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renderdoc/util/test/demos/d3d11/d3d11_primitiveid.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2022 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_PrimitiveID, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Exercises pixel shader debugging with various primitive ID scenarios.";
std::string common = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct prim2f
{
v2f data;
uint prim : SV_PrimitiveID;
};
)EOSHADER";
std::string geomNoPrim = R"EOSHADER(
[maxvertexcount(6)]
void main(triangle v2f input[3], inout TriangleStream<v2f> TriStream)
{
// Output the original triangle
int i;
for(i = 0; i < 3; i++)
{
v2f output = input[i];
TriStream.Append(output);
}
TriStream.RestartStrip();
// Output the original triangle, shifted to the right
for(i = 0; i < 3; i++)
{
v2f output = input[i];
output.pos.x += 0.5f;
TriStream.Append(output);
}
TriStream.RestartStrip();
}
)EOSHADER";
std::string geomPrim = R"EOSHADER(
[maxvertexcount(6)]
void main(triangle v2f input[3], inout TriangleStream<prim2f> TriStream)
{
// Output the original triangle
int i;
for(i = 0; i < 3; i++)
{
prim2f output;
output.prim = 2;
output.data = input[i];
TriStream.Append(output);
}
TriStream.RestartStrip();
// Output the original triangle, shifted to the right
for(i = 0; i < 3; i++)
{
prim2f output;
output.prim = 3;
output.data = input[i];
output.data.pos.x += 0.5f;
TriStream.Append(output);
}
TriStream.RestartStrip();
}
)EOSHADER";
std::string pixelNoPrim = R"EOSHADER(
float4 main(in v2f IN) : SV_Target0
{
return float4(0.0f, 1.0f, 0.0f, 1.0f);
}
)EOSHADER";
std::string pixelPrim = R"EOSHADER(
float4 main(in prim2f IN) : SV_Target0
{
return float4(IN.prim / 4.0f, 1.0f, 0.0f, 1.0f);
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsBlob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr gsNoPrimBlob = Compile(common + geomNoPrim, "main", "gs_5_0");
ID3DBlobPtr gsPrimBlob = Compile(common + geomPrim, "main", "gs_5_0");
ID3DBlobPtr psNoPrimBlob = Compile(common + pixelNoPrim, "main", "ps_5_0");
ID3DBlobPtr psPrimBlob = Compile(common + pixelPrim, "main", "ps_5_0");
CreateDefaultInputLayout(vsBlob);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
ID3D11VertexShaderPtr vs = CreateVS(vsBlob);
ID3D11GeometryShaderPtr gsNoPrim = CreateGS(gsNoPrimBlob);
ID3D11GeometryShaderPtr gsPrim = CreateGS(gsPrimBlob);
ID3D11PixelShaderPtr psNoPrim = CreatePS(psNoPrimBlob);
ID3D11PixelShaderPtr psPrim = CreatePS(psPrimBlob);
float halfWidth = (float)screenWidth * 0.5f;
float halfHeight = (float)screenHeight * 0.5f;
D3D11_VIEWPORT views[4] = {{0.0f, 0.0f, halfWidth, halfHeight, 0.0f, 1.0f},
{halfWidth, 0.0f, halfWidth, halfHeight, 0.0f, 1.0f},
{0.0f, halfHeight, halfWidth, halfHeight, 0.0f, 1.0f},
{halfWidth, halfHeight, halfWidth, halfHeight, 0.0f, 1.0f}};
while(Running())
{
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
annot->SetMarker(L"Test");
// Draw with no GS, PS without prim
RSSetViewport(views[0]);
ctx->VSSetShader(vs, NULL, 0);
ctx->GSSetShader(NULL, NULL, 0);
ctx->PSSetShader(psNoPrim, NULL, 0);
ctx->Draw(3, 0);
// Draw with no GS, PS with prim
RSSetViewport(views[1]);
ctx->PSSetShader(psPrim, NULL, 0);
ctx->Draw(3, 0);
// Draw with GS, PS both without prim
RSSetViewport(views[2]);
ctx->GSSetShader(gsNoPrim, NULL, 0);
ctx->PSSetShader(psNoPrim, NULL, 0);
ctx->Draw(3, 0);
// Draw with GS, PS both with prim
RSSetViewport(views[3]);
ctx->GSSetShader(gsPrim, NULL, 0);
ctx->PSSetShader(psPrim, NULL, 0);
ctx->Draw(3, 0);
Present();
}
return 0;
}
};
REGISTER_TEST();