[tests] Updated D3D11 triangle sample

This commit is contained in:
Philip Rebohle 2017-12-08 11:19:12 +01:00
parent 4a4f5bea29
commit 26dc8e2dd8
4 changed files with 184 additions and 8 deletions

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@ -36,4 +36,13 @@ The behaviour of DXVK can be modified with environment variables.
- `DXVK_SHADER_DUMP_PATH=directory` Writes all DXBC and SPIR-V shaders to the given directory
- `DXVK_SHADER_READS_PATH=directory` Reads SPIR-V shaders from the given directory instead of compiling the DXBC shader.
- `DXVK_DEBUG_LAYERS=1` Enables Vulkan debug layers. Highly recommended for troubleshooting and debugging purposes.
- `DXVK_DEBUG_LAYERS=1` Enables Vulkan debug layers. Highly recommended for troubleshooting and debugging purposes.
## Samples and executables
In addition to the DLLs, the following standalone programs are included in the project:
- `d3d11-triangle`: Renders a triangle using D3D11. Requires native `d3dcompiler_47.dll`.
- `dxgi-factory`: Enumerates DXGI adapters and outputs for debugging purposes.
- `dxbc-dcompiler`: Compiles a DXBC shader to SPIR-V.
- `dxbc-disasm`: Disassembles a DXBC shader. Requires native `d3dcompiler_47.dll`.
- `dxvk-triangle`: Renders a triangle using pure DXVK, which is the Vulkan-based state tracker that the D3D11 implementation is based on.

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@ -366,6 +366,7 @@ namespace dxvk {
pInputElementDescs[i].Format).actual;
attrib.offset = pInputElementDescs[i].AlignedByteOffset;
// TODO implement D3D11_APPEND_ALIGNED_ELEMENT
if (attrib.offset == D3D11_APPEND_ALIGNED_ELEMENT) {
Logger::err("D3D11Device::CreateInputLayout: D3D11_APPEND_ALIGNED_ELEMENT not supported yet");
return E_INVALIDARG;

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@ -1,4 +1,4 @@
test_d3d11_deps = [ util_dep, lib_dxgi, lib_d3d11 ]
test_d3d11_deps = [ util_dep, lib_dxgi, lib_d3d11, lib_d3dcompiler_47 ]
executable('d3d11-compute', files('test_d3d11_compute.cpp'), dependencies : test_d3d11_deps, install : true)
executable('d3d11-triangle', files('test_d3d11_triangle.cpp'), dependencies : test_d3d11_deps, install : true)

