#include #include #include #include #include #include #include "../test_utils.h" using namespace dxvk; const std::string g_vsCode = "float4 main(float4 v_pos : VS_POSITION) : SV_POSITION {\n" " return v_pos;\n" "}\n"; Com g_d3d11Device; Com g_d3d11Context; Com g_vertShader; Com g_inputLayout; Com g_vertexBuffer; Com g_depthRender; Com g_depthRead; Com g_depthView; Comg_depthState; struct Vertex { float x, y, z, w; }; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { if (FAILED(D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &g_d3d11Device, nullptr, &g_d3d11Context))) { std::cerr << "Failed to create D3D11 device" << std::endl; return 1; } Com vsBlob; Com gsBlob; if (FAILED(D3DCompile(g_vsCode.data(), g_vsCode.size(), "Vertex shader", nullptr, nullptr, "main", "vs_4_0", 0, 0, &vsBlob, nullptr))) { std::cerr << "Failed to compile vertex shader" << std::endl; return 1; } if (FAILED(g_d3d11Device->CreateVertexShader( vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &g_vertShader))) { std::cerr << "Failed to create vertex shader" << std::endl; return 1; } std::array iaElements = {{ { "VS_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }}; if (FAILED(g_d3d11Device->CreateInputLayout( iaElements.data(), iaElements.size(), vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &g_inputLayout))) { std::cerr << "Failed to create input layout" << std::endl; return 1; } std::array vertexData = {{ { -1.0f, -1.0f, 0.00f, 1.0f }, { -1.0f, 1.0f, 0.66f, 1.0f }, { 1.0f, -1.0f, 0.33f, 1.0f }, { 1.0f, 1.0f, 1.00f, 1.0f }, }}; D3D11_BUFFER_DESC vertexDesc; vertexDesc.ByteWidth = vertexData.size() * sizeof(Vertex); vertexDesc.Usage = D3D11_USAGE_IMMUTABLE; vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexDesc.CPUAccessFlags = 0; vertexDesc.MiscFlags = 0; vertexDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA vertexInfo; vertexInfo.pSysMem = vertexData.data(); vertexInfo.SysMemPitch = vertexDesc.ByteWidth; vertexInfo.SysMemSlicePitch = vertexDesc.ByteWidth; if (FAILED(g_d3d11Device->CreateBuffer(&vertexDesc, &vertexInfo, &g_vertexBuffer))) { std::cerr << "Failed to create vertex buffer" << std::endl; return 1; } D3D11_TEXTURE2D_DESC depthDesc; depthDesc.Width = 16; depthDesc.Height = 16; depthDesc.MipLevels = 1; depthDesc.ArraySize = 1; depthDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; // depthDesc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT; depthDesc.SampleDesc = { 1, 0 }; depthDesc.Usage = D3D11_USAGE_DEFAULT; depthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthDesc.CPUAccessFlags = 0; depthDesc.MiscFlags = 0; if (FAILED(g_d3d11Device->CreateTexture2D(&depthDesc, nullptr, &g_depthRender))) { std::cerr << "Failed to create render buffer" << std::endl; return 1; } depthDesc.Usage = D3D11_USAGE_STAGING; depthDesc.BindFlags = 0; depthDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; if (FAILED(g_d3d11Device->CreateTexture2D(&depthDesc, nullptr, &g_depthRead))) { std::cerr << "Failed to create readback buffer" << std::endl; return 1; } if (FAILED(g_d3d11Device->CreateDepthStencilView(g_depthRender.ptr(), nullptr, &g_depthView))) { std::cerr << "Failed to create depth-stencil view" << std::endl; return 1; } D3D11_DEPTH_STENCIL_DESC dsDesc; dsDesc.DepthEnable = TRUE; dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; dsDesc.DepthFunc = D3D11_COMPARISON_ALWAYS; dsDesc.StencilEnable = FALSE; dsDesc.StencilReadMask = 0; dsDesc.StencilWriteMask = 0; dsDesc.FrontFace = { }; dsDesc.BackFace = { }; if (FAILED(g_d3d11Device->CreateDepthStencilState(&dsDesc, &g_depthState))) { std::cerr << "Failed to create depth-stencil state" << std::endl; return 1; } FLOAT omBlendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; D3D11_VIEWPORT omViewport; omViewport.TopLeftX = 0.0f; omViewport.TopLeftY = 0.0f; omViewport.Width = 16.0f; omViewport.Height = 16.0f; omViewport.MinDepth = 0.0f; omViewport.MaxDepth = 1.0f; UINT vbOffset = 0; UINT vbStride = sizeof(Vertex); g_d3d11Context->RSSetState(nullptr); g_d3d11Context->RSSetViewports(1, &omViewport); g_d3d11Context->OMSetRenderTargets(0, nullptr, g_depthView.ptr()); g_d3d11Context->OMSetBlendState(nullptr, omBlendFactor, 0xFFFFFFFF); g_d3d11Context->OMSetDepthStencilState(g_depthState.ptr(), 0); g_d3d11Context->ClearDepthStencilView(g_depthView.ptr(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.5f, 0x80); g_d3d11Context->IASetInputLayout(g_inputLayout.ptr()); g_d3d11Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); g_d3d11Context->IASetVertexBuffers(0, 1, &g_vertexBuffer, &vbStride, &vbOffset); g_d3d11Context->VSSetShader(g_vertShader.ptr(), nullptr, 0); g_d3d11Context->Draw(4, 0); g_d3d11Context->CopyResource(g_depthRead.ptr(), g_depthRender.ptr()); D3D11_MAPPED_SUBRESOURCE mapped; if (FAILED(g_d3d11Context->Map(g_depthRead.ptr(), 0, D3D11_MAP_READ, 0, &mapped))) { std::cerr << "Failed to map image" << std::endl; return 1; } for (uint32_t y = 0; y < 16; y++) { auto data = reinterpret_cast(mapped.pData) + (y * mapped.RowPitch / 4); for (uint32_t x = 0; x < 16; x++) std::cout << std::hex << std::setfill('0') << std::setw(8) << data[x] << " "; std::cout << std::endl; } g_d3d11Context->Unmap(g_depthRead.ptr(), 0); g_d3d11Context->ClearState(); return 0; }