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https://github.com/baldurk/renderdoc.git
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351 lines
17 KiB
C++
351 lines
17 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_CBuffer_Zoo, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests every kind of constant that can be in a cbuffer to make sure it's decoded "
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"correctly";
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std::string pixel = R"EOSHADER(
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struct float3_1 { float3 a; float b; };
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struct nested { float3_1 a; float4 b[4]; float3_1 c[4]; };
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struct float2_struct { float x; float y; };
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struct nested_with_padding
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{
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float a; // 0, <1, 2, 3>
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float4 b; // {4, 5, 6, 7}
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float c; // 8, <9, 10, 11>
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float3 d[4]; // [0]: {12, 13, 14}, <15>
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// [1]: {16, 17, 18}, <19>
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// [2]: {20, 21, 22}, <23>
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// [3]: {24, 25, 26}, <27>
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};
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struct empty_struct
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{
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};
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struct nested_with_empty
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{
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float3 a; // 0, 1, 2, 3
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empty_struct b; // <omitted>
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float2 c; // 4, 5, <6, 7>
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};
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struct misaligned_struct
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{
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float4 a;
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float2 b;
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};
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cbuffer consts : register(b0)
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{
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// dummy* entries are just to 'reset' packing to avoid pollution between tests
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float4 a; // basic float4 = {0, 1, 2, 3}
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float3 b; // should have a padding word at the end = {4, 5, 6}, <7>
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float2 c; float2 d; // should be packed together = {8, 9}, {10, 11}
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float e; float3 f; // should be packed together = 12, {13, 14, 15}
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float g; float2 h; float i; // should be packed together = 16, {17, 18}, 19
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float j; float2 k; // should have a padding word at the end = 20, {21, 22}, <23>
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float2 l; float m; // should have a padding word at the end = {24, 25}, 26, <27>
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float n[4]; // should cover 4 float4s = 28, <29..31>, 32, <33..35>, 36, <37..39>, 40
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float4 dummy1;
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float o[4]; // should cover 4 float4s = 48, <..>, 52, <..>, 56, <..>, 60
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float p; // should be packed in with above array, with two padding words = 61, <62, 63>
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float4 dummy2;
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float4 dummygl1; // padding to match GL so matrices start on same values
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float4 dummygl2;
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column_major float4x4 q; // should cover 4 float4s.
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// row0: {76, 80, 84, 88}
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// row1: {77, 81, 85, 89}
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// row2: {78, 82, 86, 90}
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// row3: {79, 83, 87, 91}
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row_major float4x4 r; // should cover 4 float4s
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// row0: {92, 93, 94, 95}
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// row1: {96, 97, 98, 99}
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// row2: {100, 101, 102, 103}
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// row3: {104, 105, 106, 107}
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column_major float3x4 s; // covers 4 float4s with padding at end of each column
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// row0: {108, 112, 116, 120}
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// row1: {109, 113, 117, 121}
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// row2: {110, 114, 118, 122}
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// <111, 115, 119, 123>
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float4 dummy3;
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row_major float3x4 t; // covers 3 float4s with no padding
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// row0: {128, 129, 130, 131}
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// row1: {132, 133, 134, 135}
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// row2: {136, 137, 138, 139}
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float4 dummy4;
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column_major float2x3 u; // covers 3 float4s with padding at end of each column (but not row)
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// row0: {144, 148, 152}
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// row1: {145, 149, 153}
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// <146, 150, 154>
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// <147, 151, 155>
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float4 dummy5;
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row_major float2x3 v; // covers 2 float4s with padding at end of each row (but not column)
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// row0: {160, 161, 162}, <163>
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// row1: {164, 165, 166}, <167>
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float4 dummy6;
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column_major float2x2 w; // covers 2 float4s with padding at end of each column (but not row)
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// row0: {172, 176}
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// row1: {173, 177}
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// <174, 178>
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// <175, 179>
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float4 dummy7;
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row_major float2x2 x; // covers 2 float4s with padding at end of each row (but not column)
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// row1: {184, 185}, <186, 187>
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// row1: {188, 189}, <190, 191>
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float4 dummy8;
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row_major float2x2 y; // covers the same as above, but z overlaps
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// row0: {196, 197}, <198, 199>
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// row1: {200, 201}, <202, 203>
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float z; // overlaps after padding in final row = 202
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float4 gldummy3; // account for z not overlapping in GL/VK
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row_major float4x1 aa; // covers 4 vec4s with maximum padding
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// row0: {208}, <209, 210, 211>
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// row1: {212}, <213, 214, 215>
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// row2: {216}, <217, 218, 219>
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// row3: {220}, <221, 222, 223>
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column_major float4x1 ab; // covers 1 vec4 (equivalent to a plain vec4)
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// row0: {224}
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// row1: {225}
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// row2: {226}
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// row3: {227}
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float4 multiarray[3][2]; // [0][0] = {228, 229, 230, 231}
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// [0][1] = {232, 233, 234, 235}
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// [1][0] = {236, 237, 238, 239}
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// [1][1] = {240, 241, 242, 243}
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// [2][0] = {244, 245, 246, 247}
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// [2][1] = {248, 249, 250, 251}
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nested structa[2]; // [0] = {
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// .a = { { 252, 253, 254 }, 255 }
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// .b[0] = { 256, 257, 258, 259 }
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// .b[1] = { 260, 261, 262, 263 }
