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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 Texture_3D : D3D11GraphicsTest
{
static constexpr const char *Description = "Test that creates and samples a 3D texture";
std::string pixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float4 uv : TEXCOORD0;
};
Texture3D<float> tex : register(t0);
SamplerState samp : register(s0);
float4 main(v2f IN) : SV_Target0
{
float4 ret = 0.0f;
float mul = 0.5f;
const float step = 0.5f;
ret += tex.SampleLevel(samp, IN.uv.yxx, 7.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.xyx, 6.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.xxy, 5.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.yxy, 4.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.yyx, 3.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.xyy, 2.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.yyy, 1.0f) * mul; mul *= step;
ret += tex.SampleLevel(samp, IN.uv.xxx, 0.0f) * mul;
return (ret + 0.5f) * IN.col;
}
)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);
CD3D11_SAMPLER_DESC sampdesc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
ID3D11SamplerStatePtr samp;
CHECK_HR(dev->CreateSamplerState(&sampdesc, &samp));
ID3D11Texture3DPtr tex = MakeTexture(DXGI_FORMAT_R8_UNORM, 128, 128, 1024).Mips(8).SRV();
uint8_t *data = new uint8_t[128 * 128 * 1024 * sizeof(uint8_t)];
char *digits[10] = {
"..####.."
".#....#."
"#......#"
"#......#" // 0
"#......#"
"#......#"
".#....#."
"..####..",
"....#..."
"...##..."
"..#.#..."
"....#..." // 1
"....#..."
"....#..."
"....#..."
"..####..",
"..###..."
".#...#.."
".....#.."
"....#..." // 2
"....#..."
"...#...."
"...#...."
"..####..",
"..###..."
".#...#.."
".....#.."
".....#.." // 3
"..###..."
".....#.."
".#...#.."
"..###...",
"........"
"....#..."
"...#...."
"..#....."
".#..#..." // 4
".#####.."
"....#..."
"....#...",
".#####.."
".#......"
".#......"
".####..." // 5
".....#.."
".....#.."
".#...#.."
"..###...",
"........"
".....#.."
"....#..."
"...#...."
"..####.." // 6
".#....#."
".#....#."
"..####..",
"........"
"........"
".######."
".....#.."
"....#..." // 7
"...#...."
"..#....."
".#......",
"..####.."
".#....#."
".#....#."
"..####.." // 8
".#....#."
".#....#."
".#....#."
"..####..",
"..####.."
".#....#."
".#....#."
"..#####." // 9
"......#."
".....#.."
"....#..."
"...#....",
};
for(uint32_t mip = 0; mip < 8; mip++)
{
uint32_t d = 128 >> mip;
if(mip > 0)
{
for(uint32_t i = 0; i < d * d * (1024 >> mip); i++)
data[i] = uint8_t((rand() % 0x7f) << 1);
}
else
{
for(uint32_t slice = 0; slice < 1024; slice++)
{
uint8_t *base = data + d * d * sizeof(uint8_t) * slice;
int str[4] = {0, 0, 0, 0};
uint32_t digitCalc = slice;
str[0] += digitCalc / 1000;
digitCalc %= 1000;
str[1] += digitCalc / 100;
digitCalc %= 100;
str[2] += digitCalc / 10;
digitCalc %= 10;
str[3] += digitCalc;
base += 32;
base += 32 * d * sizeof(uint8_t);
// first digit
for(int row = 0; row < 8; row++)
memcpy(base + row * d * sizeof(uint8_t), digits[str[0]] + row * 8, 8);
base += 16;
// second digit
for(int row = 0; row < 8; row++)
memcpy(base + row * d * sizeof(uint8_t), digits[str[1]] + row * 8, 8);
base += 16;
// third digit
for(int row = 0; row < 8; row++)
memcpy(base + row * d * sizeof(uint8_t), digits[str[2]] + row * 8, 8);
base += 16;
// fourth digit
for(int row = 0; row < 8; row++)
memcpy(base + row * d * sizeof(uint8_t), digits[str[3]] + row * 8, 8);
}
}
ctx->UpdateSubresource(tex, mip, NULL, data, d * sizeof(uint8_t), d * d * sizeof(uint8_t));
}
ID3D11ShaderResourceViewPtr srv = MakeSRV(tex);
delete[] data;
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);
ctx->PSSetSamplers(0, 1, &samp.GetInterfacePtr());
ctx->PSSetShaderResources(0, 1, &srv.GetInterfacePtr());
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(Texture_3D);
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