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renderdoc/util/test/demos/d3d11/d3d11_test.cpp
T
baldurk bdf7213613 Add tests for edge-case vertex attributes & interpolators
* Tests that we can pass integer, double, matrix, array values through the
  vertex pipeline and query the correct values at each stage.
2019-05-24 17:12:55 +01:00

562 lines
16 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 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.
******************************************************************************/
#define INITGUID
#include "d3d11_test.h"
#include <stdio.h>
#include "../3rdparty/lz4/lz4.h"
#include "../renderdoc_app.h"
#include "../win32/win32_window.h"
typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID, void **);
namespace
{
HMODULE d3d11 = NULL;
HMODULE dxgi = NULL;
HMODULE d3dcompiler = NULL;
IDXGIFactoryPtr factory;
IDXGIAdapterPtr adapter;
bool warp = false;
};
void D3D11GraphicsTest::Prepare(int argc, char **argv)
{
GraphicsTest::Prepare(argc, argv);
static bool prepared = false;
if(!prepared)
{
prepared = true;
d3d11 = LoadLibraryA("d3d11.dll");
dxgi = LoadLibraryA("dxgi.dll");
d3dcompiler = LoadLibraryA("d3dcompiler_47.dll");
if(!d3dcompiler)
d3dcompiler = LoadLibraryA("d3dcompiler_46.dll");
if(!d3dcompiler)
d3dcompiler = LoadLibraryA("d3dcompiler_45.dll");
if(!d3dcompiler)
d3dcompiler = LoadLibraryA("d3dcompiler_44.dll");
if(!d3dcompiler)
d3dcompiler = LoadLibraryA("d3dcompiler_43.dll");
PFN_CREATE_DXGI_FACTORY createFactory =
(PFN_CREATE_DXGI_FACTORY)GetProcAddress(dxgi, "CreateDXGIFactory");
HRESULT hr = S_OK;
hr = createFactory(__uuidof(IDXGIFactory), (void **)&factory);
if(SUCCEEDED(hr))
adapter = ChooseD3DAdapter(factory, argc, argv, warp);
}
if(!d3d11)
Avail = "d3d11.dll is not available";
else if(!dxgi)
Avail = "dxgi.dll is not available";
else if(!d3dcompiler)
Avail = "d3dcompiler_XX.dll is not available";
else if(!factory)
Avail = "Couldn't create DXGI factory";
}
bool D3D11GraphicsTest::Init()
{
if(!GraphicsTest::Init())
return false;
dyn_D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(d3d11, "D3D11CreateDevice");
dyn_D3D11CreateDeviceAndSwapChain = (PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)GetProcAddress(
d3d11, "D3D11CreateDeviceAndSwapChain");
dyn_D3DCompile = (pD3DCompile)GetProcAddress(d3dcompiler, "D3DCompile");
dyn_D3DStripShader = (pD3DStripShader)GetProcAddress(d3dcompiler, "D3DStripShader");
dyn_D3DSetBlobPart = (pD3DSetBlobPart)GetProcAddress(d3dcompiler, "D3DSetBlobPart");
D3D_FEATURE_LEVEL features[] = {D3D_FEATURE_LEVEL_11_0};
D3D_DRIVER_TYPE driver = D3D_DRIVER_TYPE_HARDWARE;
if(d3d11_1)
features[0] = D3D_FEATURE_LEVEL_11_1;
if(warp)
driver = D3D_DRIVER_TYPE_WARP;
if(adapter)
driver = D3D_DRIVER_TYPE_UNKNOWN;
HRESULT hr = S_OK;
UINT flags = createFlags | (debugDevice ? D3D11_CREATE_DEVICE_DEBUG : 0);
if(headless)
{
hr = dyn_D3D11CreateDevice(adapter, driver, NULL, flags, features, 1, D3D11_SDK_VERSION, &dev,
NULL, &ctx);
// if it failed but on a high feature level, try again on warp
if(FAILED(hr) && features[0] != D3D_FEATURE_LEVEL_11_0)
{
driver = D3D_DRIVER_TYPE_WARP;
hr = dyn_D3D11CreateDevice(adapter, driver, NULL, flags, features, 1, D3D11_SDK_VERSION, &dev,
NULL, &ctx);
}
