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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 Overdraw_Stress : D3D11GraphicsTest
{
static constexpr const char *Description = "Renders a lot of overlapping triangles";
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11Texture2DPtr bbDepth =
MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight).DSV();
ID3D11DepthStencilViewPtr bbDSV = MakeDSV(bbDepth);
CD3D11_RASTERIZER_DESC rd = CD3D11_RASTERIZER_DESC(CD3D11_DEFAULT());
rd.CullMode = D3D11_CULL_NONE;
ID3D11RasterizerStatePtr rs;
CHECK_HR(dev->CreateRasterizerState(&rd, &rs));
CD3D11_BLEND_DESC bd = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
bd.IndependentBlendEnable = TRUE;
bd.RenderTarget[0].BlendEnable = TRUE;
bd.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
bd.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_MIN;
bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MIN;
bd.RenderTarget[0].RenderTargetWriteMask = 0xf;
ID3D11BlendStatePtr bs;
CHECK_HR(dev->CreateBlendState(&bd, &bs));
CD3D11_DEPTH_STENCIL_DESC dd = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
dd.DepthEnable = FALSE;
dd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
dd.DepthFunc = D3D11_COMPARISON_LESS;
dd.StencilEnable = FALSE;
dd.StencilWriteMask = dd.StencilReadMask = 0xff;
ID3D11DepthStencilStatePtr ds;
CHECK_HR(dev->CreateDepthStencilState(&dd, &ds));
const size_t numVerts = 1200;
DefaultA2V triangle[numVerts] = {0};
for(int i = 0; i < numVerts; i++)
{
triangle[i].pos.x = ((float(rand()) / float(RAND_MAX)) - 0.5f) * 2.0f;
triangle[i].pos.y = ((float(rand()) / float(RAND_MAX)) - 0.5f) * 2.0f;
triangle[i].pos.z = ((float(rand()) / float(RAND_MAX)) - 0.5f) * 2.0f;
triangle[i].col.x = float(rand()) / float(RAND_MAX);
triangle[i].col.y = float(rand()) / float(RAND_MAX);
triangle[i].col.z = float(rand()) / float(RAND_MAX);
}
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
ctx->ClearDepthStencilView(bbDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ctx->RSSetState(rs);
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
float bf[] = {1.0f, 0.0f, 1.0f, 0.0f};
ctx->OMSetBlendState(bs, bf, ~0U);
ctx->OMSetDepthStencilState(ds, 0);
ctx->Draw(numVerts, 0);
Present();
}
return 0;
}
};
REGISTER_TEST(Overdraw_Stress);
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