dxvk/tests/d3d11/test_d3d11_triangle.cpp

564 lines
18 KiB
C++

#include <d3dcompiler.h>
#include <d3d11.h>
#include <windows.h>
#include <windowsx.h>
#include <thread>
#include "../../src/util/thread.h"
#include "../test_utils.h"
using namespace dxvk;
struct Extent2D {
uint32_t w, h;
};
struct Vertex {
float x, y, z, w;
};
struct Color {
uint8_t r, g, b, a;
};
bool m_report = false;
const std::string g_vertexShaderCode =
"Buffer<float4> buf : register(t0);\n"
"struct vs_out {\n"
" float4 pos : POSITION;\n"
" float4 color : COLOR;\n"
"};\n"
"vs_out main(float4 vsIn : IN_POSITION,\n"
" uint vid : SV_VERTEXID,\n"
" uint iid : SV_INSTANCEID) {\n"
" vs_out result;\n"
" result.pos = vsIn;\n"
" result.color.x = buf[vid].x;\n"
" result.color.y = buf[iid * 3].y;\n"
" result.color.z = buf[0].z;\n"
" result.color.w = 1.0f;\n"
" return result;\n"
"}\n";
const std::string g_hullShaderCode =
"struct vs_out {\n"
" float4 pos : POSITION;\n"
" float4 color : COLOR;\n"
"};\n"
"struct hs_vtx {\n"
" float4 pos : POSITION;\n"
"};\n"
"struct hs_patch {\n"
" float4 color : COLOR;\n"
" float tessEdge[3] : SV_TessFactor;\n"
" float tessInner : SV_InsideTessFactor;\n"
"};\n"
"hs_patch main_pc(InputPatch<vs_out, 3> ip) {\n"
" hs_patch ov;\n"
" ov.color = ip[0].color;\n"
" ov.tessEdge[0] = 4.0f;\n"
" ov.tessEdge[1] = 4.0f;\n"
" ov.tessEdge[2] = 4.0f;\n"
" ov.tessInner = 4.0f;\n"
" return ov;\n"
"}\n"
"[domain(\"tri\")]\n"
"[partitioning(\"fractional_odd\")]\n"
"[outputtopology(\"triangle_cw\")]\n"
"[outputcontrolpoints(3)]\n"
"[patchconstantfunc(\"main_pc\")]\n"
"hs_vtx main(InputPatch<vs_out, 3> ip, uint i : SV_OutputControlPointID) {\n"
" hs_vtx ov;\n"
" ov.pos = ip[i].pos;\n"
" return ov;\n"
"}\n";
const std::string g_domainShaderCode =
"struct ds_out {\n"
" float4 pos : SV_POSITION;\n"
" float4 color : COLOR;\n"
"};\n"
"struct hs_vtx {\n"
" float4 pos : POSITION;\n"
"};\n"
"struct hs_patch {\n"
" float4 color : COLOR;\n"
" float tessEdge[3] : SV_TessFactor;\n"
" float tessInner : SV_InsideTessFactor;\n"
"};\n"
"[domain(\"tri\")]\n"
"ds_out main(float3 p : SV_DomainLocation, OutputPatch<hs_vtx, 3> ip, hs_patch pc) {\n"
" ds_out ov;\n"
" ov.pos = ip[0].pos * p.x\n"
" + ip[1].pos * p.y\n"
" + ip[2].pos * p.z;\n"
" ov.color = pc.color;\n"
" return ov;\n"
"}\n";
const std::string g_pixelShaderCode =
"struct vs_out {\n"
" float4 pos : SV_POSITION;\n"
" float4 color : COLOR;\n"
"};\n"
"float4 main(vs_out ps_in) : SV_TARGET {\n"
" return ps_in.color;\n"
"}\n";
class TriangleApp {
public:
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");
if (FAILED(m_factory->EnumAdapters(0, &m_adapter)))
throw DxvkError("Failed to enumerate DXGI adapter");
HRESULT status = D3D11CreateDevice(
m_adapter.ptr(),
D3D_DRIVER_TYPE_UNKNOWN,
nullptr, 0,
nullptr, 0,
D3D11_SDK_VERSION,
&m_device,
&m_featureLevel,
&m_context);
if (FAILED(status))
throw DxvkError("Failed to create D3D11 device");
DXGI_SWAP_CHAIN_DESC swapDesc;
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;
swapDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapDesc.SampleDesc.Count = 8;
swapDesc.SampleDesc.Quality = 0;
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapDesc.BufferCount = 2;
swapDesc.OutputWindow = window;
swapDesc.Windowed = true;
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
if (FAILED(m_factory->CreateSwapChain(m_device.ptr(), &swapDesc, &m_swapChain)))
throw DxvkError("Failed to create DXGI swap chain");
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");
if (FAILED(m_swapChain->ResizeTarget(&swapDesc.BufferDesc)))
throw DxvkError("Failed to resize window");
std::array<Vertex, 21> vertexData = {{
{ -0.25f, -0.15f, 0.0f, 1.0f },
{ -0.50f, -0.65f, 0.0f, 1.0f },
{ -0.75f, -0.15f, 0.0f, 1.0f },
{ 0.75f, -0.15f, 0.0f, 1.0f },