// if it failed again on a high feature level, try last on ref
if(FAILED(hr) && features[0] != D3D_FEATURE_LEVEL_11_0)
{
driver = D3D_DRIVER_TYPE_REFERENCE;
hr = dyn_D3D11CreateDevice(adapter, driver, NULL, flags, features, 1, D3D11_SDK_VERSION, &dev,
NULL, &ctx);
}
if(FAILED(hr))
{
TEST_ERROR("D3D11CreateDevice failed: %x", hr);
return false;
}
PostDeviceCreate();
return true;
}
Win32Window *win = new Win32Window(screenWidth, screenHeight, screenTitle);
mainWindow = win;
DXGI_SWAP_CHAIN_DESC swapDesc;
ZeroMemory(&swapDesc, sizeof(swapDesc));
swapDesc.BufferCount = backbufferCount;
swapDesc.BufferDesc.Format = backbufferFmt;
swapDesc.BufferDesc.Width = screenWidth;
swapDesc.BufferDesc.Height = screenHeight;
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
swapDesc.SampleDesc.Count = backbufferMSAA;
swapDesc.SampleDesc.Quality = 0;
swapDesc.OutputWindow = win->wnd;
swapDesc.Windowed = TRUE;
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapDesc.Flags = 0;
hr = dyn_D3D11CreateDeviceAndSwapChain(adapter, driver, NULL, flags, features, 1,
D3D11_SDK_VERSION, &swapDesc, &swap, &dev, NULL, &ctx);
// if it failed but on a high feature level, try again on warp
if(FAILED(hr))
{
driver = D3D_DRIVER_TYPE_WARP;
hr = dyn_D3D11CreateDeviceAndSwapChain(adapter, driver, NULL, flags, features, 1,
D3D11_SDK_VERSION, &swapDesc, &swap, &dev, NULL, &ctx);
}
// if it failed again on a high feature level, try last on ref
if(FAILED(hr))
{
driver = D3D_DRIVER_TYPE_REFERENCE;
hr = dyn_D3D11CreateDeviceAndSwapChain(adapter, driver, NULL, flags, features, 1,
D3D11_SDK_VERSION, &swapDesc, &swap, &dev, NULL, &ctx);
}
if(FAILED(hr))
{
TEST_ERROR("D3D11CreateDeviceAndSwapChain failed: %x", hr);
return false;
}
hr = swap->GetBuffer(0, __uuidof(ID3D11Texture2D), (void **)&bbTex);
if(FAILED(hr))
{
TEST_ERROR("swap->GetBuffer failed: %x", hr);
dev = NULL;
ctx = NULL;
swap = NULL;
return false;
}
hr = dev->CreateRenderTargetView(bbTex, NULL, &bbRTV);
if(FAILED(hr))
{
TEST_ERROR("CreateRenderTargetView failed: %x", hr);
return false;
}
PostDeviceCreate();
return true;
}
GraphicsWindow *D3D11GraphicsTest::MakeWindow(int width, int height, const char *title)
{
return new Win32Window(width, height, title);
}
void D3D11GraphicsTest::PostDeviceCreate()
{
{
IDXGIDevicePtr pDXGIDevice;
HRESULT hr = dev->QueryInterface(__uuidof(IDXGIDevice), (void **)&pDXGIDevice);
if(FAILED(hr) || !pDXGIDevice)
{
TEST_ERROR("Couldn't get DXGI Device");
}
else
{
IDXGIAdapterPtr pDXGIAdapter;
hr = pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&pDXGIAdapter);
if(FAILED(hr) || !pDXGIAdapter)
{
TEST_ERROR("Couldn't get DXGI Adapter");
}
else
{
DXGI_ADAPTER_DESC desc = {};
pDXGIAdapter->GetDesc(&desc);
TEST_LOG("Running D3D11 test on %ls", desc.Description);
}
}
}
// if(d3d11_1)
{
dev->QueryInterface(__uuidof(ID3D11Device1), (void **)&dev1);
ctx->QueryInterface(__uuidof(ID3D11DeviceContext1), (void **)&ctx1);
}
// if(d3d11_2)
{
dev->QueryInterface(__uuidof(ID3D11Device2), (void **)&dev2);
ctx->QueryInterface(__uuidof(ID3D11DeviceContext2), (void **)&ctx2);
}
ctx->QueryInterface(__uuidof(ID3DUserDefinedAnnotation), (void **)&annot);
dev->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &opts, sizeof(opts));
memset(&opts1, 0, sizeof(opts1));
if(dev1)
