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renderdoc/util/test/demos/d3d11/d3d11_primitive_restart.cpp
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baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* 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.
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2026 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_Primitive_Restart, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Test of primitive restart in triangle strips with -1 index";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
DefaultA2V strip[] = {
{Vec3f(-0.8f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.8f, 0.7f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.4f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.4f, 0.7f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.7f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, 0.7f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.8f, -0.7f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.8f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.4f, -0.7f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.4f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.7f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, -0.7f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.4f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(strip);
uint16_t idx[] = {
// strip 0
0,
1,
2,
3,
4,
5,
6,
7,
// restart
0xffff,
// strip 1
8,
9,
10,
11,
12,
13,
14,
15,
};
ID3D11BufferPtr ib = MakeBuffer().Index().Data(idx);
uint16_t idx2[] = {
// strip 0
10,
11,
12,
13,
14,
15,
16,
17,
// restart
0xffff,
// strip 1
18,
19,
20,
21,
22,
23,
24,
25,
};
ID3D11BufferPtr ib2 = MakeBuffer().Index().Data(idx2);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
ctx->DrawIndexed(17, 0, 0);
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
ctx->IASetIndexBuffer(ib2, DXGI_FORMAT_R16_UINT, 0);
// should get identical results with the vertex offset
ctx->DrawIndexed(17, 0, -10);
Present();
}
return 0;
}
};
REGISTER_TEST();