1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107
|
/******************************************************************************
* 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 Saturate : D3D11GraphicsTest
{
static constexpr const char *Description = "Tests using saturate, originally for a bug report";
std::string pixel = R"EOSHADER(
void main(float4 pos : SV_Position, out float4 a : SV_Target0, out float4 b : SV_Target1)
{
// this code is arbitrary, just to get a negative value and ensure
// it's a) not known ahead of time at all
// b) not merged in with any of the calculations pre-saturate below
float negative = log2(pos.x / 1000.0f);
// maps to mov_sat
float zero = saturate(negative);
// maps to add_sat which breaks
float addsatzero = saturate(negative - 1.00001f);
// maps to mul_sat
float mulsatzero = saturate(negative * 1.00001f);
a.x = negative;
a.y = zero;
a.z = addsatzero;
a.w = mulsatzero;
b.x = float(zero == 0.0f);
b.y = float(addsatzero == 0.0f);
b.z = float(mulsatzero == 0.0f);
b.w = 0.0f;
}
)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);
ID3D11Texture2DPtr fltTex[2] = {
MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 400, 400).RTV(),
MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 400, 400).RTV(),
};
ID3D11RenderTargetViewPtr fltRT[2] = {
MakeRTV(fltTex[0]), MakeRTV(fltTex[1]),
};
while(Running())
{
ClearRenderTargetView(fltRT[0], {0.4f, 0.5f, 0.6f, 1.0f});
ClearRenderTargetView(fltRT[1], {0.4f, 0.5f, 0.6f, 1.0f});
ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
ID3D11RenderTargetView *rts[] = {
fltRT[0], fltRT[1],
};
ctx->OMSetRenderTargets(2, rts, NULL);
ctx->Draw(3, 0);
Present();
}
return 0;
}
};
REGISTER_TEST(Saturate);
|