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renderdoc/util/test/demos/d3d11/d3d11_vertex_attr_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.
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C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2026 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_Vertex_Attr_Zoo, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Draws a triangle but using different kinds of vertex attributes, including doubles, arrays, "
"matrices, and formats that require manual decode as they are vertex-buffer exclusive on "
"some hardware such as USCALED.";
struct vertin
{
int16_t i16[4];
uint16_t u16[4];
double df[2];
float arr0[2];
float arr1[2];
float arr2[2];
float mat0[2];
float mat1[2];
};
std::string common = R"EOSHADER(
struct a2v
{
float4 SNorm : SNORM;
float4 UNorm : UNORM;
uint4 UInt : UINT;
float2 Array[3] : ARRAY;
float2x2 Matrix : MATRIX;
};
struct v2f
{
float4 pos : SV_Position;
a2v data;
};
)EOSHADER";
std::string vertex = R"EOSHADER(
v2f main(in a2v IN, in uint idx : SV_VertexID)
{
float2 pos[3] = {float2(-0.5f, 0.5f), float2(0.0f, -0.5f), float2(0.5f, 0.5f)};
v2f OUT = (v2f)0;
OUT.pos = float4(pos[idx], 0.0f, 1.0f);
OUT.data = IN;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
float4 main(in v2f IN) : SV_Target0
{
// check values came through correctly
// SNorm should be in [-1, 1]
if(any(clamp(IN.data.SNorm, -1.0, 1.0) != IN.data.SNorm))
return float4(0.1f, 0, 0, 1);
// UNorm should be in [0, 1]
if(any(clamp(IN.data.UNorm, 0.0, 1.0) != IN.data.UNorm))
return float4(0.2f, 0, 0, 1);
// Similar for UInt
if(IN.data.UInt.x > 65535 || IN.data.UInt.y > 65535 || IN.data.UInt.z > 65535 || IN.data.UInt.w > 65535)
return float4(0.3f, 0, 0, 1);
return float4(0, 1.0f, 0, 1);
}
)EOSHADER";
std::string geom = R"EOSHADER(
[maxvertexcount(3)]
void main(triangle v2f input[3], inout TriangleStream<v2f> TriStream)
{
for(int i = 0; i < 3; i++)
{
v2f output = input[i];
output.pos = float4(output.pos.yx, 0.4f, 1.2f);
TriStream.Append(output);
}
TriStream.RestartStrip();
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
vertin triangle[] = {
{
{32767, -32768, 32767, -32767},
{12345, 6789, 1234, 567},
{9.8765432109, -5.6789012345},
{1.0f, 2.0f},
{3.0f, 4.0f},
{5.0f, 6.0f},
{7.0, 8.0f},
{9.0f, 10.0f},
},
{
{32766, -32766, 16000, -16000},
{56, 7890, 123, 4567},
{-7.89012345678, 6.54321098765},
{11.0f, 12.0f},
{13.0f, 14.0f},
{15.0f, 16.0f},
{17.0, 18.0f},
{19.0f, 20.0f},
},
{
{5, -5, 0, 0},
{8765, 43210, 987, 65432},
{0.1234567890123, 4.5678901234},
{21.0f, 22.0f},
{23.0f, 24.0f},
{25.0f, 26.0f},
{27.0, 28.0f},
{29.0f, 30.0f},
},
};
ID3DBlobPtr vsblob = Compile(common + vertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(common + pixel, "main", "ps_4_0");
ID3DBlobPtr gsblob = Compile(common + geom, "main", "gs_4_0");
D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
{
"SNORM",
0,
DXGI_FORMAT_R16G16B16A16_SNORM,
0,
offsetof(vertin, i16),
D3D11_INPUT_PER_VERTEX_DATA,
0,
},
{
"UNORM",
0,
DXGI_FORMAT_R16G16B16A16_UNORM,
0,
offsetof(vertin, u16),
D3D11_INPUT_PER_VERTEX_DATA,
0,
},
{
"UINT",
0,
DXGI_FORMAT_R16G16B16A16_UINT,
0,
offsetof(vertin, u16),
D3D11_INPUT_PER_VERTEX_DATA,
0,
},
{
"ARRAY",
0,
DXGI_FORMAT_R32G32_FLOAT,
0,
offsetof(vertin, arr0),
D3D11_INPUT_PER_VERTEX_DATA,
0,
},
{
"ARRAY",
1,
DXGI_FORMAT_R32G32_FLOAT,
0,
offsetof(vertin, arr1),
D3D11_INPUT_PER_VERTEX_DATA,
0,
},
{
"ARRAY",
2,
DXGI_FORMAT_R32G32_FLOAT,
0,
offsetof(vertin, arr2),
D3D11_INPUT_PER_VERTEX_DATA,
0,
},
{
"MATRIX",
0,
DXGI_FORMAT_R32G32_FLOAT,
0,
offsetof(vertin, mat0),
D3D11_INPUT_PER_VERTEX_DATA,
0,
},
{
"MATRIX",
1,
DXGI_FORMAT_R32G32_FLOAT,
0,
offsetof(vertin, mat1),
D3D11_INPUT_PER_VERTEX_DATA,
0,
},
};
ID3D11InputLayoutPtr layout;
CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
vsblob->GetBufferSize(), &layout));
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11GeometryShaderPtr gs = CreateGS(gsblob);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(vb, sizeof(vertin), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(layout);
ctx->VSSetShader(vs, NULL, 0);
ctx->GSSetShader(gs, 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);
Present();
}
return 0;
}
};
REGISTER_TEST();