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https://github.com/baldurk/renderdoc.git
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257 lines
10 KiB
C++
257 lines
10 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2022 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_Overlay_Test, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Makes a couple of draws that show off all the overlays in some way";
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std::string whitePixel = R"EOSHADER(
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float4 main() : SV_Target0
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{
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return float4(1, 1, 1, 1);
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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(D3DDefaultVertex, "main", "vs_4_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "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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ID3D11PixelShaderPtr whiteps = CreatePS(Compile(whitePixel, "main", "ps_4_0"));
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const DefaultA2V VBData[] = {
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// this triangle occludes in depth
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{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle occludes in stencil
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{Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(-0.5f, 0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle is just in the background to contribute to overdraw
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{Vec3f(-0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)},
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// the draw has a few triangles, main one that is occluded for depth, another that is
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// adding to overdraw complexity, one that is backface culled, then a few more of various
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// sizes for triangle size overlay
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{Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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{Vec3f(-0.2f, -0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.2f, -0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// backface culled
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{Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// depth clipped (i.e. not clamped)
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{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// small triangles
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// size=0.01
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{Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.01f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.015
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{Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.015f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.02
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{Vec3f(0.0f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.02f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// size=0.025
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{Vec3f(0.0f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(0.025f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
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// this triangle deliberately goes out of the viewport, it will test viewport & scissor
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// clipping
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{Vec3f(-1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(0.0f, 1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 1.0f)},
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{Vec3f(1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(1.0f, 0.0f)},
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};
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(VBData);
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ID3D11Texture2DPtr depthtex =
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight).DSV();
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ID3D11DepthStencilViewPtr dsv = MakeDSV(depthtex);
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UINT numQuals = 0;
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dev->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 4, &numQuals);
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// when there's more than one quality, use a non-zero just to be awkward.
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ID3D11Texture2DPtr msaatex =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight)
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.RTV()
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.Multisampled(4, numQuals > 1 ? 1 : 0);
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ID3D11RenderTargetViewPtr msaartv = MakeRTV(msaatex);
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dev->CheckMultisampleQualityLevels(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 4, &numQuals);
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ID3D11Texture2DPtr msaadepthtex =
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MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight)
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.DSV()
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.Multisampled(4, numQuals > 1 ? 1 : 0);
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ID3D11DepthStencilViewPtr msaadsv = MakeDSV(msaadepthtex);
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ID3D11Texture2DPtr subtex =
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MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight).RTV().Array(5).Mips(4);
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ID3D11RenderTargetViewPtr subrtv =
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MakeRTV(subtex).FirstSlice(2).NumSlices(1).FirstMip(2).NumMips(1);
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ID3D11RenderTargetViewPtr subrtv2 =
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MakeRTV(subtex).FirstSlice(2).NumSlices(1).FirstMip(3).NumMips(1);
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while(Running())
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{
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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->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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for(ID3D11RenderTargetViewPtr rtv : {bbRTV, msaartv})
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{
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D3D11_DEPTH_STENCIL_DESC depth = GetDepthState();
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depth.StencilEnable = FALSE;
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depth.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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depth.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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SetDepthState(depth);
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SetStencilRef(0x55);
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D3D11_RASTERIZER_DESC raster = GetRasterState();
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raster.ScissorEnable = TRUE;
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SetRasterState(raster);
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RSSetViewport(
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{10.0f, 10.0f, (float)screenWidth - 20.0f, (float)screenHeight - 20.0f, 0.0f, 1.0f});
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RSSetScissor({0, 0, screenWidth, screenHeight});
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ID3D11DepthStencilViewPtr curDSV = rtv == msaartv ? msaadsv : dsv;
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ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), curDSV);
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ClearRenderTargetView(rtv, {0.2f, 0.2f, 0.2f, 1.0f});
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ctx->ClearDepthStencilView(curDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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// draw the setup triangles
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// 1: write depth
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depth.DepthFunc = D3D11_COMPARISON_ALWAYS;
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SetDepthState(depth);
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ctx->Draw(3, 0);
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// 2: write stencil
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depth.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
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depth.StencilEnable = TRUE;
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SetDepthState(depth);
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ctx->Draw(3, 3);
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// 3: write background
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depth.StencilEnable = FALSE;
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SetDepthState(depth);
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ctx->Draw(3, 6);
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// add a marker so we can easily locate this draw
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setMarker(rtv == msaartv ? "MSAA Test" : "Normal Test");
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depth.StencilEnable = TRUE;
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depth.FrontFace.StencilFunc = D3D11_COMPARISON_GREATER;
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SetDepthState(depth);
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ctx->Draw(24, 9);
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depth.StencilEnable = FALSE;
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depth.DepthFunc = D3D11_COMPARISON_ALWAYS;
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SetDepthState(depth);
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if(rtv == bbRTV)
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{
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setMarker("Viewport Test");
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RSSetViewport({10.0f, 10.0f, 80.0f, 80.0f, 0.0f, 1.0f});
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RSSetScissor({24, 24, 76, 76});
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ctx->Draw(3, 33);
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}
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}
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ctx->PSSetShader(whiteps, NULL, 0);
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RSSetViewport({5.0f, 5.0f, float(screenWidth) / 4.0f - 10.0f,
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float(screenHeight) / 4.0f - 10.0f, 0.0f, 1.0f});
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RSSetScissor({0, 0, screenWidth / 4, screenHeight / 4});
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ClearRenderTargetView(subrtv, {0.0f, 0.0f, 0.0f, 1.0f});
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ctx->OMSetRenderTargets(1, &subrtv.GetInterfacePtr(), NULL);
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setMarker("Subresources mip 2");
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ctx->Draw(24, 9);
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RSSetViewport(
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{2.0f, 2.0f, float(screenWidth / 8) - 4.0f, float(screenHeight / 8) - 4.0f, 0.0f, 1.0f});
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RSSetScissor({0, 0, screenWidth / 8, screenHeight / 8});
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ClearRenderTargetView(subrtv2, {0.0f, 0.0f, 0.0f, 1.0f});
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ctx->OMSetRenderTargets(1, &subrtv2.GetInterfacePtr(), NULL);
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setMarker("Subresources mip 3");
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ctx->Draw(24, 9);
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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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