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renderdoc/util/test/demos/d3d11/d3d11_test.cpp
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2022-02-17 17:38:32 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 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.
******************************************************************************/
#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;
IDXGIFactory1Ptr factory;
std::vector<IDXGIAdapterPtr> adapters;
bool warp = false;
pD3DCompile dyn_D3DCompile = NULL;
pD3DStripShader dyn_D3DStripShader = NULL;
pD3DSetBlobPart dyn_D3DSetBlobPart = NULL;
PFN_D3D11_CREATE_DEVICE dyn_D3D11CreateDevice = NULL;
PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN dyn_D3D11CreateDeviceAndSwapChain = NULL;
};
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 = NULL;
if(dxgi)
{
createFactory = (PFN_CREATE_DXGI_FACTORY)GetProcAddress(dxgi, "CreateDXGIFactory1");
}
if(d3d11 && d3dcompiler)
{
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");
}
HRESULT hr = S_OK;
if(createFactory)
{
hr = createFactory(__uuidof(IDXGIFactory1), (void **)&factory);
if(SUCCEEDED(hr))
adapters = FindD3DAdapters(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";
else if(!dyn_D3D11CreateDevice || !dyn_D3D11CreateDeviceAndSwapChain || !dyn_D3DCompile ||
!dyn_D3DStripShader || !dyn_D3DSetBlobPart)
Avail = "Missing required entry point";
if(dyn_D3D11CreateDevice)
{
D3D_FEATURE_LEVEL features[] = {D3D_FEATURE_LEVEL_11_0};
HRESULT hr = CreateDevice(NULL, NULL, features, 0);
if(SUCCEEDED(hr))
{
dev->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &opts, sizeof(opts));
dev->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS1, &opts1, sizeof(opts1));
}
// This device was only used to get feature support. Set it back to NULL
dev = NULL;
}
}
bool D3D11GraphicsTest::Init(IDXGIAdapterPtr pAdapter)
{
if(!GraphicsTest::Init())
return false;
D3D_FEATURE_LEVEL features[] = {feature_level};
HRESULT hr = S_OK;
UINT flags = createFlags | (debugDevice ? D3D11_CREATE_DEVICE_DEBUG : 0);
if(headless)
{
hr = CreateDevice(pAdapter, NULL, features, flags);
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 = MakeSwapchainDesc(win);
hr = CreateDevice(pAdapter, &swapDesc, features, flags);
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;
}
DXGI_SWAP_CHAIN_DESC D3D11GraphicsTest::MakeSwapchainDesc(GraphicsWindow *win)
{
DXGI_SWAP_CHAIN_DESC 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 = ((Win32Window *)win)->wnd;
swapDesc.Windowed = TRUE;
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapDesc.Flags = 0;
return swapDesc;
}
GraphicsWindow *D3D11GraphicsTest::MakeWindow(int width, int height, const char *title)
{
return new Win32Window(width, height, title);
}
std::vector<IDXGIAdapterPtr> D3D11GraphicsTest::GetAdapters()
{
return adapters;
}
HRESULT D3D11GraphicsTest::CreateDevice(IDXGIAdapterPtr adapterToTry, DXGI_SWAP_CHAIN_DESC *swapDesc,
D3D_FEATURE_LEVEL *features, UINT flags)
{
HRESULT hr = E_FAIL;
if(adapterToTry)
{
if(swapDesc)
hr = dyn_D3D11CreateDeviceAndSwapChain(adapterToTry, D3D_DRIVER_TYPE_UNKNOWN, NULL, flags,
features, 1, D3D11_SDK_VERSION, swapDesc, &swap, &dev,
NULL, &ctx);
else
