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renderdoc/util/test/demos/d3d11/d3d11_stream_out.cpp
T
baldurk 88189e316f End stream-out queries in ClearState(). Closes #1412
* Also add tests of stream-out and DrawAuto()
2019-06-12 19:07:22 +01:00

196 lines
6.4 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2016-2019 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"
TEST(D3D11_Stream_Out, D3D11GraphicsTest)
{
static constexpr const char *Description = "Test using D3D11's streamout feature";
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);
std::vector<D3D11_SO_DECLARATION_ENTRY> sodecl;
std::vector<UINT> strides;
{
D3D11_SO_DECLARATION_ENTRY decl;
decl.StartComponent = 0;
decl.ComponentCount = 4;
decl.SemanticName = "SV_POSITION";
decl.SemanticIndex = 0;
decl.Stream = 0;
decl.OutputSlot = 0;
sodecl.push_back(decl);
}
{
D3D11_SO_DECLARATION_ENTRY decl;
decl.StartComponent = 0;
decl.ComponentCount = 4;
decl.SemanticName = "COLOR";
decl.SemanticIndex = 0;
decl.Stream = 0;
decl.OutputSlot = 1;
sodecl.push_back(decl);
}
strides.push_back(4 * sizeof(float));
strides.push_back(8 * sizeof(float));
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11GeometryShaderPtr gs = CreateGS(vsblob, sodecl, strides);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
ID3D11BufferPtr so[2] = {
MakeBuffer().StreamOut().Vertex().Size(2048), MakeBuffer().StreamOut().Vertex().Size(2048),
};
D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
{
"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0,
},
{
"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0,
},
{
"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0,
},
};
ID3D11InputLayoutPtr streamoutLayout;
CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
vsblob->GetBufferSize(), &streamoutLayout));
while(Running())
{
ctx->ClearState();
unsigned char empty[2048] = {};
ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->GSSetShader(gs, 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);
ID3D11Buffer *bufs[] = {so[0], so[1]};
UINT offs[2] = {0};
ctx->SOSetTargets(2, bufs, offs);
ctx->Draw(3, 0);
ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
ctx->Draw(3, 0);
ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
// test using offsets of NULL. Should be equivalent to passing -1
bufs[0] = so[1];
bufs[1] = so[0];
ctx->SOSetTargets(2, bufs, NULL);
ctx->Draw(3, 0);
ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
// test DrawAuto()
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
// draw with streamout and explicitly unbind
ctx->SOSetTargets(2, bufs, offs);
ctx->Draw(3, 0);
ctx->SOSetTargets(0, NULL, NULL);
RSSetViewport({0.0f, 0.0f, (float)screenWidth / 4.0f, (float)screenHeight / 4.0f, 0.0f, 1.0f});
ctx->IASetVertexBuffers(0, 2, bufs, &strides[0], offs);
ctx->IASetInputLayout(streamoutLayout);
ctx->DrawAuto();
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ID3D11Buffer *emptyBuf[2] = {};
ctx->IASetVertexBuffers(0, 2, emptyBuf, &strides[0], offs);
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetInputLayout(defaultLayout);
// draw with streamout and clear state
ctx->SOSetTargets(2, bufs, offs);
ctx->DrawInstanced(3, 2, 0, 0);
ctx->ClearState();
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(vs, NULL, 0);
ctx->GSSetShader(gs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
RSSetViewport({screenWidth / 4.0f, 0.0f, (float)screenWidth / 4.0f,
(float)screenHeight / 4.0f, 0.0f, 1.0f});
ctx->IASetVertexBuffers(0, 2, bufs, &strides[0], offs);
ctx->IASetInputLayout(streamoutLayout);
ctx->DrawAuto();
Present();
}
return 0;
}
};
REGISTER_TEST();