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renderdoc/util/test/demos/d3d11/d3d11_midframe_create.cpp
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baldurk ec8564642a Refactor demo API test initialisation order
* 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.
2019-05-23 13:18:37 +01:00

273 lines
9.4 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 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"
struct D3D11_Midframe_Create : D3D11GraphicsTest
{
static constexpr const char *Description =
"Tests creating resources mid-frame to make sure that they and their contents are "
"correctly tracked.";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float4 uv : TEXCOORD0;
};
Texture2D<float4> tex;
float4 main(v2f IN) : SV_Target0
{
clip(float2(1.0f, 1.0f) - IN.uv.xy);
return tex.Load(int3(IN.uv.xyz*64.0f));
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
DefaultA2V triangle[] = {
{Vec3f(-1.0f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-1.0f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.8f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.7f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.7f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.5f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.4f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.4f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.2f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.1f, 0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.1f, 1.0f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(0.1f, 0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
// row two
{Vec3f(-1.0f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-1.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.8f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.7f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.7f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.4f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.4f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(-0.2f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
{Vec3f(-0.1f, 0.0f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.1f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 2.0f)},
{Vec3f(0.1f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(2.0f, 0.0f)},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
// make a 'reference' texture to copy from
ID3D11Texture2DPtr copysrctex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV();
ID3D11RenderTargetViewPtr copysrcrtv = MakeRTV(copysrctex);
float copycol[] = {0.1f, 0.5f, 0.1f, 1.0f};
ctx->ClearRenderTargetView(copysrcrtv, copycol);
copysrcrtv = NULL;
D3D11_BOX box = {16, 16, 0, 48, 48, 1};
float *data = new float[64 * 64 * 4];
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
// create a texture in the middle of the frame
ID3D11Texture2DPtr tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
ID3D11ShaderResourceViewPtr srv = MakeSRV(tex);
ID3D11RenderTargetViewPtr rtv = MakeRTV(tex);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
// clear to a colour
float grey[] = {0.5f, 0.5f, 0.5f, 1.0f};
ctx->ClearRenderTargetView(rtv, grey);
// draw once
ctx->Draw(3, 0);
// fill with simple colour ramp
for(size_t i = 0; i < 32 * 32; i++)
{
data[i * 4 + 0] = float(i * 32) / 32.0f;
data[i * 4 + 1] = float(i % 32) / 32.0f;
data[i * 4 + 2] = float(i) / float(32 * 32);
data[i * 4 + 3] = 1.0f;
}
// set data in the middle
ctx->UpdateSubresource(tex, 0, &box, data, 32 * sizeof(float) * 4, 32 * 32 * sizeof(float) * 4);
// draw another time
ctx->Draw(3, 3);
// force destruction of texture
srv = NULL;
rtv = NULL;
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
tex = NULL;
// create another
tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
srv = MakeSRV(tex);
rtv = MakeRTV(tex);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
// clear to a different colour
float pink[] = {1.0f, 0.8f, 0.8f, 1.0f};
ctx->ClearRenderTargetView(rtv, pink);
// draw once
ctx->Draw(3, 6);
// fill with simple colour ramp
for(size_t i = 0; i < 64 * 64; i++)
{
data[i * 4 + 0] = float(i * 64) / 64.0f;
data[i * 4 + 1] = float(i % 64) / 64.0f;
data[i * 4 + 2] = float(i) / float(64 * 64);
data[i * 4 + 3] = 1.0f;
}
ctx->UpdateSubresource(tex, 0, NULL, data, 64 * sizeof(float) * 4, 64 * 64 * sizeof(float) * 4);
// fetch a deferred context and do the next draw on it.
ID3D11DeviceContextPtr defctx;
dev->CreateDeferredContext(0, &defctx);
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
defctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
defctx->IASetInputLayout(defaultLayout);
defctx->VSSetShader(vs, NULL, 0);
defctx->PSSetShader(ps, NULL, 0);
D3D11_VIEWPORT view = {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f};
defctx->RSSetViewports(1, &view);
defctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
defctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
defctx->Draw(3, 9);
ID3D11CommandListPtr cmdList;
defctx->FinishCommandList(TRUE, &cmdList);
ctx->ExecuteCommandList(cmdList, TRUE);
// destroy the command list and deferred context before present
cmdList = NULL;
defctx = NULL;
// force destruction of texture
srv = NULL;
rtv = NULL;
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
tex = NULL;
// create another
tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
srv = MakeSRV(tex);
rtv = MakeRTV(tex);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
// clear to a different colour
float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
ctx->ClearRenderTargetView(rtv, white);
// draw once
ctx->Draw(3, 12);
// copy from reference source
ctx->CopyResource(tex, copysrctex);
// draw again
ctx->Draw(3, 15);
// force destruction of texture
srv = NULL;
rtv = NULL;
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
tex = NULL;
// create another
tex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 64, 64).RTV().SRV();
srv = MakeSRV(tex);
rtv = MakeRTV(tex);
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
// clear to a different colour
float blue[] = {0.2f, 0.2f, 0.6f, 1.0f};
ctx->ClearRenderTargetView(rtv, blue);
// draw once
ctx->Draw(3, 18);
// copy partially from reference source
ctx->CopySubresourceRegion(tex, 0, 16, 16, 0, copysrctex, 0, &box);
// draw again
ctx->Draw(3, 21);
Present();
}
delete[] data;
return 0;
}
};
REGISTER_TEST(D3D11_Midframe_Create);