Files
renderdoc/util/test/demos/d3d11/d3d11_texture_3d.cpp
T
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

269 lines
6.8 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 Texture_3D : D3D11GraphicsTest
{
static constexpr const char *Description = "Test that creates and samples a 3D texture";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float4 uv : TEXCOORD0;
};
Texture3D<float> tex : register(t0);
SamplerState samp : register(s0);
float4 main(v2f IN) : SV_Target0
{
float4 ret = 0.0f;
float mul = 0.5f;
const float step = 0.5f;
ret += tex.SampleLevel(samp, IN.uv.yxx, 7.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.xyx, 6.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.xxy, 5.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.yxy, 4.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.yyx, 3.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.xyy, 2.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.yyy, 1.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.xxx, 0.0f) * mul;
return (ret + 0.5f) * IN.col;
}
)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);
ID3D11SamplerStatePtr samp = MakeSampler();
ID3D11Texture3DPtr tex = MakeTexture(DXGI_FORMAT_R8_UNORM, 128, 128, 1024).Mips(8).SRV();
uint8_t *data = new uint8_t[128 * 128 * 1024 * sizeof(uint8_t)];
char *digits[10] = {
"..####.."
".#....#."
"#......#"
"#......#" // 0
"#......#"
"#......#"
".#....#."
"..####..",
"....#..."
"...##..."
"..#.#..."
"....#..." // 1
"....#..."
"....#..."
"....#..."
"..####..",
"..###..."
".#...#.."
".....#.."
"....#..." // 2
"....#..."
"...#...."
"...#...."
"..####..",
"..###..."
".#...#.."
".....#.."
".....#.." // 3
"..###..."
".....#.."
".#...#.."
"..###...",
"........"
"....#..."
"...#...."
"..#....."
".#..#..." // 4
".#####.."
"....#..."
"....#...",
".#####.."
".#......"
".#......"
".####..." // 5
".....#.."
".....#.."
".#...#.."
"..###...",
"........"
".....#.."
"....#..."
"...#...."
"..####.." // 6
".#....#."
".#....#."
"..####..",
"........"
"........"
".######."
".....#.."
"....#..." // 7
"...#...."
"..#....."
".#......",
"..####.."
".#....#."
".#....#."
"..####.." // 8
".#....#."
".#....#."
".#....#."
"..####..",
"..####.."
".#....#."
".#....#."
"..#####." // 9
"......#."
".....#.."
"....#..."
"...#....",
};
for(uint32_t mip = 0; mip < 8; mip++)
{
uint32_t d = 128 >> mip;
if(mip > 0)
{
for(uint32_t i = 0; i < d * d * (1024 >> mip); i++)
data[i] = uint8_t((rand() % 0x7f) << 1);
}
else
{
for(uint32_t slice = 0; slice < 1024; slice++)
{
uint8_t *base = data + d * d * sizeof(uint8_t) * slice;
int str[4] = {0, 0, 0, 0};
uint32_t digitCalc = slice;
str[0] += digitCalc / 1000;
digitCalc %= 1000;
str[1] += digitCalc / 100;
digitCalc %= 100;
str[2] += digitCalc / 10;
digitCalc %= 10;
str[3] += digitCalc;
base += 32;
base += 32 * d * sizeof(uint8_t);
// first digit
for(int row = 0; row < 8; row++)
memcpy(base + row * d * sizeof(uint8_t), digits[str[0]] + row * 8, 8);
base += 16;
// second digit
for(int row = 0; row < 8; row++)
memcpy(base + row * d * sizeof(uint8_t), digits[str[1]] + row * 8, 8);
base += 16;
// third digit
for(int row = 0; row < 8; row++)
memcpy(base + row * d * sizeof(uint8_t), digits[str[2]] + row * 8, 8);
base += 16;
// fourth digit
for(int row = 0; row < 8; row++)
memcpy(base + row * d * sizeof(uint8_t), digits[str[3]] + row * 8, 8);
}
}
ctx->UpdateSubresource(tex, mip, NULL, data, d * sizeof(uint8_t), d * d * sizeof(uint8_t));
}
ID3D11ShaderResourceViewPtr srv = MakeSRV(tex);
delete[] data;
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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);
ctx->PSSetSamplers(0, 1, &samp.GetInterfacePtr());
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
ctx->Draw(3, 0);
Present();
}
return 0;
}
};
REGISTER_TEST(Texture_3D);