Files
renderdoc/util/test/demos/d3d11/d3d11_mesh_zoo.cpp
T
baldurk 8ee6e43ed6 Check that we can render secondary mesh data with only two components
* We need to be sure that we don't accidentally read RGB anyway.
2020-04-21 17:09:24 +01:00

194 lines
5.8 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 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_Mesh_Zoo, D3D11GraphicsTest)
{
static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
std::string vertex = R"EOSHADER(
struct vertin
{
float3 pos : POSITION;
float4 col : COLOR0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 col2 : COLOR0;
float4 col : COLOR1;
};
cbuffer consts : register(b0)
{
float4 scale;
float4 offset;
};
v2f main(vertin IN, uint vid : SV_VertexID, uint inst : SV_InstanceID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos.xy * scale.xy + offset.xy, IN.pos.z, 1.0f);
OUT.col = IN.col;
if(inst > 0)
{
OUT.pos *= 0.3f;
OUT.pos.xy += 0.1f;
OUT.col.x = 1.0f;
}
OUT.col2 = OUT.pos.xy;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float2 col2 : COLOR0;
float4 col : COLOR1;
};
float4 main(v2f IN) : SV_Target0
{
return IN.col + 1.0e-20 * IN.col2.xyxy;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
const DefaultA2V test[] = {
// single color quad
{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
// points, to test vertex picking
{Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(test);
Vec4f cbufferdata[] = {
Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
};
ID3D11BufferPtr cb = MakeBuffer().Constant().Data(cbufferdata);
ID3D11Texture2DPtr bbDepth =
MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight).DSV();
ID3D11DepthStencilViewPtr bbDSV = MakeDSV(bbDepth);
CD3D11_DEPTH_STENCIL_DESC dd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
dd.DepthEnable = TRUE;
dd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
dd.DepthFunc = D3D11_COMPARISON_LESS;
dd.StencilEnable = FALSE;
dd.StencilWriteMask = dd.StencilReadMask = 0xff;
ID3D11DepthStencilStatePtr ds;
CHECK_HR(dev->CreateDepthStencilState(&dd, &ds));
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
ctx->ClearDepthStencilView(bbDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->OMSetDepthStencilState(ds, 0);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->VSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), bbDSV);
// a previous draw for testing 'whole pass' rendering
ctx->Draw(3, 10);
setMarker("Quad");
// draw two instances so we can test rendering other instances
ctx->DrawInstanced(6, 2, 0, 0);
setMarker("Points");
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
ctx->Draw(4, 6);
setMarker("Stride 0");
IASetVertexBuffer(vb, 0, 0);
ctx->Draw(1, 0);
Present();
}
return 0;
}
};
REGISTER_TEST();