1 | /* $Id: d3d11render.cpp 103983 2024-03-21 12:06:03Z vboxsync $ */
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2 | /** @file
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3 | * Gallium D3D testcase. Simple D3D11 tests.
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4 | */
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5 |
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6 | /*
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7 | * Copyright (C) 2017-2023 Oracle and/or its affiliates.
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8 | *
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9 | * This file is part of VirtualBox base platform packages, as
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10 | * available from https://www.virtualbox.org.
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11 | *
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12 | * This program is free software; you can redistribute it and/or
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13 | * modify it under the terms of the GNU General Public License
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14 | * as published by the Free Software Foundation, in version 3 of the
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15 | * License.
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16 | *
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17 | * This program is distributed in the hope that it will be useful, but
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18 | * WITHOUT ANY WARRANTY; without even the implied warranty of
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19 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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20 | * General Public License for more details.
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21 | *
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22 | * You should have received a copy of the GNU General Public License
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23 | * along with this program; if not, see <https://www.gnu.org/licenses>.
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24 | *
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25 | * SPDX-License-Identifier: GPL-3.0-only
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26 | */
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27 |
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28 | #include "d3d11render.h"
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29 |
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30 |
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31 | /*
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32 | * Utilities
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33 | */
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34 |
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35 | #if 0
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36 | //
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37 | // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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38 | //
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39 | //
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40 | // fxc /Fhd3d11color.hlsl.vs.h /Evs_color /Tvs_4_0 d3d11color.hlsl
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41 | //
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42 | //
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43 | //
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44 | // Input signature:
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45 | //
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46 | // Name Index Mask Register SysValue Format Used
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47 | // -------------------- ----- ------ -------- -------- ------ ------
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48 | // POSITION 0 xyz 0 NONE float xyz
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49 | // COLOR 0 xyzw 1 NONE float xyzw
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50 | //
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51 | //
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52 | // Output signature:
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53 | //
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54 | // Name Index Mask Register SysValue Format Used
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55 | // -------------------- ----- ------ -------- -------- ------ ------
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56 | // SV_POSITION 0 xyzw 0 POS float xyzw
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57 | // COLOR 0 xyzw 1 NONE float xyzw
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58 | //
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59 | vs_4_0
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60 | dcl_input v0.xyz
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61 | dcl_input v1.xyzw
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62 | dcl_output_siv o0.xyzw, position
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63 | dcl_output o1.xyzw
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64 | mov o0.xyz, v0.xyzx
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65 | mov o0.w, l(1.000000)
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66 | mov o1.xyzw, v1.xyzw
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67 | ret
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68 | // Approximately 4 instruction slots used
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69 | #endif
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70 |
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71 | static BYTE const g_vs_color[] =
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72 | {
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73 | 68, 88, 66, 67, 109, 138, 105, 83, 86, 190, 83, 125, 72, 102, 194, 136, 46, 69,
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74 | 17, 121, 1, 0, 0, 0, 48, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0,
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75 | 140, 0, 0, 0, 220, 0, 0, 0, 48, 1, 0, 0, 180, 1, 0, 0, 82, 68,
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76 | 69, 70, 80, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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77 | 28, 0, 0, 0, 0, 4, 254, 255, 0, 1, 0, 0, 28, 0, 0, 0, 77, 105,
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78 | 99, 114, 111, 115, 111, 102, 116, 32, 40, 82, 41, 32, 72, 76, 83, 76, 32, 83,
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79 | 104, 97, 100, 101, 114, 32, 67, 111, 109, 112, 105, 108, 101, 114, 32, 57, 46, 50,
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80 | 57, 46, 57, 53, 50, 46, 51, 49, 49, 49, 0, 171, 171, 171, 73, 83, 71, 78,
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81 | 72, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0,
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82 | 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 7, 7, 0, 0,
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83 | 65, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0,
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84 | 0, 0, 15, 15, 0, 0, 80, 79, 83, 73, 84, 73, 79, 78, 0, 67, 79, 76,
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85 | 79, 82, 0, 171, 79, 83, 71, 78, 76, 0, 0, 0, 2, 0, 0, 0, 8, 0,
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86 | 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0,
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87 | 0, 0, 0, 0, 15, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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88 | 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 80,
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89 | 79, 83, 73, 84, 73, 79, 78, 0, 67, 79, 76, 79, 82, 0, 171, 171, 83, 72,