hr = dyn_D3D11CreateDevice(adapterToTry, D3D_DRIVER_TYPE_UNKNOWN, NULL, flags, features, 1,
D3D11_SDK_VERSION, &dev, NULL, &ctx);
if(SUCCEEDED(hr))
return hr;
}
else
{
for(size_t i = 0; i < adapters.size(); ++i)
{
if(swapDesc)
hr = dyn_D3D11CreateDeviceAndSwapChain(adapters[i], D3D_DRIVER_TYPE_UNKNOWN, NULL, flags,
features, 1, D3D11_SDK_VERSION, swapDesc, &swap,
&dev, NULL, &ctx);
else
hr = dyn_D3D11CreateDevice(adapters[i], D3D_DRIVER_TYPE_UNKNOWN, NULL, flags, features, 1,
D3D11_SDK_VERSION, &dev, NULL, &ctx);
if(SUCCEEDED(hr))
break;
}
}
// If it failed, try again on warp
if(FAILED(hr))
{
if(swapDesc)
hr = dyn_D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_WARP, NULL, flags, features, 1,
D3D11_SDK_VERSION, swapDesc, &swap, &dev, NULL, &ctx);
else
hr = dyn_D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_WARP, NULL, flags, features, 1,
D3D11_SDK_VERSION, &dev, NULL, &ctx);
}
// If it failed again, try last on ref
if(FAILED(hr))
{
if(swapDesc)
hr = dyn_D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, flags, features,
1, D3D11_SDK_VERSION, swapDesc, &swap, &dev, NULL, &ctx);
else
hr = dyn_D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, flags, features, 1,
D3D11_SDK_VERSION, &dev, NULL, &ctx);
}
return hr;
}
void D3D11GraphicsTest::PostDeviceCreate()
{
{
IDXGIDevicePtr pDXGIDevice = dev;
if(!pDXGIDevice)
{
TEST_ERROR("Couldn't get DXGI Device");
}
else
{
IDXGIAdapterPtr pDXGIAdapter;
HRESULT hr = pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), (void **)&pDXGIAdapter);
if(FAILED(hr) || !pDXGIAdapter)
{
TEST_ERROR("Couldn't get DXGI Adapter");
}
else
{
pDXGIAdapter->GetDesc(&adapterDesc);
TEST_LOG("Running D3D11 test on %ls", adapterDesc.Description);
}
}
}
dev1 = dev;
dev2 = dev;
dev3 = dev;
dev4 = dev;
dev5 = dev;
ctx1 = ctx;
ctx2 = ctx;
ctx3 = ctx;
ctx4 = ctx;
fact = factory;
annot = ctx;
std::string blitPixel = R"EOSHADER(
Texture2D<float4> tex : register(t0);
float4 main(float4 pos : SV_Position) : SV_Target0
{
return tex.Load(int3(pos.xy, 0));
}
)EOSHADER";
if(feature_level >= D3D_FEATURE_LEVEL_10_0)
{
swapBlitVS = CreateVS(Compile(D3DFullscreenQuadVertex, "main", "vs_4_0"));
swapBlitPS = CreatePS(Compile(blitPixel, "main", "ps_5_0"));
}
}
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;
swapBlitVS = NULL;
swapBlitPS = NULL;
}
bool D3D11GraphicsTest::Running()
{
if(!FrameLimit())
return false;
return mainWindow->Update();
}
void D3D11GraphicsTest::Present()
{
swap->Present(0, 0);
}
void D3D11GraphicsTest::pushMarker(const std::string &name)
{
if(annot)
annot->BeginEvent(UTF82Wide(name).c_str());
}
void D3D11GraphicsTest::setMarker(const std::string &name)
{
if(annot)
annot->SetMarker(UTF82Wide(name).c_str());
}
void D3D11GraphicsTest::popMarker()
{
if(annot)
annot->EndEvent();
}
void D3D11GraphicsTest::blitToSwap(ID3D11Texture2DPtr tex)
{
ID3D11VertexShaderPtr vs;
ctx->VSGetShader(&vs, NULL, NULL);
ID3D11PixelShaderPtr ps;
ctx->PSGetShader(&ps, NULL, NULL);
ID3D11ShaderResourceViewPtr srv = NULL;
ctx->PSGetShaderResources(0, 1, &srv);
D3D11_PRIMITIVE_TOPOLOGY topo;
ctx->IAGetPrimitiveTopology(&topo);
ID3D11InputLayoutPtr layout;
ctx->IAGetInputLayout(&layout);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ctx->VSSetShader(swapBlitVS, NULL, 0);
