File: d3d11_stripped_shaders.cpp

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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 Stripped_Shaders : D3D11GraphicsTest
{
  static constexpr const char *Description =
      "Tests shaders with their debug/reflection info stripped out and stored in separate blobs";

  int main(int argc, char **argv)
  {
    // initialise, create window, create device, etc
    if(!Init(argc, argv))
      return 3;

    ID3DBlobPtr vsblobUnstripped = NULL;
    ID3DBlobPtr psblobUnstripped = NULL;

    ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0", &vsblobUnstripped);
    ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_5_0", &psblobUnstripped);

    WriteBlob(GetCWD() + "/shader_debug.vs", vsblobUnstripped, false);
    WriteBlob(GetCWD() + "/shader_debug.ps", psblobUnstripped, true);

    vsblob = SetBlobPath(GetCWD() + "/shader_debug.vs", vsblob);

    CreateDefaultInputLayout(vsblob);

    ID3D11VertexShaderPtr vs = CreateVS(vsblob);
    ID3D11PixelShaderPtr ps = CreatePS(psblob);

    SetBlobPath("lz4#shader_debug.ps", ps);

    ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);

    while(Running())
    {
      ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});

      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->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);

      ctx->Draw(3, 0);

      Present();
    }

    return 0;
  }
};

REGISTER_TEST(Stripped_Shaders);