITE);
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ctx->Unmap(ret, 0);
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return ret;
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};
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auto TrashBuf = [this](ID3D11BufferPtr &buf) {
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D3D11_MAPPED_SUBRESOURCE map = Map(buf, 0, D3D11_MAP_WRITE_DISCARD);
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memset(map.pData, 0, sizeof(Vec4f));
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ctx->Unmap(buf, 0);
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buf = NULL;
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};
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auto SetupSRV = [this]() {
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ID3D11Texture2DPtr tex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 4, 4).SRV();
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ID3D11ShaderResourceViewPtr ret = MakeSRV(tex);
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const uint32_t checker[4 * 4] = {
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// X X O O
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0xffffffff, 0xffffffff, 0, 0,
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// X X O O
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0xffffffff, 0xffffffff, 0, 0,
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// O O X X
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0, 0, 0xffffffff, 0xffffffff,
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// O O X X
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0, 0, 0xffffffff, 0xffffffff,
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};
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ctx->UpdateSubresource(tex, 0, NULL, checker, 4 * sizeof(uint32_t), 0);
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return ret;
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};
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auto TrashSRV = [this](ID3D11ShaderResourceViewPtr &srv) {
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ID3D11Resource *res = NULL;
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srv->GetResource(&res);
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ID3D11Texture2DPtr tex = res;
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res->Release();
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const uint32_t empty[4 * 4] = {};
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ctx->UpdateSubresource(tex, 0, NULL, empty, 4 * sizeof(uint32_t), 0);
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srv = NULL;
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};
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ID3D11Texture2DPtr clearTex = MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 128, 128).RTV();
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ID3D11RenderTargetViewPtr clearRTV = MakeRTV(clearTex);
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ID3D11ShaderResourceView *srvs[2] = {smileysrv};
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ID3D11SamplerState *samps[2] = {smileysamp, checkersamp};
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ctx->PSSetSamplers(0, 2, samps);
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ID3D11BufferPtr cb = SetupBuf();
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ID3D11ShaderResourceViewPtr srv = SetupSRV();
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srvs[1] = srv;
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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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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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ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
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// lazy partial clears!
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ClearRenderTargetView(clearRTV, {0.0f, 1.0f, 0.0f, 1.0f});
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ctx->CopySubresourceRegion(bbTex, 0, 0, 0, 0, clearTex, 0, NULL);
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ClearRenderTargetView(clearRTV, {0.0f, 0.0f, 1.0f, 1.0f});
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ctx->CopySubresourceRegion(bbTex, 0, 128, 0, 0, clearTex, 0, NULL);
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// render with last frame's resources
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RSSetViewport({0.0f, 0.0f, 128.0f, 128.0f, 0.0f, 1.0f});
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ctx->Draw(3, 0);
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TrashBuf(cb);
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TrashSRV(srv);
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// create resources mid-frame and use then trash them
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cb = SetupBuf();
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srv = SetupSRV();
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srvs[1] = srv;
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ctx->PSSetShaderResources(0, 2, srvs);
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ctx->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
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RSSetViewport({128.0f, 0.0f, 128.0f, 128.0f, 0.0f, 1.0f});
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ctx->Draw(3, 0);
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TrashBuf(cb);
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TrashSRV(srv);
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// create, dirty, and map the dirty buffer mid-frame
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ID3D11BufferPtr vbtmp = SetupVBuf();
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TrashBuf(vbtmp);
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// set up resources for next frame
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cb = SetupBuf();
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srv = SetupSRV();
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srvs[1] = srv;
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ctx->PSSetShaderResources(0, 2, srvs);
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ctx->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
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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();
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