ctx->PSSetShader(swapBlitPS, NULL, 0);
D3D11_RASTERIZER_DESC oldRS = GetRasterState();
D3D11_DEPTH_STENCIL_DESC oldDS = GetDepthState();
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
D3D11_RASTERIZER_DESC rs = oldRS;
rs.CullMode = D3D11_CULL_NONE;
rs.FillMode = D3D11_FILL_SOLID;
rs.ScissorEnable = FALSE;
SetRasterState(rs);
D3D11_DEPTH_STENCIL_DESC ds = oldDS;
ds.DepthEnable = FALSE;
ds.StencilEnable = FALSE;
SetDepthState(ds);
ID3D11ShaderResourceViewPtr srcSRV = MakeSRV(tex);
ctx->PSSetShaderResources(0, 1, &srcSRV.GetInterfacePtr());
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->IASetInputLayout(NULL);
ctx->Draw(4, 0);
ctx->IASetInputLayout(layout);
ctx->IASetPrimitiveTopology(topo);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
SetRasterState(oldRS);
SetDepthState(oldDS);
}
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);
}
void D3D11GraphicsTest::RSSetScissor(D3D11_RECT scissor)
{
ctx->RSSetScissorRects(1, &scissor);
}
D3D11_RASTERIZER_DESC D3D11GraphicsTest::GetRasterState()
{
ID3D11RasterizerState *state = NULL;
ctx->RSGetState(&state);
D3D11_RASTERIZER_DESC ret;
if(state)
{
state->GetDesc(&ret);
return ret;
}
ret.FillMode = D3D11_FILL_SOLID;
ret.CullMode = D3D11_CULL_BACK;
ret.FrontCounterClockwise = FALSE;
ret.DepthBias = 0;
ret.DepthBiasClamp = 0.0f;
ret.SlopeScaledDepthBias = 0.0f;
ret.DepthClipEnable = TRUE;
ret.ScissorEnable = FALSE;
ret.MultisampleEnable = FALSE;
ret.AntialiasedLineEnable = FALSE;
return ret;
}
void D3D11GraphicsTest::SetRasterState(const D3D11_RASTERIZER_DESC &desc)
{
ID3D11RasterizerState *state = NULL;
ctx->RSGetState(&state);
rastState = NULL;
dev->CreateRasterizerState(&desc, &rastState);
ctx->RSSetState(rastState);
}
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,
bool skipoptimise)
{
ID3DBlobPtr blob = NULL;
ID3DBlobPtr error = NULL;
UINT flags = D3DCOMPILE_WARNINGS_ARE_ERRORS | D3DCOMPILE_DEBUG;
if(skipoptimise)
flags |= D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_OPTIMIZATION_LEVEL0;
else
flags |= D3DCOMPILE_OPTIMIZATION_LEVEL0;
HRESULT hr = dyn_D3DCompile(src.c_str(), src.length(), "", NULL, NULL, entry.c_str(),
profile.c_str(), flags, 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;
}
return blob;
}
void D3D11GraphicsTest::Strip(ID3DBlobPtr &ptr)
{
ID3DBlobPtr stripped = NULL;
dyn_D3DStripShader(ptr->GetBufferPointer(), ptr->GetBufferSize(),
D3DCOMPILER_STRIP_REFLECTION_DATA | D3DCOMPILER_STRIP_DEBUG_INFO, &stripped);
ptr = stripped;
}
void D3D11GraphicsTest::WriteBlob(std::string name, ID3DBlobPtr 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);
}
void D3D11GraphicsTest::SetBlobPath(std::string name, ID3DBlobPtr &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);
blob = 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, UINT rastStream)
{
ID3D11GeometryShaderPtr ret;
CHECK_HR(dev->CreateGeometryShaderWithStreamOutput(blob->GetBufferPointer(), blob->GetBufferSize(),
&sodecl[0], (UINT)sodecl.size(), &strides[0],
(UINT)strides.size(), rastStream, NULL, &ret));
return ret;
}
ID3D11GeometryShaderPtr D3D11GraphicsTest::CreateGS(ID3DBlobPtr blob)
{
ID3D11GeometryShaderPtr ret;
CHECK_HR(dev->CreateGeometryShader(blob->GetBufferPointer(), blob->GetBufferSize(), NULL, &ret));
return ret;
}