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renderdoc/util/test/demos/d3d11/d3d11_stripped_shaders.cpp
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018-2026 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"
RD_TEST(D3D11_Stripped_Shaders, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Tests shaders with their debug/reflection info stripped out and stored in separate blobs";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
MakeDir((GetCWD() + "/tmp/D3D11_Stripped_Shaders").c_str());
// several variables:
//
// legacy whole unstripped blob, or dxc-style just pdb
// (for dxc-style) manual named or auto-named
// (for legacy-style) lz4 compressed or not
// (for legacy-style) PRIV pointed or SetPrivateData
// absolute or relative path
//
// we don't test all possible combinations but check at least one of each
// PRIV will be set with absolute path
ID3DBlobPtr vsblob =
Compile(D3DDefaultVertex + "\n// shader source // vertex", "main", "vs_5_0",
CompileOptionFlags::SeparateDebugLegacy | CompileOptionFlags::SeparateDebugSetPRIV);
// we'll set relative SetPrivateData path below
ID3DBlobPtr psblob =
Compile(D3DDefaultPixel + "\n// shader source // pixel", "main", "ps_5_0",
CompileOptionFlags::SeparateDebugLegacy | CompileOptionFlags::ManualDebugName |
CompileOptionFlags::LZ4Compress);
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
SetBlobPath("lz4#shader_ps.dbg", ps);
// manual name will be set absolute in a manual ILDN
ID3DBlobPtr vsblob2 =
Compile(D3DDefaultVertex + "\n// shader source 2 // vertex", "main", "vs_5_0",
CompileOptionFlags::SeparateDebug | CompileOptionFlags::ManualDebugName);
// the fxc-generated ILDN will be relative
ID3DBlobPtr psblob2 = Compile(D3DDefaultPixel + "\n// shader source 2 // pixel", "main",
"ps_5_0", CompileOptionFlags::SeparateDebug);
ID3D11VertexShaderPtr vs2 = CreateVS(vsblob2);
ID3D11PixelShaderPtr ps2 = CreatePS(psblob2);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 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);
setMarker("test: shader source");
setMarker("vertex auto absolute");
setMarker("pixel manual relative");
ctx->Draw(3, 0);
ctx->VSSetShader(vs2, NULL, 0);
ctx->PSSetShader(ps2, NULL, 0);
setMarker("test: shader source 2");
setMarker("vertex manual absolute");
setMarker("pixel auto relative");
ctx->Draw(3, 0);
Present();
}
return 0;
}
};
REGISTER_TEST();