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// .b[2] = { 264, 265, 266, 267 }
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// .b[3] = { 268, 269, 270, 271 }
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// .c[0] = { { 272, 273, 274 }, 275 }
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// .c[1] = { { 276, 277, 278 }, 279 }
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// .c[2] = { { 280, 281, 282 }, 283 }
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// .c[3] = { { 284, 285, 286 }, 287 }
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// }
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// [1] = {
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// .a = { { 288, 289, 290 }, 291 }
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// .b[0] = { 292, 293, 294, 295 }
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// .b[1] = { 296, 297, 298, 299 }
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// .b[2] = { 300, 301, 302, 303 }
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// .b[3] = { 304, 305, 306, 307 }
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// .c[0] = { { 308, 309, 310 }, 311 }
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// .c[1] = { { 312, 313, 314 }, 315 }
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// .c[2] = { { 316, 317, 318 }, 319 }
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// .c[3] = { { 320, 321, 322 }, 323 }
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// }
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column_major float3x2 ac; // covers 2 float4s with padding at end of each column (but not row)
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// row0: {324, 328}
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// row1: {325, 329}
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// row2: {326, 330}
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// <327, 331>
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row_major float3x2 ad; // covers 3 float4s with padding at end of each row (but not column)
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// row0: {332, 333}, <334, 335>
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// row1: {336, 337}, <338, 339>
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// row2: {340, 341}, <342, 343>
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column_major float3x2 ae[2]; // covers 2 float4s with padding at end of each column (but not row)
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// [0] = {
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// row0: {344, 348}
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// row1: {345, 349}
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// row2: {346, 350}
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// <347, 351>
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// }
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// [1] = {
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// row0: {352, 356}
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// row1: {353, 357}
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// row2: {354, 358}
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// <355, 359>
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// }
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row_major float3x2 af[2]; // covers 3 float4s with padding at end of each row (but not column)
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// [0] = {
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// row0: {360, 361}, <362, 363>
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// row1: {364, 365}, <366, 367>
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// row2: {368, 369}, <370, 371>
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// }
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// [1] = {
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// row0: {372, 373}, <374, 375>
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// row1: {376, 377}, <378, 379>
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// row2: {380, 381},
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// }
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float2 dummy9; // consumes leftovers from above array = {382, 383}
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float2 dummy10; // should have padding at the end = {384, 385}, <386, 387>
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row_major float2x2 ag; // each row is aligned to float4:
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// row0: {388, 389}, <390, 391>
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// row1: {392, 393},
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float2 dummy11; // consumes leftovers from above matrix = {394, 395}
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float2 dummy12; // should have padding at the end = {396, 397}, <398, 399>
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column_major float2x2 ah; // each column is aligned to float4:
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// row0: {400, 404}
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// row1: {401, 405}
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// <402, 406>
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// <403, 407>
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row_major float2x2 ai[2]; // [0] = {
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// row0: {408, 409}, <410, 411>
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// row1: {412, 413}, <414, 415>
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// }
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// [1] = {
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// row0: {416, 417}, <418, 419>
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// row1: {420, 421}, <422, 423>
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// }
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column_major float2x2 aj[2]; // [0] = {
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// row0: {424, 428}
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// row1: {425, 429}
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// <426, 430>
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// <427, 431>
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// }
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// [1] = {
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// row0: {432, 436}
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// row1: {433, 437}
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// <434, 438>
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// <435, 439>
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// }
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nested_with_padding ak[2]; // 440 - 467, 468 - 495
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float4 dummy13; // forces no trailing overlap with ak
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float al; // {500}, <501, 502, 503>
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// struct is always float4 aligned, can't be packed with al
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float2_struct am; // {504, 505}, <506, 507>
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// struct allows trailing things into padding
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float an; // {506}
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float4 gldummy4; // account for an not overlapping in GL/VK
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empty_struct empty; // completely omitted
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nested_with_empty nested_empty; // empty struct will take up a float4
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misaligned_struct ao[2]; // [0] = {
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// .a = { 520, 521, 522, 523 }
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// .b = { 524, 525 } <526, 527>
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// }
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// [1] = {
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// .a = { 528, 529, 530, 531 }
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// .b = { 532, 533 } <534, 535>
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// }
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float4 test; // {536, 537, 538, 539}
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};
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float4 main() : SV_Target0
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{
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return test + float4(0.1f, 0.0f, 0.0f, 0.0f);
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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_5_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_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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Vec4f cbufferdata[512];
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for(int i = 0; i < 512; i++)
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cbufferdata[i] = Vec4f(float(i * 4 + 0), float(i * 4 + 1), float(i * 4 + 2), float(i * 4 + 3));
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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ID3D11BufferPtr cb = MakeBuffer().Constant().Data(cbufferdata);
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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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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->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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ctx->OMSetRenderTargets(1, &fltRT.GetInterfacePtr(), NULL);
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ctx->Draw(3, 0);
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blitToSwap(fltTex);
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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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