1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-05 01:24:14 +01:00
dxvk/tests/d3d11/test_d3d11_streamout.cpp
2018-06-19 20:04:49 +02:00

244 lines
7.2 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 =
"struct VS_IFACE {\n"
" float4 pos : VS_POSITION;\n"
"};\n"
"VS_IFACE main(VS_IFACE ia_in) {\n"
" return ia_in;\n"
"}\n";
const std::string g_gsCode =
"struct GS_IN {\n"
" float4 pos : VS_POSITION;\n"
"};\n"
"struct GS_OUT_NORMAL {\n"
" float3 nor : GS_NORMAL;\n"
"};\n"
"[maxvertexcount(1)]\n"
"void main(triangle GS_IN vs_in[3], inout PointStream<GS_OUT_NORMAL> o_normals) {\n"
" float3 ds1 = vs_in[1].pos.xyz - vs_in[0].pos.xyz;\n"
" float3 ds2 = vs_in[2].pos.xyz - vs_in[0].pos.xyz;\n"
" GS_OUT_NORMAL normal;\n"
" normal.nor = normalize(cross(ds1, ds2));\n"
" o_normals.Append(normal);\n"
"}\n";
Com<ID3D11Device> g_d3d11Device;
Com<ID3D11DeviceContext> g_d3d11Context;
Com<ID3D11VertexShader> g_vertShader;
Com<ID3D11GeometryShader> g_geomShader;
Com<ID3D11InputLayout> g_inputLayout;
Com<ID3D11Buffer> g_vertexBuffer;
Com<ID3D11Buffer> g_normalBuffer;
Com<ID3D11Buffer> g_readBuffer;
struct Vertex {
float x, y, z, w;
};
struct Normal {
float x, y, z;
};
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(D3DCompile(g_gsCode.data(), g_gsCode.size(),
"Geometry shader", nullptr, nullptr, "main", "gs_4_0",
0, 0, &gsBlob, nullptr))) {
std::cerr << "Failed to compile geometry 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_SO_DECLARATION_ENTRY, 1> soDeclarations = {{
{ 0, "GS_NORMAL", 0, 0, 3, 0 },
}};
std::array<UINT, 1> soBufferStrides = {{
sizeof(Normal),
}};
if (FAILED(g_d3d11Device->CreateGeometryShaderWithStreamOutput(
gsBlob->GetBufferPointer(),
gsBlob->GetBufferSize(),
soDeclarations.data(),
soDeclarations.size(),
soBufferStrides.data(),
soBufferStrides.size(),
D3D11_SO_NO_RASTERIZED_STREAM,
nullptr, &g_geomShader))) {
std::cerr << "Failed to create geometry 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, 6> vertexData = {{
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f },
{ 0.0f, 1.0f, 0.0f, 1.0f },
{ 0.5f,-1.0f,-0.2f, 1.0f },
{ 3.2f, 2.0f, 0.0f, 1.0f },
{-1.0f,-1.0f, 0.4f, 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;
}
std::array<Normal, 2> normalData = { };
D3D11_BUFFER_DESC normalDesc;
normalDesc.ByteWidth = normalData.size() * sizeof(Normal);
normalDesc.Usage = D3D11_USAGE_DEFAULT;
normalDesc.BindFlags = D3D11_BIND_STREAM_OUTPUT;
normalDesc.CPUAccessFlags = 0;
normalDesc.MiscFlags = 0;
normalDesc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA normalInfo;
normalInfo.pSysMem = normalData.data();
normalInfo.SysMemPitch = normalDesc.ByteWidth;
normalInfo.SysMemSlicePitch = normalDesc.ByteWidth;
if (FAILED(g_d3d11Device->CreateBuffer(&normalDesc, &normalInfo, &g_normalBuffer))) {
std::cerr << "Failed to create normal buffer" << std::endl;
return 1;
}
D3D11_BUFFER_DESC readDesc;
readDesc.ByteWidth = normalDesc.ByteWidth;
readDesc.Usage = D3D11_USAGE_STAGING;
readDesc.BindFlags = 0;
readDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
readDesc.MiscFlags = 0;
readDesc.StructureByteStride = 0;
if (FAILED(g_d3d11Device->CreateBuffer(&readDesc, nullptr, &g_readBuffer))) {
std::cerr << "Failed to create readback buffer" << std::endl;
return 1;
}
UINT soOffset = 0;
UINT vbOffset = 0;
UINT vbStride = sizeof(Vertex);
FLOAT omBlendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
D3D11_VIEWPORT omViewport;
omViewport.TopLeftX = 0.0f;
omViewport.TopLeftY = 0.0f;
omViewport.Width = 256.0f;
omViewport.Height = 256.0f;
omViewport.MinDepth = 0.0f;
omViewport.MaxDepth = 1.0f;
g_d3d11Context->IASetInputLayout(g_inputLayout.ptr());
g_d3d11Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_d3d11Context->IASetVertexBuffers(0, 1, &g_vertexBuffer, &vbStride, &vbOffset);
g_d3d11Context->RSSetState(nullptr);
g_d3d11Context->RSSetViewports(1, &omViewport);
g_d3d11Context->OMSetRenderTargets(0, nullptr, nullptr);
g_d3d11Context->OMSetBlendState(nullptr, omBlendFactor, 0xFFFFFFFF);
g_d3d11Context->OMSetDepthStencilState(nullptr, 0);
g_d3d11Context->SOSetTargets(1, &g_normalBuffer, &soOffset);
g_d3d11Context->VSSetShader(g_vertShader.ptr(), nullptr, 0);
g_d3d11Context->GSSetShader(g_geomShader.ptr(), nullptr, 0);
g_d3d11Context->Draw(vertexData.size(), 0);
g_d3d11Context->CopyResource(
g_readBuffer.ptr(),
g_normalBuffer.ptr());
D3D11_MAPPED_SUBRESOURCE mapInfo;
if (FAILED(g_d3d11Context->Map(g_readBuffer.ptr(), 0, D3D11_MAP_READ, 0, &mapInfo))) {
std::cerr << "Failed to map readback buffer" << std::endl;
return 1;
}
std::memcpy(normalData.data(), mapInfo.pData, normalDesc.ByteWidth);
g_d3d11Context->Unmap(g_readBuffer.ptr(), 0);
for (uint32_t i = 0; i < normalData.size(); i++) {
std::cout << i << ": " << normalData[i].x << ","
<< normalData[i].y << "," << normalData[i].z << std::endl;
}
return 0;
}