mirror of
https://github.com/baldurk/renderdoc.git
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116 lines
4.3 KiB
C++
116 lines
4.3 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018-2026 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_Stripped_Shaders, D3D11GraphicsTest)
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{
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static constexpr const char *Description =
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"Tests shaders with their debug/reflection info stripped out and stored in separate blobs";
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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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MakeDir((GetCWD() + "/tmp/D3D11_Stripped_Shaders").c_str());
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// several variables:
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//
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// legacy whole unstripped blob, or dxc-style just pdb
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// (for dxc-style) manual named or auto-named
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// (for legacy-style) lz4 compressed or not
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// (for legacy-style) PRIV pointed or SetPrivateData
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// absolute or relative path
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//
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// we don't test all possible combinations but check at least one of each
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// PRIV will be set with absolute path
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ID3DBlobPtr vsblob =
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Compile(D3DDefaultVertex + "\n// shader source // vertex", "main", "vs_5_0",
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CompileOptionFlags::SeparateDebugLegacy | CompileOptionFlags::SeparateDebugSetPRIV);
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// we'll set relative SetPrivateData path below
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ID3DBlobPtr psblob =
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Compile(D3DDefaultPixel + "\n// shader source // pixel", "main", "ps_5_0",
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CompileOptionFlags::SeparateDebugLegacy | CompileOptionFlags::ManualDebugName |
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CompileOptionFlags::LZ4Compress);
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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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SetBlobPath("lz4#shader_ps.dbg", ps);
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// manual name will be set absolute in a manual ILDN
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ID3DBlobPtr vsblob2 =
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Compile(D3DDefaultVertex + "\n// shader source 2 // vertex", "main", "vs_5_0",
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CompileOptionFlags::SeparateDebug | CompileOptionFlags::ManualDebugName);
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// the fxc-generated ILDN will be relative
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ID3DBlobPtr psblob2 = Compile(D3DDefaultPixel + "\n// shader source 2 // pixel", "main",
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"ps_5_0", CompileOptionFlags::SeparateDebug);
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ID3D11VertexShaderPtr vs2 = CreateVS(vsblob2);
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ID3D11PixelShaderPtr ps2 = CreatePS(psblob2);
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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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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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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setMarker("test: shader source");
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setMarker("vertex auto absolute");
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setMarker("pixel manual relative");
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ctx->Draw(3, 0);
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ctx->VSSetShader(vs2, NULL, 0);
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ctx->PSSetShader(ps2, NULL, 0);
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setMarker("test: shader source 2");
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setMarker("vertex manual absolute");
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setMarker("pixel auto relative");
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ctx->Draw(3, 0);
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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();
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