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90 | 68, 82, 124, 0, 0, 0, 64, 0, 1, 0, 31, 0, 0, 0, 95, 0, 0, 3,
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91 | 114, 16, 16, 0, 0, 0, 0, 0, 95, 0, 0, 3, 242, 16, 16, 0, 1, 0,
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92 | 0, 0, 103, 0, 0, 4, 242, 32, 16, 0, 0, 0, 0, 0, 1, 0, 0, 0,
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93 | 101, 0, 0, 3, 242, 32, 16, 0, 1, 0, 0, 0, 54, 0, 0, 5, 114, 32,
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94 | 16, 0, 0, 0, 0, 0, 70, 18, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5,
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95 | 130, 32, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 0, 0, 128, 63, 54, 0,
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96 | 0, 5, 242, 32, 16, 0, 1, 0, 0, 0, 70, 30, 16, 0, 1, 0, 0, 0,
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97 | 62, 0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 4, 0, 0, 0, 0, 0,
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98 | 0, 0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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99 | 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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100 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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101 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0,
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102 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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103 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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104 | 0, 0
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105 | };
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106 |
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107 | #if 0
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108 | //
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109 | // Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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110 | //
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111 | //
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112 | // fxc /Fhd3d11color.hlsl.ps.h /Eps_color /Tps_4_0 d3d11color.hlsl
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113 | //
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114 | //
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115 | //
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116 | // Input signature:
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117 | //
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118 | // Name Index Mask Register SysValue Format Used
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119 | // -------------------- ----- ------ -------- -------- ------ ------
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120 | // SV_POSITION 0 xyzw 0 POS float
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121 | // COLOR 0 xyzw 1 NONE float xyzw
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122 | //
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123 | //
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124 | // Output signature:
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125 | //
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126 | // Name Index Mask Register SysValue Format Used
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127 | // -------------------- ----- ------ -------- -------- ------ ------
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128 | // SV_TARGET 0 xyzw 0 TARGET float xyzw
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129 | //
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130 | ps_4_0
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131 | dcl_input_ps linear v1.xyzw
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132 | dcl_output o0.xyzw
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133 | mov o0.xyzw, v1.xyzw
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134 | ret
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135 | // Approximately 2 instruction slots used
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136 | #endif
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137 |
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138 | static BYTE const g_ps_color[] =
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139 | {
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140 | 68, 88, 66, 67, 206, 120, 117, 238, 118, 127, 10, 87, 80, 75, 114, 198, 95, 2,
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141 | 120, 102, 1, 0, 0, 0, 208, 1, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0,
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142 | 140, 0, 0, 0, 224, 0, 0, 0, 20, 1, 0, 0, 84, 1, 0, 0, 82, 68,
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143 | 69, 70, 80, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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144 | 28, 0, 0, 0, 0, 4, 255, 255, 0, 1, 0, 0, 28, 0, 0, 0, 77, 105,
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145 | 99, 114, 111, 115, 111, 102, 116, 32, 40, 82, 41, 32, 72, 76, 83, 76, 32, 83,
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146 | 104, 97, 100, 101, 114, 32, 67, 111, 109, 112, 105, 108, 101, 114, 32, 57, 46, 50,
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147 | 57, 46, 57, 53, 50, 46, 51, 49, 49, 49, 0, 171, 171, 171, 73, 83, 71, 78,
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148 | 76, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0,
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149 | 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0,
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150 | 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0,
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151 | 0, 0, 15, 15, 0, 0, 83, 86, 95, 80, 79, 83, 73, 84, 73, 79, 78, 0,
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152 | 67, 79, 76, 79, 82, 0, 171, 171, 79, 83, 71, 78, 44, 0, 0, 0, 1, 0,
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153 | 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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154 | 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 84, 65, 82,
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155 | 71, 69, 84, 0, 171, 171, 83, 72, 68, 82, 56, 0, 0, 0, 64, 0, 0, 0,
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156 | 14, 0, 0, 0, 98, 16, 0, 3, 242, 16, 16, 0, 1, 0, 0, 0, 101, 0,
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157 | 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 242, 32, 16, 0,
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158 | 0, 0, 0, 0, 70, 30, 16, 0, 1, 0, 0, 0, 62, 0, 0, 1, 83, 84,
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159 | 65, 84, 116, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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160 | 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0,
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161 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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162 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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163 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0,
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164 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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165 | 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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166 | };
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167 |
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168 | /*
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169 | * Clear the backbuffer and display it.
