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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2018 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 "d3d12_test.h"
struct D3D12_Simple_Triangle : D3D12GraphicsTest
{
static constexpr const char *Description =
"Just draws a simple triangle, using normal pipeline. Basic test that can be used "
"for any dead-simple tests that don't require any particular API use";
int main(int argc, char **argv)
{
// initialise, create window, create device, etc
if(!Init(argc, argv))
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
ID3D12ResourcePtr vb = MakeBuffer().Data(DefaultTri);
ID3D12RootSignaturePtr sig = MakeSig({});
ID3D12PipelineStatePtr pso = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob);
ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv = MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).Create(0);
ClearRenderTargetView(cmd, rtv, {0.4f, 0.5f, 0.6f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
cmd->SetPipelineState(pso);
cmd->SetGraphicsRootSignature(sig);
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, {});
cmd->DrawInstanced(3, 1, 0, 0);
FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
cmd->Close();
Submit({cmd});
Present();
}
return 0;
}
};
REGISTER_TEST(D3D12_Simple_Triangle);
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