{ 0.50f, -0.65f, 0.0f, 1.0f },
{ 0.25f, -0.15f, 0.0f, 1.0f },
{ -0.75f, 0.15f, 0.0f, 1.0f },
{ -0.50f, 0.65f, 0.0f, 1.0f },
{ -0.25f, 0.15f, 0.0f, 1.0f },
{ 0.25f, 0.15f, 0.0f, 1.0f },
{ 0.50f, 0.65f, 0.0f, 1.0f },
{ 0.75f, 0.15f, 0.0f, 1.0f },
{ 0.25f, 0.75f, 0.0f, 1.0f },
{ 0.00f, 0.25f, 0.0f, 1.0f },
{ -0.25f, 0.75f, 0.0f, 1.0f },
{ -0.25f, -0.75f, 0.0f, 1.0f },
{ 0.00f, -0.25f, 0.0f, 1.0f },
{ 0.25f, -0.75f, 0.0f, 1.0f },
{ -0.25f, -0.25f, 0.0f, 1.0f },
{ 0.00f, 0.25f, 0.0f, 1.0f },
{ 0.25f, -0.25f, 0.0f, 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;
if (FAILED(m_device->CreateBuffer(&vertexDesc, &vertexDataInfo, &m_vertexBuffer)))
throw DxvkError("Failed to create vertex buffer");
std::array<uint32_t, 9> indexData = {{
0, 1, 2, 0, 1, 2, 2, 1, 0
}};
D3D11_BUFFER_DESC indexDesc;
indexDesc.ByteWidth = sizeof(uint32_t) * indexData.size();
indexDesc.Usage = D3D11_USAGE_IMMUTABLE;
indexDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexDesc.CPUAccessFlags = 0;
indexDesc.MiscFlags = 0;
indexDesc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA indexDataInfo;
indexDataInfo.pSysMem = indexData.data();
indexDataInfo.SysMemPitch = 0;
indexDataInfo.SysMemSlicePitch = 0;
if (FAILED(m_device->CreateBuffer(&indexDesc, &indexDataInfo, &m_indexBuffer)))
throw DxvkError("Failed to create index buffer");
std::array<Color, 6> resourceData = {{
{ 0x20, 0x20, 0x20, 0xFF },
{ 0x20, 0x20, 0x20, 0xFF },
{ 0x20, 0x20, 0x20, 0xFF },
{ 0xFF, 0xFF, 0x00, 0xFF },
{ 0xFF, 0xFF, 0x00, 0xFF },
{ 0xFF, 0xFF, 0x00, 0xFF },
}};
D3D11_BUFFER_DESC resourceDesc;
resourceDesc.ByteWidth = sizeof(Color) * resourceData.size();
resourceDesc.Usage = D3D11_USAGE_IMMUTABLE;
resourceDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
resourceDesc.CPUAccessFlags = 0;
resourceDesc.MiscFlags = 0;
resourceDesc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA resourceDataInfo;
resourceDataInfo.pSysMem = resourceData.data();
resourceDataInfo.SysMemPitch = 0;
resourceDataInfo.SysMemSlicePitch = 0;
if (FAILED(m_device->CreateBuffer(&resourceDesc, &resourceDataInfo, &m_resourceBuffer)))
throw DxvkError("Failed to create resource buffer");
D3D11_SHADER_RESOURCE_VIEW_DESC resourceViewDesc;
resourceViewDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
resourceViewDesc.Buffer.FirstElement = 0;
resourceViewDesc.Buffer.NumElements = resourceData.size();
if (FAILED(m_device->CreateShaderResourceView(m_resourceBuffer.ptr(), &resourceViewDesc, &m_resourceView)))
throw DxvkError("Failed to create resource buffer view");
Com<ID3DBlob> vertexShaderBlob;
Com<ID3DBlob> hullShaderBlob;
Com<ID3DBlob> domainShaderBlob;
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_hullShaderCode.data(),
g_hullShaderCode.size(),
"Hull shader",
nullptr, nullptr,
"main", "hs_5_0", 0, 0,
&hullShaderBlob,
nullptr)))
throw DxvkError("Failed to compile hull shader");
if (FAILED(D3DCompile(
g_domainShaderCode.data(),
g_domainShaderCode.size(),
"Domain shader",
nullptr, nullptr,
"main", "ds_5_0", 0, 0,
&domainShaderBlob,
nullptr)))
throw DxvkError("Failed to compile domain 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->CreateHullShader(
hullShaderBlob->GetBufferPointer(),
hullShaderBlob->GetBufferSize(),
nullptr, &m_hullShader)))
throw DxvkError("Failed to create hull shader");
if (FAILED(m_device->CreateDomainShader(
domainShaderBlob->GetBufferPointer(),
domainShaderBlob->GetBufferSize(),
nullptr, &m_domainShader)))
throw DxvkError("Failed to create domain shader");
if (FAILED(m_device->CreatePixelShader(
pixelShaderBlob->GetBufferPointer(),
pixelShaderBlob->GetBufferSize(),
nullptr, &m_pixelShader)))
throw DxvkError("Failed to create pixel shader");
std::array<D3D11_INPUT_ELEMENT_DESC, 1> vertexFormatDesc = {{
