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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_Parameter_Zoo, D3D11GraphicsTest)
{
static constexpr const char *Description =
"General tests of parameters known to cause problems - e.g. optional values that should be "
"ignored, edge cases, special values, etc.";
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);
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
// make a simple texture so that the structured data includes texture initial states
ID3D11Texture2DPtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 4, 4).RTV();
ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
ID3DDeviceContextStatePtr ctxstate, ctxstate_off;
D3D_FEATURE_LEVEL feat11 = D3D_FEATURE_LEVEL_11_0;
CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION,
__uuidof(ID3D11Device), NULL, &ctxstate));
CHECK_HR(dev1->CreateDeviceContextState(0, &feat11, 1, D3D11_SDK_VERSION,
__uuidof(ID3D11Device), NULL, &ctxstate_off));
ctx1->SwapDeviceContextState(ctxstate_off, NULL);
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
// set the ctxstate, so it only exists in the context's memory (which we don't track)
ctx1->SwapDeviceContextState(ctxstate, NULL);
// release our resource, renderdoc will destroy it now
ctxstate = NULL;
// repeatedly toggle between the states and re-destroy ctxstate
for(int i = 0; i < 100; i++)
{
// we always need an incoming state, pass it in and get back our old state that we destroyed
ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate);
// again make it disappear
ctx1->SwapDeviceContextState(ctxstate, NULL);
ctxstate = NULL;
}
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});
RSSetScissor({0, 0, 1, 1});
D3D11_RASTERIZER_DESC raster = GetRasterState();
raster.ScissorEnable = FALSE;
SetRasterState(raster);
ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
ctx->Draw(3, 0);
Present();
// get back to how we should be with a handle to ctxstate and ctxstate_off bound
ctx1->SwapDeviceContextState(ctxstate_off, &ctxstate);
}
return 0;
}
};
REGISTER_TEST();
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