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* It's not particularly scalable and can be brittle to driver changes, and we can use targeted specific pixel tests to check what we really want - to see if the output has rendered correctly. * Overlay tests still check files directly - this is a future refactor to remove.
159 lines
4.6 KiB
C++
159 lines
4.6 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_Mip_Gen_RT, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests rendering from one mip to another to do a downsample chain";
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std::string common = 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 uv : UV;
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};
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)EOSHADER";
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std::string vertex = R"EOSHADER(
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v2f main(uint vid : SV_VertexID)
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{
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v2f OUT = (v2f)0;
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float2 positions[] = {
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float2(-1.0f, 1.0f),
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float2( 1.0f, 1.0f),
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float2(-1.0f, -1.0f),
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float2( 1.0f, -1.0f),
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};
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OUT.pos = float4(positions[vid], 0, 1);
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OUT.uv = positions[vid]*float2(1,-1)*0.5f + 0.5f;
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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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Texture2D<float4> intex : register(t0);
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SamplerState s : register(s0);
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float4 main(v2f IN) : SV_Target0
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{
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return intex.Sample(s, IN.uv);
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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(common + vertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(common + pixel, "main", "ps_5_0");
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ID3D11VertexShaderPtr vs = CreateVS(vsblob);
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ID3D11PixelShaderPtr ps = CreatePS(psblob);
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static const int NumMips = 8;
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ID3D11Texture2DPtr rt =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, 1024, 1024).RTV().SRV().Mips(NumMips);
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ID3D11RenderTargetViewPtr rtv[NumMips];
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ID3D11ShaderResourceViewPtr srv[NumMips];
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ID3D11SamplerStatePtr samp = MakeSampler();
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D3D11_VIEWPORT views[NumMips];
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for(int i = 0; i < NumMips; i++)
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{
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rtv[i] = MakeRTV(rt).FirstMip(i);
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srv[i] = MakeSRV(rt).FirstMip(i).NumMips(1);
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views[i] = {0.0f, 0.0f, (float)(512 >> i), (float)(512 >> i), 0.0f, 1.0f};
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}
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// fill upper mip with colour ramp
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uint32_t *ramp = new uint32_t[1024 * 1024];
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for(uint32_t i = 0; i < 1024 * 1024; i++)
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{
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float x = float(i % 1024);
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float y = float(i / 1024);
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ramp[i] = uint32_t(uint32_t(255.0f * (x / 1024.0f)) | (uint32_t(255.0f * (y / 1024.0f)) << 8) |
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(uint32_t(255.0f * ((x + y) / 2048.0f)) << 16) | 0xff000000);
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}
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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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for(int i = 0; i < NumMips; i++)
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ClearRenderTargetView(rtv[i], {0.2f, 0.2f, 0.2f, 1.0f});
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ctx->UpdateSubresource(rt, 0, NULL, ramp, 1024 * sizeof(uint32_t),
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1024 * 1024 * sizeof(uint32_t));
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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ctx->PSSetSamplers(0, 1, &samp.GetInterfacePtr());
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// downsample chain
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for(int i = 0; i < NumMips - 1; i++)
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{
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ctx->RSSetViewports(1, &views[i]);
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ctx->OMSetRenderTargets(1, &rtv[i + 1].GetInterfacePtr(), NULL);
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ctx->PSSetShaderResources(0, 1, &srv[i].GetInterfacePtr());
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ctx->Draw(4, 0);
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}
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// now test that 'invalid' binds still get detected
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ctx->OMSetRenderTargets(1, &rtv[0].GetInterfacePtr(), NULL);
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ctx->PSSetShaderResources(0, 1, &srv[0].GetInterfacePtr()); // should bind NULL
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ctx->PSSetShaderResources(0, 1, &srv[1].GetInterfacePtr());
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ctx->OMSetRenderTargets(1, &rtv[1].GetInterfacePtr(),
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NULL); // should cause SRV to be unbound
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Present();
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}
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delete[] ramp;
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return 0;
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}
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};
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REGISTER_TEST();
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