File: rendercheck_d3d10.cpp

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/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *  * Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 *  * Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *  * Neither the name of NVIDIA CORPORATION nor the names of its
 *    contributors may be used to endorse or promote products derived
 *    from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

////////////////////////////////////////////////////////////////////////////////
//
//  Utility funcs to wrap up saving a surface or the back buffer as a PPM file
//  In addition, wraps up a threshold comparision of two PPMs.
//
//  These functions are designed to be used to implement an automated QA testing
//  for SDK samples.
//
//  Author: Bryan Dudash
//  Email: sdkfeedback@nvidia.com
//
// Copyright (c) NVIDIA Corporation. All rights reserved.
////////////////////////////////////////////////////////////////////////////////

#include <helper_functions.h>
#include <rendercheck_d3d10.h>

HRESULT CheckRenderD3D10::ActiveRenderTargetToPPM(ID3D10Device *pDevice,
                                                  const char *zFileName) {
  ID3D10RenderTargetView *pRTV = NULL;
  pDevice->OMGetRenderTargets(1, &pRTV, NULL);

  ID3D10Resource *pSourceResource = NULL;
  pRTV->GetResource(&pSourceResource);

  return ResourceToPPM(pDevice, pSourceResource, zFileName);
}

HRESULT CheckRenderD3D10::ResourceToPPM(ID3D10Device *pDevice,
                                        ID3D10Resource *pResource,
                                        const char *zFileName) {
  D3D10_RESOURCE_DIMENSION rType;
  pResource->GetType(&rType);

  if (rType != D3D10_RESOURCE_DIMENSION_TEXTURE2D) {
    printf("SurfaceToPPM: pResource is not a 2D texture! Aborting...\n");
    return E_FAIL;
  }

  ID3D10Texture2D *pSourceTexture = (ID3D10Texture2D *)pResource;
  ID3D10Texture2D *pTargetTexture = NULL;

  D3D10_TEXTURE2D_DESC desc;
  pSourceTexture->GetDesc(&desc);
  desc.BindFlags = 0;
  desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
  desc.Usage = D3D10_USAGE_STAGING;

  if (FAILED(pDevice->CreateTexture2D(&desc, NULL, &pTargetTexture))) {
    printf(
        "SurfaceToPPM: Unable to create target Texture resoruce! Aborting... "
        "\n");
    return E_FAIL;
  }

  pDevice->CopyResource(pTargetTexture, pSourceTexture);

  D3D10_MAPPED_TEXTURE2D mappedTex2D;
  pTargetTexture->Map(0, D3D10_MAP_READ, 0, &mappedTex2D);

  // Need to convert from dx pitch to pitch=width
  unsigned char *pPPMData = new unsigned char[desc.Width * desc.Height * 4];

  for (unsigned int iHeight = 0; iHeight < desc.Height; iHeight++) {
    memcpy(
        &(pPPMData[iHeight * desc.Width * 4]),
        (unsigned char *)(mappedTex2D.pData) + iHeight * mappedTex2D.RowPitch,
        desc.Width * 4);
  }

  pTargetTexture->Unmap(0);

  // Prepends the PPM header info and bumps byte data afterwards
  sdkSavePPM4ub(zFileName, pPPMData, desc.Width, desc.Height);

  delete[] pPPMData;
  pTargetTexture->Release();

  return S_OK;
}

bool CheckRenderD3D10::PPMvsPPM(const char *src_file, const char *ref_file,
                                const char *exec_path, const float epsilon,
                                const float threshold) {
  char *ref_file_path = sdkFindFilePath(ref_file, exec_path);

  if (ref_file_path == NULL) {
    printf(
        "CheckRenderD3D10::PPMvsPPM unable to find <%s> in <%s> Aborting "
        "comparison!\n",
        ref_file, exec_path);
    printf(">>> Check info.xml and [project//data] folder <%s> <<<\n",
           ref_file);
    printf("Aborting comparison!\n");
    printf("  FAILURE!\n");
    return false;
  }

  return (sdkComparePPM(src_file, ref_file_path, epsilon, threshold, true) ==
          true);
}