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170 | */
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171 |
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172 | class D3D11RenderClear: public D3D11Render
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173 | {
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174 | public:
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175 | D3D11RenderClear() {}
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176 | virtual ~D3D11RenderClear() {}
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177 | virtual HRESULT InitRender(D3D11DeviceProvider *pDP);
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178 | virtual HRESULT DoRender(D3D11DeviceProvider *pDP);
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179 | };
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180 |
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181 | HRESULT D3D11RenderClear::InitRender(D3D11DeviceProvider *pDP)
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182 | {
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183 | (void)pDP;
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184 | return S_OK;
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185 | }
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186 |
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187 | HRESULT D3D11RenderClear::DoRender(D3D11DeviceProvider *pDP)
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188 | {
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189 | ID3D11DeviceContext *pImmediateContext = pDP->ImmediateContext();
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190 |
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191 | FLOAT aColor[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
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192 | pImmediateContext->ClearRenderTargetView(pDP->RenderTargetView(), aColor);
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193 |
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194 | return S_OK;
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195 | }
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196 |
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197 | /*
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198 | * Simplest colorful triangle using shaders.
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199 | */
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200 |
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201 | class D3D11RenderTriangleShader: public D3D11Render
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202 | {
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203 | public:
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204 | D3D11RenderTriangleShader();
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205 | virtual ~D3D11RenderTriangleShader();
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206 | virtual HRESULT InitRender(D3D11DeviceProvider *pDP);
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207 | virtual HRESULT DoRender(D3D11DeviceProvider *pDP);
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208 | private:
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209 | ID3D11InputLayout *mpInputLayout;
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210 | ID3D11VertexShader *mpVS;
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211 | ID3D11PixelShader *mpPS;
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212 | ID3D11Buffer *mpVB;
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213 |
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214 | struct Vertex
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215 | {
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216 | float position[3];
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217 | float color[4];
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218 | };
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219 | };
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220 |
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221 |
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222 | D3D11RenderTriangleShader::D3D11RenderTriangleShader()
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223 | : mpInputLayout(0)
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224 | , mpVS(0)
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225 | , mpPS(0)
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226 | , mpVB(0)
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227 | {
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228 | }
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229 |
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230 | D3D11RenderTriangleShader::~D3D11RenderTriangleShader()
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231 | {
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232 | D3D_RELEASE(mpInputLayout);
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233 | D3D_RELEASE(mpVS);
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234 | D3D_RELEASE(mpPS);
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235 | D3D_RELEASE(mpVB);
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236 | }
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237 |
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238 | HRESULT D3D11RenderTriangleShader::InitRender(D3D11DeviceProvider *pDP)