dev1->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS1, &opts1, sizeof(opts1));
}
void D3D11GraphicsTest::Shutdown()
{
delete mainWindow;
swap = NULL;
defaultLayout = NULL;
bbTex = NULL;
bbRTV = NULL;
annot = NULL;
ctx2 = NULL;
ctx1 = NULL;
ctx = NULL;
dev1 = NULL;
dev2 = NULL;
dev = NULL;
}
bool D3D11GraphicsTest::Running()
{
if(!FrameLimit())
return false;
return mainWindow->Update();
}
void D3D11GraphicsTest::Present()
{
swap->Present(0, 0);
}
std::vector<byte> D3D11GraphicsTest::GetBufferData(ID3D11Buffer *buffer, uint32_t offset, uint32_t len)
{
D3D11_MAPPED_SUBRESOURCE mapped;
TEST_ASSERT(buffer, "buffer is NULL");
D3D11_BUFFER_DESC desc;
buffer->GetDesc(&desc);
if(len == 0)
len = desc.ByteWidth - offset;
if(len > 0 && offset + len > desc.ByteWidth)
{
TEST_WARN("Attempting to read off the end of the array. Will be clamped");
len = std::min(len, desc.ByteWidth - offset);
}
ID3D11BufferPtr stage;
desc.BindFlags = 0;
desc.Usage = D3D11_USAGE_STAGING;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
CHECK_HR(dev->CreateBuffer(&desc, NULL, &stage));
std::vector<byte> ret;
ret.resize(len);
if(len > 0)
{
ctx->CopyResource(stage, buffer);
CHECK_HR(ctx->Map(stage, 0, D3D11_MAP_READ, 0, &mapped))
memcpy(&ret[0], mapped.pData, len);
ctx->Unmap(stage, 0);
}
return ret;
}
void D3D11GraphicsTest::IASetVertexBuffer(ID3D11Buffer *vb, UINT stride, UINT offset)
{
ctx->IASetVertexBuffers(0, 1, &vb, &stride, &offset);
}
void D3D11GraphicsTest::ClearRenderTargetView(ID3D11RenderTargetView *rt, Vec4f col)
{
ctx->ClearRenderTargetView(rt, &col.x);
}
void D3D11GraphicsTest::RSSetViewport(D3D11_VIEWPORT view)
{
ctx->RSSetViewports(1, &view);
}
D3D11_DEPTH_STENCIL_DESC D3D11GraphicsTest::GetDepthState()
{
ID3D11DepthStencilState *state = NULL;
UINT ref = 0;
ctx->OMGetDepthStencilState(&state, &ref);
D3D11_DEPTH_STENCIL_DESC ret;
if(state)
{
state->GetDesc(&ret);
return ret;
}
ret.DepthEnable = TRUE;
ret.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ret.DepthFunc = D3D11_COMPARISON_LESS;
ret.StencilEnable = FALSE;
ret.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ret.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
const D3D11_DEPTH_STENCILOP_DESC op = {
D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_KEEP, D3D11_COMPARISON_ALWAYS,
};
ret.FrontFace = op;
ret.BackFace = op;
return ret;
}
void D3D11GraphicsTest::SetDepthState(const D3D11_DEPTH_STENCIL_DESC &desc)
{
ID3D11DepthStencilState *state = NULL;
UINT ref = 0;
ctx->OMGetDepthStencilState(&state, &ref);
depthState = NULL;
dev->CreateDepthStencilState(&desc, &depthState);
ctx->OMSetDepthStencilState(depthState, ref);
}
void D3D11GraphicsTest::SetStencilRef(UINT ref)
{
ID3D11DepthStencilState *state = NULL;
UINT dummy = 0;
ctx->OMGetDepthStencilState(&state, &dummy);
ctx->OMSetDepthStencilState(state, ref);
}
ID3DBlobPtr D3D11GraphicsTest::Compile(std::string src, std::string entry, std::string profile,
ID3DBlob **unstripped)
{
ID3DBlobPtr blob = NULL;
ID3DBlobPtr error = NULL;
HRESULT hr =
dyn_D3DCompile(src.c_str(), src.length(), "", NULL, NULL, entry.c_str(), profile.c_str(),
D3DCOMPILE_WARNINGS_ARE_ERRORS | D3DCOMPILE_DEBUG |
D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_OPTIMIZATION_LEVEL0,
0, &blob, &error);
if(FAILED(hr))
