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108 lines
3.5 KiB
C++
108 lines
3.5 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2019-2022 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 "d3d11_test.h"
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RD_TEST(D3D11_Saturate, D3D11GraphicsTest)
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{
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static constexpr const char *Description = "Tests using saturate, originally for a bug report";
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std::string pixel = R"EOSHADER(
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void main(float4 pos : SV_Position, out float4 a : SV_Target0, out float4 b : SV_Target1)
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{
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// this code is arbitrary, just to get a negative value and ensure
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// it's a) not known ahead of time at all
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// b) not merged in with any of the calculations pre-saturate below
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float negative = log2(pos.x / 1000.0f);
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// maps to mov_sat
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float zero = saturate(negative);
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// maps to add_sat which breaks
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float addsatzero = saturate(negative - 1.00001f);
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// maps to mul_sat
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float mulsatzero = saturate(negative * 1.00001f);
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a.x = negative;
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a.y = zero;
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a.z = addsatzero;
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a.w = mulsatzero;
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b.x = float(zero == 0.0f);
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b.y = float(addsatzero == 0.0f);
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b.z = float(mulsatzero == 0.0f);
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b.w = 0.0f;
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}
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)EOSHADER";
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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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ID3DBlobPtr vsblob = Compile(D3DFullscreenQuadVertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
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ID3D11VertexShaderPtr vs = CreateVS(vsblob);
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ID3D11PixelShaderPtr ps = CreatePS(psblob);
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ID3D11Texture2DPtr fltTex[2] = {
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MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 400, 400).RTV(),
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MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 400, 400).RTV(),
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};
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ID3D11RenderTargetViewPtr fltRT[2] = {
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MakeRTV(fltTex[0]), MakeRTV(fltTex[1]),
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};
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while(Running())
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{
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ClearRenderTargetView(fltRT[0], {0.2f, 0.2f, 0.2f, 1.0f});
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ClearRenderTargetView(fltRT[1], {0.2f, 0.2f, 0.2f, 1.0f});
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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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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ID3D11RenderTargetView *rts[] = {
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fltRT[0], fltRT[1],
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};
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ctx->OMSetRenderTargets(2, rts, NULL);
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ctx->Draw(3, 0);
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Present();
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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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