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