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239 | {
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240 | ID3D11Device *pDevice = pDP->Device();
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241 |
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242 | static D3D11_INPUT_ELEMENT_DESC const aVertexDesc[] =
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243 | {
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244 | {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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245 | {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
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246 | };
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247 |
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248 | static Vertex const aVertices[] =
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249 | {
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250 | { { -0.5f, -0.5f, 0.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, },
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251 | { { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, },
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252 | { { 0.5f, -0.5f, 0.0f }, { 1.0f, 0.0f, 0.0f, 1.0f }, },
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253 | };
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254 |
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255 | HRESULT hr = S_OK;
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256 |
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257 | HTEST(pDevice->CreateInputLayout(aVertexDesc, RT_ELEMENTS(aVertexDesc),
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258 | &g_vs_color[0], sizeof(g_vs_color),
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259 | &mpInputLayout));
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260 | HTEST(pDevice->CreateVertexShader(g_vs_color, sizeof(g_vs_color), NULL, &mpVS));
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261 | HTEST(pDevice->CreatePixelShader(g_ps_color, sizeof(g_ps_color), NULL, &mpPS));
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262 |
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263 | D3D11_BUFFER_DESC vbd;
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264 | RT_ZERO(vbd);
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265 | vbd.Usage = D3D11_USAGE_IMMUTABLE;
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266 | vbd.ByteWidth = sizeof(aVertices);
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267 | vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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268 | vbd.CPUAccessFlags = 0;
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269 | vbd.MiscFlags = 0;
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270 | vbd.StructureByteStride = 0;
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271 |
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272 | D3D11_SUBRESOURCE_DATA vinitData;
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273 | RT_ZERO(vinitData);
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274 | vinitData.pSysMem = aVertices;
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275 |
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276 | HTEST(pDevice->CreateBuffer(&vbd, &vinitData, &mpVB));
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277 |
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278 | return hr;
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279 | }
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280 |
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281 | HRESULT D3D11RenderTriangleShader::DoRender(D3D11DeviceProvider *pDP)
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282 | {
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283 | ID3D11DeviceContext *pImmediateContext = pDP->ImmediateContext();
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284 |
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285 | FLOAT aColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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286 | pImmediateContext->ClearRenderTargetView(pDP->RenderTargetView(), aColor);
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287 | if (pDP->DepthStencilView())
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288 | pImmediateContext->ClearDepthStencilView(pDP->DepthStencilView(),
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289 | D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
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290 |
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291 | pImmediateContext->IASetInputLayout(mpInputLayout);
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292 | pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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293 |
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294 | UINT stride = sizeof(Vertex);
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295 | UINT offset = 0;
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296 | pImmediateContext->IASetVertexBuffers(0, 1, &mpVB, &stride, &offset);
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297 |
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298 | pImmediateContext->VSSetShader(mpVS, NULL, 0);
