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renderdoc/util/test/demos/d3d11/d3d11_swapchain_zoo.cpp
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baldurk 856c838def Update copyright years to 2026 and fix copyright ranges
* In a previous update in 2021 many copyright ranges were truncated
  accidentally, and some files have been copy-pasted with wrong years. These
  dates have been fixed based on git history and original copyright messages.
2026-01-05 14:17:28 +00:00

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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2026 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 "../win32/win32_window.h"
#include "d3d11_test.h"
RD_TEST(D3D11_Swapchain_Zoo, D3D11GraphicsTest)
{
static constexpr const char *Description = "Tests all types of swapchain that D3D11 supports.";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
DXGI_SWAP_CHAIN_DESC swapDesc;
ZeroMemory(&swapDesc, sizeof(swapDesc));
swapDesc.BufferCount = backbufferCount;
swapDesc.BufferDesc.Width = screenWidth;
swapDesc.BufferDesc.Height = screenHeight;
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
swapDesc.SampleDesc.Quality = 0;
swapDesc.Windowed = TRUE;
swapDesc.Flags = 0;
std::vector<Win32Window *> wins;
std::vector<IDXGISwapChainPtr> swaps;
std::vector<ID3D11RenderTargetViewPtr> bbs;
std::vector<std::string> names;
auto addWindow = [&](std::string name) {
wins.push_back(new Win32Window(screenWidth, screenHeight, screenTitle));
swaps.push_back({});
bbs.push_back({});
names.push_back(name);
swapDesc.OutputWindow = wins.back()->wnd;
fact->CreateSwapChain(dev, &swapDesc, &swaps.back());
ID3D11Texture2DPtr bb;
CHECK_HR(swaps.back()->GetBuffer(0, __uuidof(ID3D11Texture2D), (void **)&bb));
CHECK_HR(dev->CreateRenderTargetView(bb, NULL, &bbs.back()));
};
// always support sequential flip
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL;
swapDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapDesc.SampleDesc.Count = 1;
addWindow("SEQUENTIAL");
// ditto MSAA
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapDesc.SampleDesc.Count = 4;
addWindow("MSAA RGBA8");
// ditto FP16 (on feature level 10 and above)
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapDesc.BufferDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
swapDesc.SampleDesc.Count = 1;
addWindow("RGBA16");
// check FP16 and MSAA
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapDesc.BufferDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
swapDesc.SampleDesc.Count = 4;
addWindow("MSAA RGBA16");
IDXGIFactory4Ptr factory4 = fact;
if(factory4)
{
// only test flip effects if we can get factory4, which is windows 10 only.
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapDesc.SampleDesc.Count = 1;
addWindow("FLIP_DISCARD");
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapDesc.SampleDesc.Count = 1;
addWindow("FLIP_SEQUENTIAL");
}
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
while(Running())
{
for(Win32Window *win : wins)
win->Update();
ClearRenderTargetView(bbRTV, {0.0f, 0.0f, 0.0f, 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);
ctx->Draw(3, 0);
for(size_t i = 0; i < bbs.size(); i++)
{
ID3D11RenderTargetViewPtr bb = bbs[i];
setMarker(names[i]);
ctx->OMSetRenderTargets(1, &bb.GetInterfacePtr(), NULL);
ClearRenderTargetView(bb, {0.0f, 0.0f, 0.0f, 1.0f});
ctx->Draw(3, 0);
}
Present();
for(IDXGISwapChainPtr s : swaps)
s->Present(0, 0);
}
return 0;
}
};
REGISTER_TEST();