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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2022 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"
RD_TEST(D3D11_Overlay_Test, D3D11GraphicsTest)
{
static constexpr const char *Description =
"Makes a couple of draws that show off all the overlays in some way";
std::string whitePixel = R"EOSHADER(
float4 main() : SV_Target0
{
return float4(1, 1, 1, 1);
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_4_0");
ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_4_0");
CreateDefaultInputLayout(vsblob);
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
ID3D11PixelShaderPtr whiteps = CreatePS(Compile(whitePixel, "main", "ps_4_0"));
const DefaultA2V VBData[] = {
// this triangle occludes in depth
{Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.5f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.0f, 0.0f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// this triangle occludes in stencil
{Vec3f(-0.5f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(-0.5f, 0.5f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.0f, 0.9f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// this triangle is just in the background to contribute to overdraw
{Vec3f(-0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.9f, -0.9f, 0.95f), Vec4f(0.1f, 0.1f, 0.1f, 1.0f), Vec2f(1.0f, 0.0f)},
// the draw has a few triangles, main one that is occluded for depth, another that is
// adding to overdraw complexity, one that is backface culled, then a few more of various
// sizes for triangle size overlay
{Vec3f(-0.3f, -0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(-0.3f, 0.5f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.0f, 0.5f), Vec4f(1.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
{Vec3f(-0.2f, -0.2f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.2f, 0.0f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.2f, -0.4f, 0.6f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// backface culled
{Vec3f(0.1f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.5f, -0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.5f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// depth clipped (i.e. not clamped)
{Vec3f(0.6f, 0.0f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.7f, 0.2f, 0.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.8f, 0.0f, 1.5f), Vec4f(0.0f, 0.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// small triangles
// size=0.01
{Vec3f(0.0f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.41f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.01f, 0.4f, 0.5f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// size=0.015
{Vec3f(0.0f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.515f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.015f, 0.5f, 0.5f), Vec4f(0.0f, 1.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// size=0.02
{Vec3f(0.0f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.62f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.02f, 0.6f, 0.5f), Vec4f(1.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// size=0.025
{Vec3f(0.0f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 0.725f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(0.025f, 0.7f, 0.5f), Vec4f(1.0f, 0.5f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
// this triangle deliberately goes out of the viewport, it will test viewport & scissor
// clipping
{Vec3f(-1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 0.0f)},
{Vec3f(0.0f, 1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(0.0f, 1.0f)},
{Vec3f(1.3f, -1.3f, 0.95f), Vec4f(0.1f, 0.1f, 0.5f, 1.0f), Vec2f(1.0f, 0.0f)},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(VBData);
ID3D11Texture2DPtr depthtex =
MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight).DSV();
ID3D11DepthStencilViewPtr dsv = MakeDSV(depthtex);
UINT numQuals = 0;
dev->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, 4, &numQuals);
// when there's more than one quality, use a non-zero just to be awkward.
ID3D11Texture2DPtr msaatex =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight)
.RTV()
.Multisampled(4, numQuals > 1 ? 1 : 0);
ID3D11RenderTargetViewPtr msaartv = MakeRTV(msaatex);
dev->CheckMultisampleQualityLevels(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 4, &numQuals);
ID3D11Texture2DPtr msaadepthtex =
MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight)
.DSV()
.Multisampled(4, numQuals > 1 ? 1 : 0);
ID3D11DepthStencilViewPtr msaadsv = MakeDSV(msaadepthtex);
ID3D11Texture2DPtr subtex =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, screenWidth, screenHeight).RTV().Array(5).Mips(4);
ID3D11RenderTargetViewPtr subrtv =
MakeRTV(subtex).FirstSlice(2).NumSlices(1).FirstMip(2).NumMips(1);
ID3D11RenderTargetViewPtr subrtv2 =
MakeRTV(subtex).FirstSlice(2).NumSlices(1).FirstMip(3).NumMips(1);
while(Running())
{
IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
for(ID3D11RenderTargetViewPtr rtv : {bbRTV, msaartv})
{
D3D11_DEPTH_STENCIL_DESC depth = GetDepthState();
depth.StencilEnable = FALSE;
depth.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depth.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
SetDepthState(depth);
SetStencilRef(0x55);
D3D11_RASTERIZER_DESC raster = GetRasterState();
raster.ScissorEnable = TRUE;
SetRasterState(raster);
RSSetViewport(
{10.0f, 10.0f, (float)screenWidth - 20.0f, (float)screenHeight - 20.0f, 0.0f, 1.0f});
RSSetScissor({0, 0, screenWidth, screenHeight});
ID3D11DepthStencilViewPtr curDSV = rtv == msaartv ? msaadsv : dsv;
ctx->OMSetRenderTargets(1, &rtv.GetInterfacePtr(), curDSV);
ClearRenderTargetView(rtv, {0.2f, 0.2f, 0.2f, 1.0f});
ctx->ClearDepthStencilView(curDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
// draw the setup triangles
// 1: write depth
depth.DepthFunc = D3D11_COMPARISON_ALWAYS;
SetDepthState(depth);
ctx->Draw(3, 0);
// 2: write stencil
depth.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
depth.StencilEnable = TRUE;
SetDepthState(depth);
ctx->Draw(3, 3);
// 3: write background
depth.StencilEnable = FALSE;
SetDepthState(depth);
ctx->Draw(3, 6);
// add a marker so we can easily locate this draw
setMarker(rtv == msaartv ? "MSAA Test" : "Normal Test");
depth.StencilEnable = TRUE;
depth.FrontFace.StencilFunc = D3D11_COMPARISON_GREATER;
SetDepthState(depth);
ctx->Draw(24, 9);
depth.StencilEnable = FALSE;
depth.DepthFunc = D3D11_COMPARISON_ALWAYS;
SetDepthState(depth);
if(rtv == bbRTV)
{
setMarker("Viewport Test");
RSSetViewport({10.0f, 10.0f, 80.0f, 80.0f, 0.0f, 1.0f});
RSSetScissor({24, 24, 76, 76});
ctx->Draw(3, 33);
}
}
ctx->PSSetShader(whiteps, NULL, 0);
RSSetViewport({5.0f, 5.0f, float(screenWidth) / 4.0f - 10.0f,
float(screenHeight) / 4.0f - 10.0f, 0.0f, 1.0f});
RSSetScissor({0, 0, screenWidth / 4, screenHeight / 4});
ClearRenderTargetView(subrtv, {0.0f, 0.0f, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &subrtv.GetInterfacePtr(), NULL);
setMarker("Subresources mip 2");
ctx->Draw(24, 9);
RSSetViewport(
{2.0f, 2.0f, float(screenWidth / 8) - 4.0f, float(screenHeight / 8) - 4.0f, 0.0f, 1.0f});
RSSetScissor({0, 0, screenWidth / 8, screenHeight / 8});
ClearRenderTargetView(subrtv2, {0.0f, 0.0f, 0.0f, 1.0f});
ctx->OMSetRenderTargets(1, &subrtv2.GetInterfacePtr(), NULL);
setMarker("Subresources mip 3");
ctx->Draw(24, 9);
Present();
}
return 0;
}
};
REGISTER_TEST();
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