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299 | pImmediateContext->PSSetShader(mpPS, NULL, 0);
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300 |
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301 | D3D11_VIEWPORT Viewport;
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302 | Viewport.TopLeftX = 0.0f;
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303 | Viewport.TopLeftY = 0.0f;
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304 | Viewport.Width = (float)800;
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305 | Viewport.Height = (float)600;
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306 | Viewport.MinDepth = 0.0f;
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307 | Viewport.MaxDepth = 1.0f;
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308 | pImmediateContext->RSSetViewports(1, &Viewport);
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309 |
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310 | pImmediateContext->Draw(3, 0);
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311 |
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312 | return S_OK;
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313 | }
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314 |
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315 |
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316 |
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317 | /*
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318 | * Two vertex streams from either a single vertex buffer or two vertex buffers.
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319 | */
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320 |
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321 | class D3D11RenderDoubleVB: public D3D11Render
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322 | {
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323 | public:
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324 | D3D11RenderDoubleVB(bool fUseSameBuffer);
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325 | virtual ~D3D11RenderDoubleVB();
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326 | virtual HRESULT InitRender(D3D11DeviceProvider *pDP);
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327 | virtual HRESULT DoRender(D3D11DeviceProvider *pDP);
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328 | private:
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329 | bool mfUseSameBuffer;
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330 |
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331 | ID3D11InputLayout *mpInputLayout;
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332 | ID3D11VertexShader *mpVS;
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333 | ID3D11PixelShader *mpPS;
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334 | ID3D11Buffer *mapVB[2];
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335 |
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336 | static const size_t mcbGap;
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337 |
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338 | struct Vertex1
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339 | {
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340 | float position[3];
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341 | };
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342 |
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343 | struct Vertex2
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344 | {
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345 | float color[4];
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346 | };
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347 | };
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348 |
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349 | const size_t D3D11RenderDoubleVB::mcbGap = 16;
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350 |
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351 | D3D11RenderDoubleVB::D3D11RenderDoubleVB(bool fUseSameBuffer)
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352 | : mfUseSameBuffer(fUseSameBuffer)
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353 | , mpInputLayout(0)
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354 | , mpVS(0)
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355 | , mpPS(0)
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356 | {
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357 | RT_ZERO(mapVB);
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358 | }
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359 |
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360 | D3D11RenderDoubleVB::~D3D11RenderDoubleVB()
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361 | {
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362 | D3D_RELEASE(mpInputLayout);
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363 | D3D_RELEASE(mpVS);
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364 | D3D_RELEASE(mpPS);
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365 | D3D_RELEASE(mapVB[0]);
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366 | D3D_RELEASE(mapVB[1]);
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367 | }
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368 |
