mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-05 10:24:13 +01:00
289 lines
8.7 KiB
C++
289 lines
8.7 KiB
C++
#include <array>
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#include <cstring>
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#include <d3dcompiler.h>
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#include <d3d11.h>
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#include <windows.h>
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#include <windowsx.h>
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#include "../test_utils.h"
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using namespace dxvk;
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const std::string g_vsCode =
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"struct VS_IFACE {\n"
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" float4 pos : VS_POSITION;\n"
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"};\n"
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"VS_IFACE main(VS_IFACE ia_in) {\n"
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" return ia_in;\n"
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"}\n";
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const std::string g_gsCode =
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"struct GS_IN {\n"
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" float4 pos : VS_POSITION;\n"
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"};\n"
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"struct GS_OUT_NORMAL {\n"
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" float3 nor : GS_NORMAL;\n"
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" float len : GS_LENGTH;\n"
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"};\n"
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"[maxvertexcount(1)]\n"
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"void main(triangle GS_IN vs_in[3], inout PointStream<GS_OUT_NORMAL> o_normals) {\n"
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" float3 ds1 = vs_in[1].pos.xyz - vs_in[0].pos.xyz;\n"
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" float3 ds2 = vs_in[2].pos.xyz - vs_in[0].pos.xyz;\n"
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" float3 cv = cross(ds1, ds2);\n"
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" float cl = length(cv);\n"
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" GS_OUT_NORMAL normal;\n"
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" normal.nor = cv / cl;\n"
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" normal.len = cl;"
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" o_normals.Append(normal);\n"
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"}\n";
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Com<ID3D11Device> g_d3d11Device;
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Com<ID3D11DeviceContext> g_d3d11Context;
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Com<ID3D11VertexShader> g_vertShader;
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Com<ID3D11GeometryShader> g_geomShader;
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Com<ID3D11InputLayout> g_inputLayout;
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Com<ID3D11Buffer> g_vertexBuffer;
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Com<ID3D11Buffer> g_normalBuffer;
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Com<ID3D11Buffer> g_readBuffer;
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Com<ID3D11Query> g_soStream;
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Com<ID3D11Query> g_soOverflow;
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struct Vertex {
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float x, y, z, w;
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};
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struct Normal {
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float x, y, z, len;
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};
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int WINAPI WinMain(HINSTANCE hInstance,
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HINSTANCE hPrevInstance,
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LPSTR lpCmdLine,
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int nCmdShow) {
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if (FAILED(D3D11CreateDevice(
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nullptr, D3D_DRIVER_TYPE_HARDWARE,
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nullptr, 0, nullptr, 0, D3D11_SDK_VERSION,
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&g_d3d11Device, nullptr, &g_d3d11Context))) {
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std::cerr << "Failed to create D3D11 device" << std::endl;
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return 1;
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}
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Com<ID3DBlob> vsBlob;
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Com<ID3DBlob> gsBlob;
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if (FAILED(D3DCompile(g_vsCode.data(), g_vsCode.size(),
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"Vertex shader", nullptr, nullptr, "main", "vs_4_0",
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0, 0, &vsBlob, nullptr))) {
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std::cerr << "Failed to compile vertex shader" << std::endl;
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return 1;
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}
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if (FAILED(D3DCompile(g_gsCode.data(), g_gsCode.size(),
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"Geometry shader", nullptr, nullptr, "main", "gs_4_0",
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0, 0, &gsBlob, nullptr))) {
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std::cerr << "Failed to compile geometry shader" << std::endl;
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return 1;
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}
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if (FAILED(g_d3d11Device->CreateVertexShader(
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vsBlob->GetBufferPointer(),
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vsBlob->GetBufferSize(),
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nullptr, &g_vertShader))) {
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std::cerr << "Failed to create vertex shader" << std::endl;
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return 1;
