dxvk/tests/d3d11/test_d3d11_map_read.cpp

204 lines
6.2 KiB
C++

#include <array>
#include <cstring>
#include <d3dcompiler.h>
#include <d3d11.h>
#include <windows.h>
#include <windowsx.h>
#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<ID3D11Device> g_d3d11Device;
Com<ID3D11DeviceContext> g_d3d11Context;
Com<ID3D11VertexShader> g_vertShader;
Com<ID3D11InputLayout> g_inputLayout;
Com<ID3D11Buffer> g_vertexBuffer;
Com<ID3D11Texture2D> g_depthRender;
Com<ID3D11Texture2D> g_depthRead;
Com<ID3D11DepthStencilView> g_depthView;
Com<ID3D11DepthStencilState>g_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<ID3DBlob> vsBlob;
Com<ID3DBlob> 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<D3D11_INPUT_ELEMENT_DESC, 1> 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<Vertex, 4> 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<const uint32_t*>(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;
}