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369 | HRESULT D3D11RenderDoubleVB::InitRender(D3D11DeviceProvider *pDP)
|
---|
370 | {
|
---|
371 | ID3D11Device *pDevice = pDP->Device();
|
---|
372 |
|
---|
373 | static D3D11_INPUT_ELEMENT_DESC const aVertexDesc[] =
|
---|
374 | {
|
---|
375 | {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
---|
376 | {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}
|
---|
377 | };
|
---|
378 |
|
---|
379 | static Vertex1 const aVertices1[] =
|
---|
380 | {
|
---|
381 | { { -0.5f, -0.5f, 0.0f } },
|
---|
382 | { { 0.0f, 0.5f, 0.0f } },
|
---|
383 | { { 0.5f, -0.5f, 0.0f } },
|
---|
384 | };
|
---|
385 |
|
---|
386 | static Vertex2 const aVertices2[] =
|
---|
387 | {
|
---|
388 | { { 0.0f, 0.0f, 1.0f, 1.0f } },
|
---|
389 | { { 0.0f, 1.0f, 0.0f, 1.0f } },
|
---|
390 | { { 1.0f, 0.0f, 0.0f, 1.0f } },
|
---|
391 | };
|
---|
392 |
|
---|
393 | HRESULT hr = S_OK;
|
---|
394 |
|
---|
395 | HTEST(pDevice->CreateInputLayout(aVertexDesc, RT_ELEMENTS(aVertexDesc),
|
---|
396 | &g_vs_color[0], sizeof(g_vs_color),
|
---|
397 | &mpInputLayout));
|
---|
398 | HTEST(pDevice->CreateVertexShader(g_vs_color, sizeof(g_vs_color), NULL, &mpVS));
|
---|
399 | HTEST(pDevice->CreatePixelShader(g_ps_color, sizeof(g_ps_color), NULL, &mpPS));
|
---|
400 |
|
---|
401 | D3D11_BUFFER_DESC vbd;
|
---|
402 | D3D11_SUBRESOURCE_DATA vinitData;
|
---|
403 | if (mfUseSameBuffer)
|
---|
404 | {
|
---|
405 | RT_ZERO(vbd);
|
---|
406 | vbd.Usage = D3D11_USAGE_IMMUTABLE;
|
---|
407 | vbd.ByteWidth = sizeof(aVertices1) + sizeof(aVertices2);
|
---|
408 | vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
---|
409 | vbd.CPUAccessFlags = 0;
|
---|
410 | vbd.MiscFlags = 0;
|
---|
411 | vbd.StructureByteStride = 0;
|
---|
412 |
|
---|
413 | unsigned char au8TmpInitData[sizeof(aVertices1) + mcbGap + sizeof(aVertices2)];
|
---|
414 | memcpy(&au8TmpInitData[0], aVertices1, sizeof(aVertices1));
|
---|
415 | memset(&au8TmpInitData[sizeof(aVertices1)], 0, mcbGap);
|
---|
416 | memcpy(&au8TmpInitData[sizeof(aVertices1) + mcbGap], aVertices2, sizeof(aVertices2));
|
---|
417 |
|
---|
418 | RT_ZERO(vinitData);
|
---|
419 | vinitData.pSysMem = au8TmpInitData;
|
---|
420 |
|
---|
421 | HTEST(pDevice->CreateBuffer(&vbd, &vinitData, &mapVB[0]));
|
---|
422 |
|
---|
423 | mapVB[1] = mapVB[0];
|
---|
424 | mapVB[1]->AddRef();
|
---|
425 | }
|
---|
426 | else
|
---|
427 | {
|
---|
428 | RT_ZERO(vbd);
|
---|
429 | vbd.Usage = D3D11_USAGE_IMMUTABLE;
|
---|
430 | vbd.ByteWidth = sizeof(aVertices1);
|
---|
431 | vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
---|
432 | vbd.CPUAccessFlags = 0;
|
---|
433 | vbd.MiscFlags = 0;
|
---|
434 | vbd.StructureByteStride = 0;
|
---|
435 |
|
---|
436 | RT_ZERO(vinitData);
|
---|
437 | vinitData.pSysMem = aVertices1;
|
---|
438 |
|
---|
439 | HTEST(pDevice->CreateBuffer(&vbd, &vinitData, &mapVB[0]));
|
---|
440 |
|
---|
441 | RT_ZERO(vbd);
|
---|
442 | vbd.Usage = D3D11_USAGE_IMMUTABLE;
|
---|
443 | vbd.ByteWidth = sizeof(aVertices2);
|
---|
444 | vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
---|
445 | vbd.CPUAccessFlags = 0;
|
---|
446 | vbd.MiscFlags = 0;
|
---|
447 | vbd.StructureByteStride = 0;
|
---|
448 |
|
---|
449 | RT_ZERO(vinitData);
|
---|
450 | vinitData.pSysMem = aVertices2;
|
---|
451 |
|
---|
452 | HTEST(pDevice->CreateBuffer(&vbd, &vinitData, &mapVB[1]));
|
---|
453 | }
|
---|
454 |
|
---|
455 | return hr;
|
---|
456 | }
|
---|
457 |
|
---|
458 | HRESULT D3D11RenderDoubleVB::DoRender(D3D11DeviceProvider *pDP)
|
---|
459 | {
|
---|
460 | ID3D11DeviceContext *pImmediateContext = pDP->ImmediateContext();
|
---|
461 |
|
---|
462 | FLOAT aColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
---|
463 | pImmediateContext->ClearRenderTargetView(pDP->RenderTargetView(), aColor);
|
---|
464 | if (pDP->DepthStencilView())
|
---|
465 | pImmediateContext->ClearDepthStencilView(pDP->DepthStencilView(),
|
---|
466 | D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
|
---|
467 |
|
---|
468 | pImmediateContext->IASetInputLayout(mpInputLayout);
|
---|
469 | pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
---|
470 |
|
---|
471 | if (mfUseSameBuffer)
|
---|
472 | {
|
---|
473 | UINT aStrides[] = { sizeof(Vertex1), sizeof(Vertex2) };
|
---|
474 | UINT aOffsets[] = { 0 , 3 * sizeof(Vertex1) + mcbGap };
|
---|
475 | pImmediateContext->IASetVertexBuffers(0, 2, mapVB, aStrides, aOffsets);
|
---|
476 | }
|
---|
477 | else
|
---|
478 | {
|
---|
479 | UINT aStrides[] = { sizeof(Vertex1), sizeof(Vertex2) };
|
---|
480 | UINT aOffsets[] = { 0 , 0 };
|
---|
481 | pImmediateContext->IASetVertexBuffers(0, 2, mapVB, aStrides, aOffsets);
|
---|
482 | }
|
---|
483 |
|
---|
484 | pImmediateContext->VSSetShader(mpVS, NULL, 0);
|
---|
485 | pImmediateContext->PSSetShader(mpPS, NULL, 0);
|
---|
486 |
|
---|
487 | D3D11_VIEWPORT Viewport;
|
---|
488 | Viewport.TopLeftX = 0.0f;
|
---|
489 | Viewport.TopLeftY = 0.0f;
|
---|
490 | Viewport.Width = (float)800;
|
---|
491 | Viewport.Height = (float)600;
|
---|
492 | Viewport.MinDepth = 0.0f;
|
---|
493 | Viewport.MaxDepth = 1.0f;
|
---|
494 | pImmediateContext->RSSetViewports(1, &Viewport);
|
---|
495 |
|
---|
496 | pImmediateContext->Draw(3, 0);
|
---|
497 |
|
---|
498 | return S_OK;
|
---|
499 | }
|
---|
500 |
|
---|
501 |
|
---|
502 | /*
|
---|
503 | * DrawIndexed with various StartIndexLocation, BaseVertexLocation and index buffer offset.