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}
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std::array<D3D11_SO_DECLARATION_ENTRY, 2> soDeclarations = {{
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{ 0, "GS_NORMAL", 0, 0, 3, 0 },
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{ 0, "GS_LENGTH", 0, 0, 1, 0 },
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}};
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std::array<UINT, 1> soBufferStrides = {{
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sizeof(Normal),
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}};
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if (FAILED(g_d3d11Device->CreateGeometryShaderWithStreamOutput(
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gsBlob->GetBufferPointer(),
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gsBlob->GetBufferSize(),
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soDeclarations.data(),
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soDeclarations.size(),
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soBufferStrides.data(),
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soBufferStrides.size(),
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D3D11_SO_NO_RASTERIZED_STREAM,
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nullptr, &g_geomShader))) {
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std::cerr << "Failed to create geometry shader" << std::endl;
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return 1;
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}
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std::array<D3D11_INPUT_ELEMENT_DESC, 1> iaElements = {{
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{ "VS_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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}};
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if (FAILED(g_d3d11Device->CreateInputLayout(
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iaElements.data(),
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iaElements.size(),
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vsBlob->GetBufferPointer(),
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vsBlob->GetBufferSize(),
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&g_inputLayout))) {
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std::cerr << "Failed to create input layout" << std::endl;
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return 1;
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}
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std::array<Vertex, 9> vertexData = {{
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{ 0.0f, 0.0f, 0.0f, 1.0f },
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{ 1.0f, 0.0f, 0.0f, 1.0f },
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{ 0.0f, 1.0f, 0.0f, 1.0f },
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{ 0.5f,-1.0f,-0.2f, 1.0f },
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{ 3.2f, 2.0f, 0.0f, 1.0f },
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{-1.0f,-1.0f, 0.4f, 1.0f },
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{ 0.7f,-0.5f,-0.8f, 1.0f },
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{ 1.2f, 1.0f,-1.0f, 1.0f },
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{-0.1f, 1.0f,-2.7f, 1.0f },
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}};
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D3D11_BUFFER_DESC vertexDesc;
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vertexDesc.ByteWidth = vertexData.size() * sizeof(Vertex);
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vertexDesc.Usage = D3D11_USAGE_IMMUTABLE;
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vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexDesc.CPUAccessFlags = 0;
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vertexDesc.MiscFlags = 0;
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vertexDesc.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA vertexInfo;
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vertexInfo.pSysMem = vertexData.data();
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vertexInfo.SysMemPitch = vertexDesc.ByteWidth;
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vertexInfo.SysMemSlicePitch = vertexDesc.ByteWidth;
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if (FAILED(g_d3d11Device->CreateBuffer(&vertexDesc, &vertexInfo, &g_vertexBuffer))) {
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std::cerr << "Failed to create vertex buffer" << std::endl;
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return 1;
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}
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std::array<Normal, 2> normalData = { };
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D3D11_BUFFER_DESC normalDesc;
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normalDesc.ByteWidth = normalData.size() * sizeof(Normal);
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normalDesc.Usage = D3D11_USAGE_DEFAULT;
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normalDesc.BindFlags = D3D11_BIND_STREAM_OUTPUT;
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normalDesc.CPUAccessFlags = 0;
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normalDesc.MiscFlags = 0;
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normalDesc.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA normalInfo;
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normalInfo.pSysMem = normalData.data();
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normalInfo.SysMemPitch = normalDesc.ByteWidth;
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normalInfo.SysMemSlicePitch = normalDesc.ByteWidth;
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if (FAILED(g_d3d11Device->CreateBuffer(&normalDesc, &normalInfo, &g_normalBuffer))) {
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std::cerr << "Failed to create normal buffer" << std::endl;
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return 1;
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}
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D3D11_BUFFER_DESC readDesc;
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readDesc.ByteWidth = normalDesc.ByteWidth;
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readDesc.Usage = D3D11_USAGE_STAGING;
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readDesc.BindFlags = 0;
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readDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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readDesc.MiscFlags = 0;