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@ -1,3 +1,4 @@
#include <d3dcompiler.h>
#include <d3d11.h>
#include <windows.h>
@ -7,11 +8,46 @@
using namespace dxvk;
struct Extent2D {
uint32_t w, h;
};
struct Vertex {
float x, y, z, w;
float r, g, b, a;
};
const std::string g_vertexShaderCode =
"struct VsInput {\n"
" float4 position : IN_POSITION;\n"
" float4 color : IN_COLOR;\n"
"};\n"
"struct VsOutput {\n"
" float4 position : SV_POSITION;\n"
" float4 color : PS_COLOR;\n"
"};\n"
"VsOutput main(VsInput vsIn) {\n"
" VsOutput vsOut;\n"
" vsOut.position = vsIn.position;\n"
" vsOut.color = vsIn.color;\n"
" return vsOut;\n"
"}\n";
const std::string g_pixelShaderCode =
"struct PsInput {\n"
" float4 position : SV_POSITION;\n"
" float4 color : PS_COLOR;\n"
"};\n"
"float4 main(PsInput psIn) : SV_TARGET {\n"
" return psIn.color;\n"
"}\n";
class TriangleApp {
public:
TriangleApp(HINSTANCE instance, HWND window) {
TriangleApp(HINSTANCE instance, HWND window)
: m_window(window) {
if (FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory),
reinterpret_cast<void**>(&m_factory))))
throw DxvkError("Failed to create DXGI factory");
@ -33,8 +69,8 @@ public:
throw DxvkError("Failed to create D3D11 device");
DXGI_SWAP_CHAIN_DESC swapDesc;
swapDesc.BufferDesc.Width = 1024;
swapDesc.BufferDesc.Height = 600;
swapDesc.BufferDesc.Width = m_windowSize.w;
swapDesc.BufferDesc.Height = m_windowSize.h;
swapDesc.BufferDesc.RefreshRate = { 60, 1 };
swapDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
swapDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
@ -42,7 +78,7 @@ public:
swapDesc.SampleDesc.Count = 1;
swapDesc.SampleDesc.Quality = 0;
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapDesc.BufferCount = 1;
swapDesc.BufferCount = 2;
swapDesc.OutputWindow = window;
swapDesc.Windowed = true;
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
@ -60,6 +96,77 @@ public:
if (FAILED(m_swapChain->ResizeTarget(&swapDesc.BufferDesc)))
throw DxvkError("Failed to resize window");
std::array<Vertex, 3> vertexData = {{
{ -0.5f, -0.5f, 0.0f, 1.0f, 0.03f, 0.03f, 0.03f, 1.0f },
{ 0.0f, 0.5f, 0.0f, 1.0f, 0.03f, 0.03f, 0.03f, 1.0f },
{ 0.5f, -0.5f, 0.0f, 1.0f, 0.03f, 0.03f, 0.03f, 1.0f },
}};
D3D11_BUFFER_DESC vertexDesc;
vertexDesc.ByteWidth = sizeof(Vertex) * vertexData.size();
vertexDesc.Usage = D3D11_USAGE_IMMUTABLE;
vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexDesc.CPUAccessFlags = 0;
vertexDesc.MiscFlags = 0;
vertexDesc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA vertexDataInfo;
vertexDataInfo.pSysMem = vertexData.data();
vertexDataInfo.SysMemPitch = 0;
vertexDataInfo.SysMemSlicePitch = 0;
Com<ID3DBlob> vertexShaderBlob;
Com<ID3DBlob> pixelShaderBlob;
if (FAILED(D3DCompile(
g_vertexShaderCode.data(),
g_vertexShaderCode.size(),
"Vertex shader",
nullptr, nullptr,
"main", "vs_5_0", 0, 0,
&vertexShaderBlob,
nullptr)))
throw DxvkError("Failed to compile vertex shader");
if (FAILED(D3DCompile(
g_pixelShaderCode.data(),
g_pixelShaderCode.size(),
"Pixel shader",
nullptr, nullptr,
"main", "ps_5_0", 0, 0,
&pixelShaderBlob,
nullptr)))
throw DxvkError("Failed to compile pixel shader");
if (FAILED(m_device->CreateVertexShader(
vertexShaderBlob->GetBufferPointer(),
vertexShaderBlob->GetBufferSize(),
nullptr, &m_vertexShader)))
throw DxvkError("Failed to create vertex shader");
if (FAILED(m_device->CreatePixelShader(
pixelShaderBlob->GetBufferPointer(),
pixelShaderBlob->GetBufferSize(),
nullptr, &m_pixelShader)))
throw DxvkError("Failed to create pixel shader");
if (FAILED(m_device->CreateBuffer(&vertexDesc, &vertexDataInfo, &m_vertexBuffer)))
throw DxvkError("Failed to create vertex buffer");
std::array<D3D11_INPUT_ELEMENT_DESC, 2> vertexFormatDesc = {{
{ "IN_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, x), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "IN_COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, r), D3D11_INPUT_PER_VERTEX_DATA, 0 },
}};
if (FAILED(m_device->CreateInputLayout(
vertexFormatDesc.data(),
vertexFormatDesc.size(),
vertexShaderBlob->GetBufferPointer(),
vertexShaderBlob->GetBufferSize(),
&m_vertexFormat)))
throw DxvkError("Failed to create input layout");
}
@ -69,15 +176,69 @@ public:
void run() {
FLOAT color[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
this->adjustBackBuffer();
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
viewport.Width = static_cast<float>(m_windowSize.w);
viewport.Height = static_cast<float>(m_windowSize.h);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
m_context->RSSetViewports(1, &viewport);
FLOAT color[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
m_context->OMSetRenderTargets(1, &m_bufferView, nullptr);
m_context->ClearRenderTargetView(m_bufferView.ptr(), color);
m_context->VSSetShader(m_vertexShader.ptr(), nullptr, 0);
m_context->PSSetShader(m_pixelShader.ptr(), nullptr, 0);
UINT vsStride = sizeof(Vertex);
UINT vsOffset = 0;
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_context->IASetInputLayout(m_vertexFormat.ptr());
m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset);
m_context->Draw(3, 0);
m_context->OMSetRenderTargets(0, nullptr, nullptr);
m_swapChain->Present(0, 0);
}
void adjustBackBuffer() {
RECT windowRect = { 0, 0, 1024, 600 };
GetClientRect(m_window, &windowRect);
Extent2D newWindowSize = {
static_cast<uint32_t>(windowRect.right - windowRect.left),
static_cast<uint32_t>(windowRect.bottom - windowRect.top),
};
if (m_windowSize.w != newWindowSize.w
|| m_windowSize.h != newWindowSize.h) {
m_buffer = nullptr;
m_bufferView = nullptr;
if (FAILED(m_swapChain->ResizeBuffers(0,
newWindowSize.w, newWindowSize.h, DXGI_FORMAT_UNKNOWN, 0)))
throw DxvkError("Failed to resize back buffers");
if (FAILED(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&m_buffer))))
throw DxvkError("Failed to get swap chain back buffer");
if (FAILED(m_device->CreateRenderTargetView(m_buffer.ptr(), nullptr, &m_bufferView)))
throw DxvkError("Failed to create render target view");
m_windowSize = newWindowSize;
}
}
private:
HWND m_window;
Extent2D m_windowSize = { 1024, 600 };
Com<IDXGIFactory> m_factory;
Com<IDXGIAdapter> m_adapter;
Com<ID3D11Device> m_device;
@ -86,8 +247,13 @@ private:
Com<ID3D11Texture2D> m_buffer;
Com<ID3D11RenderTargetView> m_bufferView;
Com<ID3D11Buffer> m_vertexBuffer;
Com<ID3D11InputLayout> m_vertexFormat;
D3D_FEATURE_LEVEL m_featureLevel;
Com<ID3D11VertexShader> m_vertexShader;
Com<ID3D11PixelShader> m_pixelShader;
D3D_FEATURE_LEVEL m_featureLevel;
};