|
---|
504 | */
|
---|
505 |
|
---|
506 | class D3D11RenderDrawIndexed: public D3D11Render
|
---|
507 | {
|
---|
508 | public:
|
---|
509 | D3D11RenderDrawIndexed();
|
---|
510 | virtual ~D3D11RenderDrawIndexed();
|
---|
511 | virtual HRESULT InitRender(D3D11DeviceProvider *pDP);
|
---|
512 | virtual HRESULT DoRender(D3D11DeviceProvider *pDP);
|
---|
513 | private:
|
---|
514 | ID3D11InputLayout *mpInputLayout;
|
---|
515 | ID3D11VertexShader *mpVS;
|
---|
516 | ID3D11PixelShader *mpPS;
|
---|
517 | ID3D11Buffer *mpVB;
|
---|
518 | ID3D11Buffer *mpIB;
|
---|
519 |
|
---|
520 | struct Vertex
|
---|
521 | {
|
---|
522 | float position[3];
|
---|
523 | float color[4];
|
---|
524 | };
|
---|
525 | };
|
---|
526 |
|
---|
527 |
|
---|
528 | D3D11RenderDrawIndexed::D3D11RenderDrawIndexed()
|
---|
529 | : mpInputLayout(0)
|
---|
530 | , mpVS(0)
|
---|
531 | , mpPS(0)
|
---|
532 | , mpVB(0)
|
---|
533 | , mpIB(0)
|
---|
534 | {
|
---|
535 | }
|
---|
536 |
|
---|
537 | D3D11RenderDrawIndexed::~D3D11RenderDrawIndexed()
|
---|
538 | {
|
---|
539 | D3D_RELEASE(mpInputLayout);
|
---|
540 | D3D_RELEASE(mpVS);
|
---|
541 | D3D_RELEASE(mpPS);
|
---|
542 | D3D_RELEASE(mpVB);
|
---|
543 | D3D_RELEASE(mpIB);
|
---|
544 | }
|
---|
545 |
|
---|
546 | HRESULT D3D11RenderDrawIndexed::InitRender(D3D11DeviceProvider *pDP)
|
---|
547 | {
|
---|
548 | ID3D11Device *pDevice = pDP->Device();
|
---|
549 |
|
---|
550 | static D3D11_INPUT_ELEMENT_DESC const aVertexDesc[] =
|
---|
551 | {
|
---|
552 | {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
---|
553 | {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
|
---|
554 | };
|
---|
555 |
|
---|
556 | /* A triangle in each quadrant. Need 5 points. */
|
---|
557 | static Vertex const aVertices[] =
|
---|
558 | {
|
---|
559 | { { 0.0f, 0.0f, 0.5f }, { 0.0f, 0.0f, 0.0f, 1.0f }, }, // 0: center
|
---|
560 | { { -0.8f, 0.0f, 0.5f }, { 1.0f, 0.0f, 0.0f, 1.0f }, }, // 1: left
|
---|
561 | { { 0.0f, 0.8f, 0.5f }, { 0.0f, 1.0f, 0.0f, 1.0f }, }, // 2: top
|
---|
562 | { { 0.8f, 0.0f, 0.5f }, { 0.0f, 0.0f, 1.0f, 1.0f }, }, // 3: right
|
---|
563 | { { 0.0f, -0.8f, 0.5f }, { 0.5f, 0.5f, 0.5f, 1.0f }, }, // 4: bottom
|
---|
564 |
|
---|
565 | /* A smaller copy to use BaseVertexLocation. */
|
---|
566 | { { 0.0f, 0.0f, 0.0f }, { 0.5f, 0.5f, 0.5f, 1.0f }, }, // 0: center
|
---|
567 | { { -0.2f, 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, }, // 1: left
|
---|
568 | { { 0.0f, 0.2f, 0.0f }, { 0.0f, 1.0f, 1.0f, 1.0f }, }, // 2: top
|
---|
569 | { { 0.2f, 0.0f, 0.0f }, { 1.0f, 1.0f, 0.0f, 1.0f }, }, // 3: right
|
---|
570 | { { 0.0f, -0.2f, 0.0f }, { 1.0f, 0.0f, 1.0f, 1.0f }, }, // 4: bottom
|
---|
571 | };
|
---|
572 |
|
---|
573 | /* Four triangles. Indices for each triangle will be accessed using different
|
---|
574 | * StartIndexLocation and index buffer offset values.
