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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 Many_RTVs : D3D11GraphicsTest
{
static constexpr const char *Description = "Test repeatedly creating and destroying RTVs";
std::string pixel = R"EOSHADER(
cbuffer consts : register(b0)
{
float4 col;
};
float4 main() : SV_Target0
{
return col;
}
)EOSHADER";
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
ID3DBlobPtr vsblob = Compile(D3DFullscreenQuadVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11RenderTargetViewPtr rtv;
Vec4f col;
ID3D11BufferPtr cb = MakeBuffer().Constant().Size(sizeof(Vec4f));
D3D11_VIEWPORT view[10];
for(int i = 0; i < 10; i++)
{
view[i].MinDepth = 0.0f;
view[i].MaxDepth = 1.0f;
view[i].TopLeftX = (float)i * 50.0f;
view[i].TopLeftY = 0.0f;
view[i].Width = 50.0f;
view[i].Height = 250.0f;
}
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
ctx->PSSetConstantBuffers(0, 1, &cb.GetInterfacePtr());
for(int i = 0; i < 10; i++)
{
ctx->RSSetViewports(1, view + i);
rtv = MakeRTV(bbTex);
ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), NULL);
col = Vec4f(RANDF(0.0f, 1.0f), RANDF(0.0f, 1.0f), RANDF(0.0f, 1.0f), 1.0f);
ctx->UpdateSubresource(cb, 0, NULL, &col, sizeof(col), sizeof(col));
ctx->Draw(4, 0);
}
Present();
}
return 0;
}
};
REGISTER_TEST(Many_RTVs);
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