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readDesc.StructureByteStride = 0;
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if (FAILED(g_d3d11Device->CreateBuffer(&readDesc, nullptr, &g_readBuffer))) {
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std::cerr << "Failed to create readback buffer" << std::endl;
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return 1;
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}
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D3D11_QUERY_DESC soQueryDesc;
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soQueryDesc.Query = D3D11_QUERY_SO_STATISTICS_STREAM0;
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soQueryDesc.MiscFlags = 0;
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if (FAILED(g_d3d11Device->CreateQuery(&soQueryDesc, &g_soStream))) {
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std::cerr << "Failed to create streamout query" << std::endl;
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return 1;
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}
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soQueryDesc.Query = D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM0;
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if (FAILED(g_d3d11Device->CreateQuery(&soQueryDesc, &g_soOverflow))) {
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std::cerr << "Failed to create streamout overflow query" << std::endl;
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return 1;
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}
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UINT soOffset = 0;
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UINT vbOffset = 0;
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UINT vbStride = sizeof(Vertex);
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FLOAT omBlendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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D3D11_VIEWPORT omViewport;
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omViewport.TopLeftX = 0.0f;
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omViewport.TopLeftY = 0.0f;
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omViewport.Width = 256.0f;
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omViewport.Height = 256.0f;
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omViewport.MinDepth = 0.0f;
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omViewport.MaxDepth = 1.0f;
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g_d3d11Context->IASetInputLayout(g_inputLayout.ptr());
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g_d3d11Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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g_d3d11Context->IASetVertexBuffers(0, 1, &g_vertexBuffer, &vbStride, &vbOffset);
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g_d3d11Context->RSSetState(nullptr);
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g_d3d11Context->RSSetViewports(1, &omViewport);
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g_d3d11Context->OMSetRenderTargets(0, nullptr, nullptr);
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g_d3d11Context->OMSetBlendState(nullptr, omBlendFactor, 0xFFFFFFFF);
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g_d3d11Context->OMSetDepthStencilState(nullptr, 0);
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g_d3d11Context->SOSetTargets(1, &g_normalBuffer, &soOffset);
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g_d3d11Context->VSSetShader(g_vertShader.ptr(), nullptr, 0);
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g_d3d11Context->GSSetShader(g_geomShader.ptr(), nullptr, 0);
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g_d3d11Context->Begin(g_soStream.ptr());
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g_d3d11Context->Begin(g_soOverflow.ptr());
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g_d3d11Context->Draw(vertexData.size(), 0);
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g_d3d11Context->End(g_soOverflow.ptr());
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g_d3d11Context->End(g_soStream.ptr());
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g_d3d11Context->CopyResource(
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g_readBuffer.ptr(),
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g_normalBuffer.ptr());
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D3D11_QUERY_DATA_SO_STATISTICS soQueryData = { };
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BOOL soOverflowData = false;
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while (g_d3d11Context->GetData(g_soStream.ptr(), &soQueryData, sizeof(soQueryData), 0) != S_OK
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|| g_d3d11Context->GetData(g_soOverflow.ptr(), &soOverflowData, sizeof(soOverflowData), 0) != S_OK)
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continue;
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std::cout << "Written: " << soQueryData.NumPrimitivesWritten << std::endl;
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std::cout << "Needed: " << soQueryData.PrimitivesStorageNeeded << std::endl;
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std::cout << "Overflow: " << (soOverflowData ? "Yes" : "No") << std::endl;
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D3D11_MAPPED_SUBRESOURCE mapInfo;
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if (FAILED(g_d3d11Context->Map(g_readBuffer.ptr(), 0, D3D11_MAP_READ, 0, &mapInfo))) {
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std::cerr << "Failed to map readback buffer" << std::endl;
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return 1;
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}
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std::memcpy(normalData.data(), mapInfo.pData, normalDesc.ByteWidth);
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g_d3d11Context->Unmap(g_readBuffer.ptr(), 0);
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for (uint32_t i = 0; i < normalData.size(); i++) {
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std::cout << i << ": " << normalData[i].x << ","
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<< normalData[i].y << "," << normalData[i].z << ","
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<< normalData[i].len << std::endl;
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}
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return 0;
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}
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