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