{ "IN_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, x), 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");
D3D11_QUERY_DESC queryDesc;
queryDesc.Query = D3D11_QUERY_OCCLUSION;
queryDesc.MiscFlags = 0;
if (FAILED(m_device->CreateQuery(&queryDesc, &m_query)))
throw DxvkError("Failed to create occlusion query");
}
~TriangleApp() {
m_context->ClearState();
}
void run() {
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->HSSetShader(m_hullShader.ptr(), nullptr, 0);
m_context->DSSetShader(m_domainShader.ptr(), nullptr, 0);
m_context->PSSetShader(m_pixelShader.ptr(), nullptr, 0);
m_context->VSSetShaderResources(0, 1, &m_resourceView);
UINT vsStride = sizeof(Vertex);
UINT vsOffset = 0;
// Test normal draws with base vertex
m_context->Begin(m_query.ptr());
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST);
m_context->IASetInputLayout(m_vertexFormat.ptr());
m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset);
m_context->Draw(3, 0);
m_context->Draw(3, 3);
m_context->End(m_query.ptr());
// Test instanced draws with base instance and base vertex
vsOffset = 6 * sizeof(Vertex);
m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset);
m_context->DrawInstanced(3, 1, 0, 1);
m_context->DrawInstanced(3, 1, 3, 1);
// Test indexed draws with base vertex and base index
vsOffset = 12 * sizeof(Vertex);
m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset);
m_context->IASetIndexBuffer(m_indexBuffer.ptr(), DXGI_FORMAT_R32_UINT, 0);
m_context->DrawIndexed(3, 0, 0);
m_context->DrawIndexed(3, 3, 3);
// Test default backface culling
vsOffset = 18 * sizeof(Vertex);
m_context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &vsStride, &vsOffset);
m_context->DrawIndexed(3, 6, 0);
m_context->OMSetRenderTargets(0, nullptr, nullptr);
m_swapChain->Present(1, 0);
// Test query results
while (true) {
UINT64 samplesPassed = 0;
UINT queryStatus = m_context->GetData(
m_query.ptr(), &samplesPassed, sizeof(samplesPassed),
D3D11_ASYNC_GETDATA_DONOTFLUSH);
if (queryStatus == S_OK) {
if (samplesPassed == 0)
std::cerr << "Occlusion query returned 0 samples" << std::endl;
break;
} else if (queryStatus == S_FALSE) {
std::this_thread::yield();
} else {
std::cerr << "Occlusion query failed" << std::endl;
break;
}
}
}
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;
Com<ID3D11DeviceContext> m_context;
Com<IDXGISwapChain> m_swapChain;
Com<ID3D11Texture2D> m_buffer;
Com<ID3D11RenderTargetView> m_bufferView;
Com<ID3D11Buffer> m_resourceBuffer;
Com<ID3D11ShaderResourceView> m_resourceView;
Com<ID3D11Buffer> m_indexBuffer;
Com<ID3D11Buffer> m_vertexBuffer;
Com<ID3D11InputLayout> m_vertexFormat;
Com<ID3D11VertexShader> m_vertexShader;
Com<ID3D11HullShader> m_hullShader;
Com<ID3D11DomainShader> m_domainShader;
Com<ID3D11PixelShader> m_pixelShader;
Com<ID3D11Query> m_query;
D3D_FEATURE_LEVEL m_featureLevel;
uint32_t m_frameId = 0;
};
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow) {
HWND hWnd;
WNDCLASSEXW wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass1";
RegisterClassExW(&wc);
hWnd = CreateWindowExW(0,
L"WindowClass1",
L"Our First Windowed Program",
WS_OVERLAPPEDWINDOW,
300, 300,
640, 480,
nullptr,
nullptr,
hInstance,
nullptr);
ShowWindow(hWnd, nCmdShow);
MSG msg;
try {
TriangleApp app(hInstance, hWnd);
while (true) {
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
return msg.wParam;
} else {
app.run();
}
}
} catch (const dxvk::DxvkError& e) {
std::cerr << e.message() << std::endl;
return msg.wParam;
}
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
if (m_report) {
std::cout << "hwnd: " << hWnd << std::endl;
std::cout << "msg: " << message << std::endl;
std::cout << "wp: " << wParam << std::endl;
std::cout << "lp: " << lParam << std::endl;
}
switch (message) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}