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ec8564642a
* Instead of only doing a very lightweight check to see if the API is available up-front, we now share the API initialisation among all API tests far enough to determine availability of extensions, features, etc. Then we can precisely determine which tests are available and which aren't before running.
80 lines
2.5 KiB
C++
80 lines
2.5 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 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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struct Empty_Compute_Dispatch : D3D11GraphicsTest
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{
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static constexpr const char *Description = "Test dispatching with one threadgroup count set to 0";
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std::string compute = R"EOSHADER(
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RWBuffer<uint4> buffer : register(u0);
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[numthreads(1,1,1)]
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void main()
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{
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buffer[0] = uint4(1,2,3,4);
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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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ID3D11ComputeShaderPtr cs = CreateCS(Compile(compute, "main", "cs_5_0"));
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uint32_t data[16] = {0};
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ID3D11BufferPtr buf = MakeBuffer().UAV().Data(data);
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ID3D11UnorderedAccessViewPtr uav = MakeUAV(buf).Format(DXGI_FORMAT_R32G32B32A32_UINT);
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while(Running())
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{
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ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
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ctx->CSSetShader(cs, NULL, 0);
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UINT val = 0;
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ctx->CSSetUnorderedAccessViews(0, 1, &uav.GetInterfacePtr(), &val);
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ctx->Dispatch(1, 1, 0);
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std::vector<byte> contents = GetBufferData(buf, 0, 0);
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uint32_t *u32 = (uint32_t *)&contents[0];
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TEST_LOG("Data: %u %u %u %u", u32[0], u32[1], u32[2], u32[3]);
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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(Empty_Compute_Dispatch); |