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https://github.com/baldurk/renderdoc.git
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* The D3D11 spec is unclear but checking sources including D3D11On12 it looks like the defined behaviour for SO counters is to calculate the number of bytes written and divide that by the VB stride on draw. * Old captures can't be updated to work with this because the stride is unknown, but new captures will work correctly as well as any data that is stream'd out mid-capture.
256 lines
8.4 KiB
C++
256 lines
8.4 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_Stream_Out, D3D11GraphicsTest)
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{
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static constexpr const char *Description = "Test using D3D11's streamout feature";
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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(D3DDefaultVertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_5_0");
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CreateDefaultInputLayout(vsblob);
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std::vector<D3D11_SO_DECLARATION_ENTRY> sodecl;
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std::vector<UINT> strides;
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{
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D3D11_SO_DECLARATION_ENTRY decl;
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decl.StartComponent = 0;
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decl.ComponentCount = 4;
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decl.SemanticName = "SV_POSITION";
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decl.SemanticIndex = 0;
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decl.Stream = 0;
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decl.OutputSlot = 0;
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sodecl.push_back(decl);
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}
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{
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D3D11_SO_DECLARATION_ENTRY decl;
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decl.StartComponent = 0;
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decl.ComponentCount = 4;
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decl.SemanticName = "COLOR";
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decl.SemanticIndex = 0;
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decl.Stream = 0;
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decl.OutputSlot = 1;
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sodecl.push_back(decl);
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}
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strides.push_back(4 * sizeof(float));
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strides.push_back(8 * sizeof(float));
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ID3D11VertexShaderPtr vs = CreateVS(vsblob);
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ID3D11PixelShaderPtr ps = CreatePS(psblob);
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ID3D11GeometryShaderPtr gs = CreateGS(vsblob, sodecl, strides);
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ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
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ID3D11BufferPtr so[3] = {
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MakeBuffer().StreamOut().Vertex().Size(2048), MakeBuffer().StreamOut().Vertex().Size(2048),
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MakeBuffer().StreamOut().Vertex().Size(2048),
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};
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D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
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{
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"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0,
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},
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{
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"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0,
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},
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{
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"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0,
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},
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};
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ID3D11InputLayoutPtr streamoutLayout;
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CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
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vsblob->GetBufferSize(), &streamoutLayout));
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// pre fill buffer 2 with pre-frame data
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{
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ctx->ClearState();
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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->GSSetShader(gs, 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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ID3D11Buffer *bufs[] = {so[2], so[1]};
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UINT offs[2] = {0};
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ctx->SOSetTargets(2, bufs, offs);
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ctx->Draw(3, 0);
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}
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while(Running())
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{
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ctx->ClearState();
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unsigned char empty[2048] = {};
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ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
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ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 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->GSSetShader(gs, 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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ID3D11Buffer *bufs[] = {so[0], so[1]};
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UINT offs[2] = {0};
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ctx->SOSetTargets(2, bufs, offs);
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ctx->Draw(3, 0);
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ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
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ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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ctx->Draw(3, 0);
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ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
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ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
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ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
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// test using offsets of NULL. Should be equivalent to passing -1
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bufs[0] = so[1];
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bufs[1] = so[0];
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ctx->SOSetTargets(2, bufs, NULL);
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ctx->Draw(3, 0);
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ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
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ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
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// test DrawAuto()
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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// draw with streamout and explicitly unbind
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ctx->SOSetTargets(2, bufs, offs);
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ctx->Draw(3, 0);
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ctx->SOSetTargets(0, NULL, NULL);
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RSSetViewport({0.0f, 0.0f, (float)screenWidth / 4.0f, (float)screenHeight / 4.0f, 0.0f, 1.0f});
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ctx->IASetVertexBuffers(0, 2, bufs, &strides[0], offs);
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ctx->IASetInputLayout(streamoutLayout);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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ctx->DrawAuto();
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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ID3D11Buffer *emptyBuf[2] = {};
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ctx->IASetVertexBuffers(0, 2, emptyBuf, &strides[0], offs);
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IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
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ctx->IASetInputLayout(defaultLayout);
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// check that we can clear state after unbinding
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ctx->ClearState();
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->GSSetShader(gs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
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RSSetViewport({screenWidth / 4.0f, 0.0f, (float)screenWidth / 4.0f,
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(float)screenHeight / 4.0f, 0.0f, 1.0f});
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ctx->IASetVertexBuffers(0, 2, emptyBuf, &strides[0], offs);
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IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
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ctx->IASetInputLayout(defaultLayout);
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// draw with streamout and clear state
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ctx->SOSetTargets(2, bufs, offs);
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ctx->DrawInstanced(3, 2, 0, 0);
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ctx->ClearState();
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->GSSetShader(gs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
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RSSetViewport({(screenWidth * 2.0f) / 4.0f, 0.0f, (float)screenWidth / 4.0f,
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(float)screenHeight / 4.0f, 0.0f, 1.0f});
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ctx->IASetVertexBuffers(0, 2, bufs, &strides[0], offs);
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ctx->IASetInputLayout(streamoutLayout);
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ctx->DrawAuto();
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ctx->SOSetTargets(0, NULL, NULL);
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RSSetViewport({(screenWidth * 3.0f) / 4.0f, 0.0f, (float)screenWidth / 4.0f,
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(float)screenHeight / 4.0f, 0.0f, 1.0f});
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bufs[0] = so[2];
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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ctx->IASetVertexBuffers(0, 2, bufs, &strides[0], offs);
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ctx->DrawAuto();
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// leave stream-out buffers bound at the end of the frame
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ctx->ClearState();
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bufs[0] = so[1];
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bufs[1] = so[0];
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ctx->SOSetTargets(2, bufs, offs);
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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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