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renderdoc/util/test/demos/d3d12/d3d12_stripped_shaders.cpp
T

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3.4 KiB
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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2023-2026 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 "d3d12_test.h"
RD_TEST(D3D12_Stripped_Shaders, D3D12GraphicsTest)
{
static constexpr const char *Description =
"Tests shaders with their debug/reflection info stripped out and stored in separate blobs.";
void Prepare(int argc, char **argv)
{
D3D12GraphicsTest::Prepare(argc, argv);
if(!Avail.empty())
return;
if(!m_DXILSupport)
Avail = "DXIL can't be compiled";
}
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
MakeDir((GetCWD() + "/tmp/D3D12_Stripped_Shaders").c_str());
// only a couple of variables:
//
// auto-named or manual named
// absolute or relative path
// manual debug name will be absolute
ID3DBlobPtr vsblob =
Compile(D3DDefaultVertex + "\n// shader source // vertex", "main", "vs_6_0",
CompileOptionFlags::SeparateDebug | CompileOptionFlags::ManualDebugName);
// auto name will be relative
ID3DBlobPtr psblob = Compile(D3DDefaultPixel + "\n// shader source // pixel", "main", "ps_6_0",
CompileOptionFlags::SeparateDebug);
ID3D12PipelineStatePtr pso = MakePSO().RootSig(DefaultTriSig).InputLayout().VS(vsblob).PS(psblob);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
ClearRenderTargetView(cmd, BBRTV, {0.2f, 0.2f, 0.2f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, DefaultTriVB, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(DefaultTriSig);
SetMainWindowViewScissor(cmd);
OMSetRenderTargets(cmd, {BBRTV}, {});
setMarker(cmd, "test: shader source");
setMarker(cmd, "vertex manual absolute");
setMarker(cmd, "pixel auto relative");
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
SubmitAndPresent({cmd});
}
return 0;
}
};
REGISTER_TEST();