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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 Structured_Buffer_Read : D3D11GraphicsTest
{
static constexpr const char *Description =
"Test reading from structured buffers, with and without offsets";
std::string pixel = R"EOSHADER(
struct mystruct
{
uint data[5];
};
StructuredBuffer<mystruct> buf1 : register(t0);
StructuredBuffer<mystruct> buf2 : register(t1);
float4 main() : SV_Target0
{
float3 first = float3(buf1[0].data[0], buf1[0].data[1], buf1[0].data[2]) +
float3(buf2[0].data[0], buf2[0].data[1], buf2[0].data[2]);
float last = float(buf1[0].data[4]) + float(buf2[0].data[4]);
return float4(first, last)/100.0f;
}
)EOSHADER";
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(pixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
uint32_t data[5 * 10];
for(int i = 0; i < 5 * 10; i++)
data[i] = uint32_t(i);
ID3D11BufferPtr structbuf = MakeBuffer().Structured(5 * sizeof(uint32_t)).Data(data).SRV();
ID3D11ShaderResourceViewPtr structbufSRV[2] = {
MakeSRV(structbuf), MakeSRV(structbuf).FirstElement(5).NumElements(1),
};
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);
ctx->PSSetShaderResources(0, 2, (ID3D11ShaderResourceView **)structbufSRV);
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(Structured_Buffer_Read);
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