Files
renderdoc/util/test/demos/d3d11/d3d11_structured_buffer_nested.cpp
T
baldurk ec8564642a Refactor demo API test initialisation order
* Instead of only doing a very lightweight check to see if the API is available
  up-front, we now share the API initialisation among all API tests far enough
  to determine availability of extensions, features, etc. Then we can precisely
  determine which tests are available and which aren't before running.
2019-05-23 13:18:37 +01:00

140 lines
4.3 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019 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"
struct D3D11_Structured_Buffer_Nested : D3D11GraphicsTest
{
static constexpr const char *Description =
"Test reading from structured buffers with nested structs";
std::string pixel = R"EOSHADER(
struct supernest
{
float x;
};
struct nest
{
float3 v;
supernest s;
float a, b, c;
};
struct mystruct
{
nest n[3];
float4 p;
};
StructuredBuffer<mystruct> buf1 : register(t0);
Buffer<float3> buf2 : register(t1);
RWBuffer<float4> out_buf : register(u1);
float4 main() : SV_Target0
{
int idx = 0;
out_buf[idx++] = buf1[0].p;
out_buf[idx++] = buf1[1].p;
out_buf[idx++] = buf1[2].p;
out_buf[idx++] = float4(buf1[0].n[0].v, 1.0f);
out_buf[idx++] = float4(buf1[3].n[1].v, 1.0f);
out_buf[idx++] = float4(buf1[6].n[2].v, 1.0f);
out_buf[idx++] = float4(buf1[4].n[0].a, 0.0f, 0.0f, 1.0f);
out_buf[idx++] = float4(buf1[5].n[1].b, 0.0f, 0.0f, 1.0f);
out_buf[idx++] = float4(buf1[7].n[2].c, 0.0f, 0.0f, 1.0f);
out_buf[idx++] = float4(buf1[8].n[1].s.x, 0.0f, 0.0f, 1.0f);
idx++;
out_buf[idx++] = float4(buf2[3], 1.0f);
out_buf[idx++] = float4(buf2[4], 1.0f);
out_buf[idx++] = float4(buf2[5], 1.0f);
return 1.0f.xxxx;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
float data[16 * 100];
for(int i = 0; i < 16 * 100; i++)
data[i] = float(i);
ID3D11BufferPtr structbuf = MakeBuffer().Structured(25 * sizeof(float)).Data(data).SRV();
ID3D11ShaderResourceViewPtr structbufSRV = MakeSRV(structbuf);
ID3D11BufferPtr typedbuf = MakeBuffer().Data(data).SRV();
ID3D11ShaderResourceViewPtr typedbufSRV = MakeSRV(typedbuf).Format(DXGI_FORMAT_R32G32B32_FLOAT);
ID3D11BufferPtr outbuf = MakeBuffer().Structured(4 * sizeof(float)).Size(1024).UAV();
ID3D11UnorderedAccessViewPtr outbufUAV = MakeUAV(outbuf);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 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);
ID3D11ShaderResourceView *srvs[] = {structbufSRV, typedbufSRV};
ctx->PSSetShaderResources(0, 2, srvs);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
float zeros[4] = {};
ctx->ClearUnorderedAccessViewFloat(outbufUAV, zeros);
ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &bbRTV.GetInterfacePtr(), NULL, 1, 1,
&outbufUAV.GetInterfacePtr(), NULL);
ctx->Draw(3, 0);
Present();
}
return 0;
}
};
REGISTER_TEST(D3D11_Structured_Buffer_Nested);