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https://github.com/baldurk/renderdoc.git
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* In a previous update in 2021 many copyright ranges were truncated accidentally, and some files have been copy-pasted with wrong years. These dates have been fixed based on git history and original copyright messages.
87 lines
2.8 KiB
C++
87 lines
2.8 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018-2026 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_Byte_Address_Buffers, D3D11GraphicsTest)
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{
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static constexpr const char *Description = "Tests reading and writing from byte address buffers";
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std::string compute = R"EOSHADER(
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ByteAddressBuffer inbuf : register(t0);
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RWByteAddressBuffer outbuf : register(u0);
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[numthreads(1, 1, 1)]
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void main()
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{
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uint4 data = inbuf.Load4(5*4);
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outbuf.Store4(10*4, data);
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data.xy = inbuf.Load2(15*4);
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outbuf.Store2(0, data.xy);
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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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ID3D11ComputeShaderPtr cs = CreateCS(Compile(compute, "main", "cs_5_0"));
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ID3D11BufferPtr buf = MakeBuffer().ByteAddressed().UAV().Size(512);
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ID3D11UnorderedAccessViewPtr uav = MakeUAV(buf).Format(DXGI_FORMAT_R32_TYPELESS);
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uint32_t data[128] = {};
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for(int i = 0; i < 128; i++)
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data[i] = (uint32_t)rand();
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ID3D11BufferPtr buf2 = MakeBuffer().ByteAddressed().SRV().Data(data);
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ID3D11ShaderResourceViewPtr srv = MakeSRV(buf2).Format(DXGI_FORMAT_R32_TYPELESS);
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while(Running())
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{
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Vec4f col(0.2f, 0.2f, 0.2f, 1.0f);
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ClearRenderTargetView(bbRTV, col);
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ctx->ClearUnorderedAccessViewUint(uav, (uint32_t *)&col.x);
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ctx->CSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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ctx->CSSetUnorderedAccessViews(0, 1, &uav.GetInterfacePtr(), NULL);
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ctx->CSSetShader(cs, NULL, 0);
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ctx->Dispatch(1, 1, 1);
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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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