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https://github.com/baldurk/renderdoc.git
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* We normally deduplicate during capture, but replay can introduce new duplication against internal objects. Using ReplaceResource() would fix this but updating the wrapper map is necessary for D3D11 to query current state properly.
227 lines
8.3 KiB
C++
227 lines
8.3 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2021-2026 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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RD_TEST(D3D11_Parameter_Zoo, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"General tests of parameters known to cause problems - e.g. optional values that should be "
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"ignored, edge cases, special values, etc.";
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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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float2 uv : TEXCOORD0;
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};
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cbuffer cbuf : register(b0)
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{
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float4 cbuf_zero;
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};
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float4 main(v2f IN) : SV_Target0
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{
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return IN.col + cbuf_zero;
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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_4_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_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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float whiteData[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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ID3D11BufferPtr cb = MakeBuffer().Constant().Data(whiteData);
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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// make a simple texture so that the structured data includes texture initial states
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ID3D11Texture2DPtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4).RTV();
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ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
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ID3DDeviceContextStatePtr ctxstate, ctxstate_off;
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D3D_FEATURE_LEVEL feat11 = D3D_FEATURE_LEVEL_11_0;
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CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION,
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__uuidof(ID3D11Device), NULL, &ctxstate));
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CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION,
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__uuidof(ID3D11Device), NULL, &ctxstate_off));
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ctx1->SwapDeviceContextState(ctxstate_off, NULL);
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D3D11_RASTERIZER_DESC rastDesc = {
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D3D11_FILL_SOLID, D3D11_CULL_NONE, FALSE, 0, 0.00, 0.00, FALSE, TRUE, FALSE, FALSE,
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};
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// this is expected to alias a renderdoc-internal state
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ID3D11RasterizerStatePtr rastStateObj;
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dev->CreateRasterizerState(&rastDesc, &rastStateObj);
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SetDebugName(rastStateObj, "RastState");
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std::string features1_tiled_resources("Features1: D3D11_TILED_RESOURCES_SUPPORTED");
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std::string features2_tiled_resources("Features2: D3D11_TILED_RESOURCES_SUPPORTED");
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std::string create_tiled_buffer("CreateTiledBuffer: Passed");
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std::string create_tile_pool_buffer("CreateTile_PoolBuffer: Passed");
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std::string create_tiled_texture2D("CreateTiledTexture2D: Passed");
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std::string create_tiled_texture2D1("CreateTiledTexture2D1: Passed");
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if(dev2)
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{
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D3D11_FEATURE_DATA_D3D11_OPTIONS1 features1;
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CHECK_HR(dev2->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS1, &features1, sizeof(features1)));
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if(features1.TiledResourcesTier == D3D11_TILED_RESOURCES_NOT_SUPPORTED)
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features1_tiled_resources = "Features1: D3D11_TILED_RESOURCES_NOT_SUPPORTED";
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D3D11_FEATURE_DATA_D3D11_OPTIONS2 features2;
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CHECK_HR(dev2->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS2, &features2, sizeof(features2)));
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if(features2.TiledResourcesTier == D3D11_TILED_RESOURCES_NOT_SUPPORTED)
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features2_tiled_resources = "Features2: D3D11_TILED_RESOURCES_NOT_SUPPORTED";
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// Check trying to create tiled resources fails
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D3D11_BUFFER_DESC bufDesc = {};
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bufDesc.ByteWidth = 1024;
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bufDesc.Usage = D3D11_USAGE_DEFAULT;
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bufDesc.StructureByteStride = 1;
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bufDesc.CPUAccessFlags = 0;
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bufDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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bufDesc.MiscFlags = D3D11_RESOURCE_MISC_TILED;
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if(FAILED(dev2->CreateBuffer(&bufDesc, NULL, NULL)))
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create_tiled_buffer = "CreateTiledBuffer: Failed";
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bufDesc.MiscFlags = D3D11_RESOURCE_MISC_TILE_POOL;
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if(FAILED(dev2->CreateBuffer(&bufDesc, NULL, NULL)))
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create_tile_pool_buffer = "CreateTile_PoolBuffer: Failed";
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D3D11_TEXTURE2D_DESC texDesc = {};
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texDesc.Width = 8;
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texDesc.Height = 8;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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texDesc.SampleDesc.Count = 1;
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texDesc.SampleDesc.Quality = 0;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texDesc.CPUAccessFlags = 0;
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texDesc.MiscFlags = D3D11_RESOURCE_MISC_TILED;
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if(FAILED(dev2->CreateTexture2D(&texDesc, NULL, NULL)))
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create_tiled_texture2D = "CreateTiledTexture2D: Failed";
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}
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if(dev3)
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{
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D3D11_TEXTURE2D_DESC1 texDesc = {};
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texDesc.Width = 8;
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texDesc.Height = 8;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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texDesc.SampleDesc.Count = 1;
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texDesc.SampleDesc.Quality = 0;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texDesc.CPUAccessFlags = 0;
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texDesc.MiscFlags = D3D11_RESOURCE_MISC_TILED;
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if(FAILED(dev3->CreateTexture2D1(&texDesc, NULL, NULL)))
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create_tiled_texture2D1 = "CreateTiledTexture2D1: Failed";
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}
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while(Running())
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{
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
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// set the ctxstate, so it only exists in the context's memory (which we don't track)
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ctx1->SwapDeviceContextState(ctxstate, NULL);
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// release our resource, renderdoc will destroy it now
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ctxstate = NULL;
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// repeatedly toggle between the states and re-destroy ctxstate
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for(int i = 0; i < 100; i++)
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{
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// we always need an incoming state, pass it in and get back our old state that we destroyed
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ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate);
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// again make it disappear
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ctx1->SwapDeviceContextState(ctxstate, NULL);
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ctxstate = NULL;
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}
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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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RSSetScissor({0, 0, 1, 1});
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D3D11_RASTERIZER_DESC raster = GetRasterState();
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raster.ScissorEnable = FALSE;
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SetRasterState(raster);
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ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
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UINT zero = 0;
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ctx1->PSSetConstantBuffers1(0, 1, &cb.GetInterfacePtr(), &zero, &zero);
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ctx->Draw(3, 0);
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setMarker(features1_tiled_resources);
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setMarker(features2_tiled_resources);
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setMarker(create_tiled_buffer);
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setMarker(create_tile_pool_buffer);
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setMarker(create_tiled_texture2D);
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setMarker(create_tiled_texture2D1);
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ctx->RSSetState(rastStateObj);
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setMarker("RastState");
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ctx->Draw(3, 0);
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Present();
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// get back to how we should be with a handle to ctxstate and ctxstate_off bound
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ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate);
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}
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return 0;
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}
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};
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REGISTER_TEST();
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