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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015 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 Byte_Address_Buffers : D3D11GraphicsTest
{
static constexpr const char *Description = "Tests reading and writing from byte address buffers";
std::string compute = R"EOSHADER(
ByteAddressBuffer inbuf : register(t0);
RWByteAddressBuffer outbuf : register(u0);
[numthreads(1, 1, 1)]
void main()
{
uint4 data = inbuf.Load4(5*4);
outbuf.Store4(10*4, data);
data.xy = inbuf.Load2(15*4);
outbuf.Store2(0, data.xy);
}
)EOSHADER";
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
ID3D11ComputeShaderPtr cs = CreateCS(Compile(compute, "main", "cs_5_0"));
ID3D11BufferPtr buf = MakeBuffer().ByteAddressed().UAV().Size(512);
ID3D11UnorderedAccessViewPtr uav = MakeUAV(buf).Format(DXGI_FORMAT_R32_TYPELESS);
uint32_t data[128] = {};
for(int i = 0; i < 128; i++)
data[i] = (uint32_t)rand();
ID3D11BufferPtr buf2 = MakeBuffer().ByteAddressed().SRV().Data(data);
ID3D11ShaderResourceViewPtr srv = MakeSRV(buf2).Format(DXGI_FORMAT_R32_TYPELESS);
while(Running())
{
Vec4f col(0.4f, 0.5f, 0.6f, 1.0f);
ClearRenderTargetView(bbRTV, col);
ctx->ClearUnorderedAccessViewUint(uav, (uint32_t *)&col.x);
ctx->CSSetShaderResources(0, 1, &srv.GetInterfacePtr());
ctx->CSSetUnorderedAccessViews(0, 1, &uav.GetInterfacePtr(), NULL);
ctx->CSSetShader(cs, NULL, 0);
ctx->Dispatch(1, 1, 1);
Present();
}
return 0;
}
};
REGISTER_TEST(Byte_Address_Buffers);
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