mirror of
https://github.com/baldurk/renderdoc.git
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194 lines
5.8 KiB
C++
194 lines
5.8 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_Mesh_Zoo, D3D11GraphicsTest)
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{
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static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
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std::string vertex = R"EOSHADER(
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struct vertin
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{
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float3 pos : POSITION;
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float4 col : COLOR0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 col2 : COLOR0;
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float4 col : COLOR1;
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};
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cbuffer consts : register(b0)
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{
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float4 scale;
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float4 offset;
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};
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v2f main(vertin IN, uint vid : SV_VertexID, uint inst : SV_InstanceID)
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{
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v2f OUT = (v2f)0;
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OUT.pos = float4(IN.pos.xy * scale.xy + offset.xy, IN.pos.z, 1.0f);
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OUT.col = IN.col;
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if(inst > 0)
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{
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OUT.pos *= 0.3f;
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OUT.pos.xy += 0.1f;
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OUT.col.x = 1.0f;
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}
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OUT.col2 = OUT.pos.xy;
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return OUT;
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}
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)EOSHADER";
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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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float2 col2 : COLOR0;
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float4 col : COLOR1;
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};
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float4 main(v2f IN) : SV_Target0
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{
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return IN.col + 1.0e-20 * IN.col2.xyxy;
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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(vertex, "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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const DefaultA2V test[] = {
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// single color quad
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{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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// points, to test vertex picking
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{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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};
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(test);
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Vec4f cbufferdata[] = {
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Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
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Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
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};
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ID3D11BufferPtr cb = MakeBuffer().Constant().Data(cbufferdata);
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ID3D11Texture2DPtr bbDepth =
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight).DSV();
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ID3D11DepthStencilViewPtr bbDSV = MakeDSV(bbDepth);
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CD3D11_DEPTH_STENCIL_DESC dd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
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dd.DepthEnable = TRUE;
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dd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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dd.DepthFunc = D3D11_COMPARISON_LESS;
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dd.StencilEnable = FALSE;
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dd.StencilWriteMask = dd.StencilReadMask = 0xff;
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ID3D11DepthStencilStatePtr ds;
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CHECK_HR(dev->CreateDepthStencilState(&dd, &ds));
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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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ctx->ClearDepthStencilView(bbDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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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->OMSetDepthStencilState(ds, 0);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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ctx->VSSetConstantBuffers(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, &bbRTV.GetInterfacePtr(), bbDSV);
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// a previous draw for testing 'whole pass' rendering
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ctx->Draw(3, 10);
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setMarker("Quad");
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// draw two instances so we can test rendering other instances
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ctx->DrawInstanced(6, 2, 0, 0);
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setMarker("Points");
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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ctx->Draw(4, 6);
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setMarker("Stride 0");
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IASetVertexBuffer(vb, 0, 0);
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ctx->Draw(1, 0);
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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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