File: d3d11_primitiveid.cpp

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/******************************************************************************
 * The MIT License (MIT)
 *
 * Copyright (c) 2020-2022 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_PrimitiveID, D3D11GraphicsTest)
{
  static constexpr const char *Description =
      "Exercises pixel shader debugging with various primitive ID scenarios.";

  std::string common = R"EOSHADER(
struct v2f
{
  float4 pos : SV_POSITION;
  float4 col : COLOR0;
  float2 uv : TEXCOORD0;
};

struct prim2f
{
  v2f data;
  uint prim : SV_PrimitiveID;
};

)EOSHADER";

  std::string geomNoPrim = R"EOSHADER(

[maxvertexcount(6)]
void main(triangle v2f input[3], inout TriangleStream<v2f> TriStream)
{
  // Output the original triangle
  int i;
  for(i = 0; i < 3; i++)
  {
    v2f output = input[i];
    TriStream.Append(output);
  }
  TriStream.RestartStrip();

  // Output the original triangle, shifted to the right
  for(i = 0; i < 3; i++)
  {
    v2f output = input[i];
    output.pos.x += 0.5f;
    TriStream.Append(output);
  }
  TriStream.RestartStrip();
}

)EOSHADER";

  std::string geomPrim = R"EOSHADER(

[maxvertexcount(6)]
void main(triangle v2f input[3], inout TriangleStream<prim2f> TriStream)
{
  // Output the original triangle
  int i;
  for(i = 0; i < 3; i++)
  {
    prim2f output;
    output.prim = 2;
    output.data = input[i];
    TriStream.Append(output);
  }
  TriStream.RestartStrip();

  // Output the original triangle, shifted to the right
  for(i = 0; i < 3; i++)
  {
    prim2f output;
    output.prim = 3;
    output.data = input[i];
    output.data.pos.x += 0.5f;
    TriStream.Append(output);
  }
  TriStream.RestartStrip();
}

)EOSHADER";

  std::string pixelNoPrim = R"EOSHADER(

float4 main(in v2f IN) : SV_Target0
{
  return float4(0.0f, 1.0f, 0.0f, 1.0f);
}

)EOSHADER";

  std::string pixelPrim = R"EOSHADER(

float4 main(in prim2f IN) : SV_Target0
{
  return float4(IN.prim / 4.0f, 1.0f, 0.0f, 1.0f);
}

)EOSHADER";

  int main()
  {
    // initialise, create window, create device, etc
    if(!Init())
      return 3;

    ID3DBlobPtr vsBlob = Compile(D3DDefaultVertex, "main", "vs_4_0");
    ID3DBlobPtr gsNoPrimBlob = Compile(common + geomNoPrim, "main", "gs_5_0");
    ID3DBlobPtr gsPrimBlob = Compile(common + geomPrim, "main", "gs_5_0");
    ID3DBlobPtr psNoPrimBlob = Compile(common + pixelNoPrim, "main", "ps_5_0");
    ID3DBlobPtr psPrimBlob = Compile(common + pixelPrim, "main", "ps_5_0");

    CreateDefaultInputLayout(vsBlob);
    ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);

    ID3D11VertexShaderPtr vs = CreateVS(vsBlob);
    ID3D11GeometryShaderPtr gsNoPrim = CreateGS(gsNoPrimBlob);
    ID3D11GeometryShaderPtr gsPrim = CreateGS(gsPrimBlob);
    ID3D11PixelShaderPtr psNoPrim = CreatePS(psNoPrimBlob);
    ID3D11PixelShaderPtr psPrim = CreatePS(psPrimBlob);

    float halfWidth = (float)screenWidth * 0.5f;
    float halfHeight = (float)screenHeight * 0.5f;
    D3D11_VIEWPORT views[4] = {{0.0f, 0.0f, halfWidth, halfHeight, 0.0f, 1.0f},
                               {halfWidth, 0.0f, halfWidth, halfHeight, 0.0f, 1.0f},
                               {0.0f, halfHeight, halfWidth, halfHeight, 0.0f, 1.0f},
                               {halfWidth, halfHeight, halfWidth, halfHeight, 0.0f, 1.0f}};
    while(Running())
    {
      ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
      ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});

      IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
      ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
      ctx->IASetInputLayout(defaultLayout);

      annot->SetMarker(L"Test");

      // Draw with no GS, PS without prim
      RSSetViewport(views[0]);
      ctx->VSSetShader(vs, NULL, 0);
      ctx->GSSetShader(NULL, NULL, 0);
      ctx->PSSetShader(psNoPrim, NULL, 0);
      ctx->Draw(3, 0);

      // Draw with no GS, PS with prim
      RSSetViewport(views[1]);
      ctx->PSSetShader(psPrim, NULL, 0);
      ctx->Draw(3, 0);

      // Draw with GS, PS both without prim
      RSSetViewport(views[2]);
      ctx->GSSetShader(gsNoPrim, NULL, 0);
      ctx->PSSetShader(psNoPrim, NULL, 0);
      ctx->Draw(3, 0);

      // Draw with GS, PS both with prim
      RSSetViewport(views[3]);
      ctx->GSSetShader(gsPrim, NULL, 0);
      ctx->PSSetShader(psPrim, NULL, 0);
      ctx->Draw(3, 0);

      Present();
    }

    return 0;
  }
};

REGISTER_TEST();