{
TEST_ERROR("Failed to compile shader, error %x / %s", hr,
error ? (char *)error->GetBufferPointer() : "Unknown");
blob = NULL;
error = NULL;
return NULL;
}
if(unstripped)
{
blob.AddRef();
*unstripped = blob.GetInterfacePtr();
ID3DBlobPtr stripped = NULL;
dyn_D3DStripShader(blob->GetBufferPointer(), blob->GetBufferSize(),
D3DCOMPILER_STRIP_REFLECTION_DATA | D3DCOMPILER_STRIP_DEBUG_INFO, &stripped);
blob = NULL;
return stripped;
}
return blob;
}
void D3D11GraphicsTest::WriteBlob(std::string name, ID3DBlob *blob, bool compress)
{
FILE *f = NULL;
fopen_s(&f, name.c_str(), "wb");
if(f == NULL)
{
TEST_ERROR("Can't open blob file to write %s", name.c_str());
return;
}
if(compress)
{
int uncompSize = (int)blob->GetBufferSize();
char *compBuf = new char[uncompSize];
int compressedSize = LZ4_compress_default((const char *)blob->GetBufferPointer(), compBuf,
uncompSize, uncompSize);
fwrite(compBuf, 1, compressedSize, f);
delete[] compBuf;
}
else
{
fwrite(blob->GetBufferPointer(), 1, blob->GetBufferSize(), f);
}
fclose(f);
}
ID3DBlobPtr D3D11GraphicsTest::SetBlobPath(std::string name, ID3DBlob *blob)
{
ID3DBlobPtr newBlob = NULL;
const GUID RENDERDOC_ShaderDebugMagicValue = RENDERDOC_ShaderDebugMagicValue_struct;
std::string pathData;
for(size_t i = 0; i < sizeof(RENDERDOC_ShaderDebugMagicValue); i++)
pathData.push_back(' ');
pathData += name;
memcpy(&pathData[0], &RENDERDOC_ShaderDebugMagicValue, sizeof(RENDERDOC_ShaderDebugMagicValue));
dyn_D3DSetBlobPart(blob->GetBufferPointer(), blob->GetBufferSize(), D3D_BLOB_PRIVATE_DATA, 0,
pathData.c_str(), pathData.size() + 1, &newBlob);
return newBlob;
}
void D3D11GraphicsTest::SetBlobPath(std::string name, ID3D11DeviceChild *shader)
{
const GUID RENDERDOC_ShaderDebugMagicValue = RENDERDOC_ShaderDebugMagicValue_struct;
shader->SetPrivateData(RENDERDOC_ShaderDebugMagicValue, (UINT)name.size() + 1, name.c_str());
}
void D3D11GraphicsTest::CreateDefaultInputLayout(ID3DBlobPtr vsblob)
{
D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
vsblob->GetBufferSize(), &defaultLayout));
}
ID3D11VertexShaderPtr D3D11GraphicsTest::CreateVS(ID3DBlobPtr blob)
{
ID3D11VertexShaderPtr ret;
CHECK_HR(dev->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), NULL, &ret));
return ret;
}
ID3D11PixelShaderPtr D3D11GraphicsTest::CreatePS(ID3DBlobPtr blob)
{
ID3D11PixelShaderPtr ret;
CHECK_HR(dev->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), NULL, &ret));
return ret;
}
ID3D11ComputeShaderPtr D3D11GraphicsTest::CreateCS(ID3DBlobPtr blob)
{
ID3D11ComputeShaderPtr ret;
CHECK_HR(dev->CreateComputeShader(blob->GetBufferPointer(), blob->GetBufferSize(), NULL, &ret));
return ret;
}
ID3D11GeometryShaderPtr D3D11GraphicsTest::CreateGS(ID3DBlobPtr blob,
const std::vector<D3D11_SO_DECLARATION_ENTRY> &sodecl,
const std::vector<UINT> &strides)
{
ID3D11GeometryShaderPtr ret;
CHECK_HR(dev->CreateGeometryShaderWithStreamOutput(blob->GetBufferPointer(), blob->GetBufferSize(),
&sodecl[0], (UINT)sodecl.size(), &strides[0],
(UINT)strides.size(), 0, NULL, &ret));
return ret;
}
ID3D11GeometryShaderPtr D3D11GraphicsTest::CreateGS(ID3DBlobPtr blob)
{
ID3D11GeometryShaderPtr ret;
CHECK_HR(dev->CreateGeometryShader(blob->GetBufferPointer(), blob->GetBufferSize(), NULL, &ret));
return ret;
}