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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 Simple_Dispatch : D3D11GraphicsTest
{
static constexpr const char *Description =
"Test that just does a dispatch and some copies, for checking basic compute stuff";
std::string compute = R"EOSHADER(
Texture2D<uint> texin : register(t0);
RWTexture2D<uint> texout : register(u0);
[numthreads(1,1,1)]
void main()
{
texout[uint2(3,4)] = texin[uint2(4,3)];
texout[uint2(4,4)] = texin[uint2(3,3)];
texout[uint2(4,3)] = texin[uint2(3,4)];
texout[uint2(3,3)] = texin[uint2(4,4)];
texout[uint2(0,0)] = texin[uint2(0,0)] + 3;
}
)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"));
uint32_t data[8 * 8] = {0};
for(size_t i = 0; i < 8 * 8; i++)
{
data[i] = 5 + rand() % 100;
}
ID3D11Texture2DPtr tex[2] = {
MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8).SRV().UAV(),
MakeTexture(DXGI_FORMAT_R32_UINT, 8, 8).SRV().UAV(),
};
ID3D11ShaderResourceViewPtr srv[2] = {
MakeSRV(tex[0]), MakeSRV(tex[1]),
};
ID3D11UnorderedAccessViewPtr uav[2] = {
MakeUAV(tex[0]), MakeUAV(tex[1]),
};
for(int i = 0; i < 2; i++)
ctx->UpdateSubresource(tex[i], 0, NULL, data, sizeof(uint32_t) * 8, sizeof(uint32_t) * 8 * 8);
while(Running())
{
float col[] = {0.4f, 0.5f, 0.6f, 1.0f};
ctx->ClearRenderTargetView(bbRTV, col);
ctx->CSSetShader(cs, NULL, 0);
ctx->UpdateSubresource(tex[1], 0, NULL, data, sizeof(uint32_t) * 8, sizeof(uint32_t) * 8 * 8);
ctx->CSSetUnorderedAccessViews(0, 1, &uav[0].GetInterfacePtr(), NULL);
ctx->CSSetShaderResources(0, 1, &srv[1].GetInterfacePtr());
ctx->Dispatch(1, 1, 1);
// copy from source to test, just for the sake of it (we could flipflop)
ctx->CopyResource(tex[1], tex[0]);
Present();
}
return 0;
}
};
REGISTER_TEST(Simple_Dispatch);
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