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https://github.com/baldurk/renderdoc.git
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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.
273 lines
9.4 KiB
C++
273 lines
9.4 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 D3D11_Midframe_Create : D3D11GraphicsTest
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{
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static constexpr const char *Description =
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"Tests creating resources mid-frame to make sure that they and their contents are "
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"correctly tracked.";
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std::string pixel = 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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float4 uv : TEXCOORD0;
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};
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Texture2D<float4> tex;
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float4 main(v2f IN) : SV_Target0
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{
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clip(float2(1.0f, 1.0f) - IN.uv.xy);
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return tex.Load(int3(IN.uv.xyz*64.0f));
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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_5_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_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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DefaultA2V triangle[] = {
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{Vec3f(-1.0f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
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{Vec3f(-0.8f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
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{Vec3f(-0.7f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.7f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
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{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
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{Vec3f(-0.4f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.4f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
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{Vec3f(-0.2f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
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{Vec3f(-0.1f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.1f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
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{Vec3f(0.1f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
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// row two
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{Vec3f(-1.0f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-1.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
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{Vec3f(-0.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
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{Vec3f(-0.7f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.7f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
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{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
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{Vec3f(-0.4f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.4f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
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{Vec3f(-0.2f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
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{Vec3f(-0.1f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
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{Vec3f(-0.1f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
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{Vec3f(0.1f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
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};
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
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// make a 'reference' texture to copy from
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ID3D11Texture2DPtr copysrctex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV();
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ID3D11RenderTargetViewPtr copysrcrtv = MakeRTV(copysrctex);
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float copycol[] = {0.1f, 0.5f, 0.1f, 1.0f};
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ctx->ClearRenderTargetView(copysrcrtv, copycol);
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copysrcrtv = NULL;
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D3D11_BOX box = {16, 16, 0, 48, 48, 1};
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float *data = new float[64 * 64 * 4];
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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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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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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
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// create a texture in the middle of the frame
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ID3D11Texture2DPtr tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
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ID3D11ShaderResourceViewPtr srv = MakeSRV(tex);
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ID3D11RenderTargetViewPtr rtv = MakeRTV(tex);
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ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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// clear to a colour
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float grey[] = {0.5f, 0.5f, 0.5f, 1.0f};
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ctx->ClearRenderTargetView(rtv, grey);
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// draw once
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ctx->Draw(3, 0);
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// fill with simple colour ramp
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for(size_t i = 0; i < 32 * 32; i++)
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{
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data[i * 4 + 0] = float(i * 32) / 32.0f;
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data[i * 4 + 1] = float(i % 32) / 32.0f;
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data[i * 4 + 2] = float(i) / float(32 * 32);
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data[i * 4 + 3] = 1.0f;
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}
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// set data in the middle
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ctx->UpdateSubresource(tex, 0, &box, data, 32 * sizeof(float) * 4, 32 * 32 * sizeof(float) * 4);
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// draw another time
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ctx->Draw(3, 3);
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// force destruction of texture
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srv = NULL;
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rtv = NULL;
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ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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tex = NULL;
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// create another
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tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
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srv = MakeSRV(tex);
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rtv = MakeRTV(tex);
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ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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// clear to a different colour
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float pink[] = {1.0f, 0.8f, 0.8f, 1.0f};
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ctx->ClearRenderTargetView(rtv, pink);
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// draw once
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ctx->Draw(3, 6);
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// fill with simple colour ramp
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for(size_t i = 0; i < 64 * 64; i++)
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{
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data[i * 4 + 0] = float(i * 64) / 64.0f;
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data[i * 4 + 1] = float(i % 64) / 64.0f;
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data[i * 4 + 2] = float(i) / float(64 * 64);
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data[i * 4 + 3] = 1.0f;
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}
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ctx->UpdateSubresource(tex, 0, NULL, data, 64 * sizeof(float) * 4, 64 * 64 * sizeof(float) * 4);
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// fetch a deferred context and do the next draw on it.
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ID3D11DeviceContextPtr defctx;
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dev->CreateDeferredContext(0, &defctx);
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IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
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defctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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defctx->IASetInputLayout(defaultLayout);
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defctx->VSSetShader(vs, NULL, 0);
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defctx->PSSetShader(ps, NULL, 0);
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D3D11_VIEWPORT view = {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f};
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defctx->RSSetViewports(1, &view);
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defctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
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defctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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defctx->Draw(3, 9);
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ID3D11CommandListPtr cmdList;
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defctx->FinishCommandList(TRUE, &cmdList);
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ctx->ExecuteCommandList(cmdList, TRUE);
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// destroy the command list and deferred context before present
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cmdList = NULL;
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defctx = NULL;
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// force destruction of texture
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srv = NULL;
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rtv = NULL;
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ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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tex = NULL;
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// create another
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tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
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srv = MakeSRV(tex);
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rtv = MakeRTV(tex);
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ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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// clear to a different colour
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float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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ctx->ClearRenderTargetView(rtv, white);
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// draw once
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ctx->Draw(3, 12);
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// copy from reference source
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ctx->CopyResource(tex, copysrctex);
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// draw again
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ctx->Draw(3, 15);
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// force destruction of texture
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srv = NULL;
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rtv = NULL;
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ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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tex = NULL;
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// create another
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tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
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srv = MakeSRV(tex);
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rtv = MakeRTV(tex);
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ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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// clear to a different colour
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float blue[] = {0.2f, 0.2f, 0.6f, 1.0f};
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ctx->ClearRenderTargetView(rtv, blue);
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// draw once
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ctx->Draw(3, 18);
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// copy partially from reference source
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ctx->CopySubresourceRegion(tex, 0, 16, 16, 0, copysrctex, 0, &box);
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// draw again
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ctx->Draw(3, 21);
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Present();
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}
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delete[] data;
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return 0;
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}
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};
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REGISTER_TEST(D3D11_Midframe_Create); |