|
---|
575 | */
|
---|
576 | static uint16_t const aIndices[] =
|
---|
577 | {
|
---|
578 | /* Bottom left: left, center, bottom. */ 1, 0, 4,
|
---|
579 | /* Top left: top, center, left. */ 2, 0, 1,
|
---|
580 | /* Top right: right, center, top. */ 3, 0, 2,
|
---|
581 | /* Bottom right: bottom, center, right. */ 4, 0, 3,
|
---|
582 | };
|
---|
583 |
|
---|
584 | HRESULT hr = S_OK;
|
---|
585 |
|
---|
586 | HTEST(pDevice->CreateInputLayout(aVertexDesc, RT_ELEMENTS(aVertexDesc),
|
---|
587 | &g_vs_color[0], sizeof(g_vs_color),
|
---|
588 | &mpInputLayout));
|
---|
589 | HTEST(pDevice->CreateVertexShader(g_vs_color, sizeof(g_vs_color), NULL, &mpVS));
|
---|
590 | HTEST(pDevice->CreatePixelShader(g_ps_color, sizeof(g_ps_color), NULL, &mpPS));
|
---|
591 |
|
---|
592 | D3D11_BUFFER_DESC bd;
|
---|
593 | RT_ZERO(bd);
|
---|
594 | bd.Usage = D3D11_USAGE_IMMUTABLE;
|
---|
595 | bd.ByteWidth = sizeof(aVertices);
|
---|
596 | bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
---|
597 | bd.CPUAccessFlags = 0;
|
---|
598 | bd.MiscFlags = 0;
|
---|
599 | bd.StructureByteStride = 0;
|
---|
600 |
|
---|
601 | D3D11_SUBRESOURCE_DATA initData;
|
---|
602 | RT_ZERO(initData);
|
---|
603 | initData.pSysMem = aVertices;
|
---|
604 |
|
---|
605 | HTEST(pDevice->CreateBuffer(&bd, &initData, &mpVB));
|
---|
606 |
|
---|
607 | RT_ZERO(bd);
|
---|
608 | bd.Usage = D3D11_USAGE_IMMUTABLE;
|
---|
609 | bd.ByteWidth = sizeof(aIndices);
|
---|
610 | bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
---|
611 | bd.CPUAccessFlags = 0;
|
---|
612 | bd.MiscFlags = 0;
|
---|
613 | bd.StructureByteStride = 0;
|
---|
614 |
|
---|
615 | RT_ZERO(initData);
|
---|
616 | initData.pSysMem = aIndices;
|
---|
617 |
|
---|
618 | HTEST(pDevice->CreateBuffer(&bd, &initData, &mpIB));
|
---|
619 |
|
---|
620 | return hr;
|
---|
621 | }
|
---|
622 |
|
---|
623 | static void drawRectangles(ID3D11DeviceContext *pImmediateContext, ID3D11Buffer *pIB, INT const BaseVertexLocation)
|
---|
624 | {
|
---|
625 | /* Draw each triangle separately. */
|
---|
626 | UINT offset;
|
---|
627 | UINT StartIndexLocation;
|
---|
628 |
|
---|
629 | /* Bottom left. */
|
---|
630 | offset = 0;
|
---|
631 | StartIndexLocation = 0;
|
---|
632 | pImmediateContext->IASetIndexBuffer(pIB, DXGI_FORMAT_R16_UINT, offset);
|
---|
633 | pImmediateContext->DrawIndexed(3, StartIndexLocation, BaseVertexLocation);
|
---|
634 |
|
---|
635 | /* Top left. */
|
---|
636 | offset = 0;
|
---|
637 | StartIndexLocation = 3;
|
---|
638 | pImmediateContext->IASetIndexBuffer(pIB, DXGI_FORMAT_R16_UINT, offset);
|
---|
639 | pImmediateContext->DrawIndexed(3, StartIndexLocation, BaseVertexLocation);
|
---|
640 |
|
---|
641 | /* Top right. */
|
---|
642 | offset = 6 * sizeof(uint16_t);
|
---|
643 | StartIndexLocation = 0;
|
---|
644 | pImmediateContext->IASetIndexBuffer(pIB, DXGI_FORMAT_R16_UINT, offset);
|
---|
645 | pImmediateContext->DrawIndexed(3, StartIndexLocation, BaseVertexLocation);
|
---|
646 |
|
---|
647 | /* Bottom right. */
|
---|
648 | offset = 6 * sizeof(uint16_t);
|
---|
649 | StartIndexLocation = 3;
|
---|
650 | pImmediateContext->IASetIndexBuffer(pIB, DXGI_FORMAT_R16_UINT, offset);
|
---|
651 | pImmediateContext->DrawIndexed(3, StartIndexLocation, BaseVertexLocation);
|
---|
652 | }
|
---|
653 |
|
---|
654 | HRESULT D3D11RenderDrawIndexed::DoRender(D3D11DeviceProvider *pDP)
|
---|
655 | {
|
---|
656 | ID3D11DeviceContext *pImmediateContext = pDP->ImmediateContext();
|
---|
657 |
|
---|
658 | FLOAT aColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
---|
659 | pImmediateContext->ClearRenderTargetView(pDP->RenderTargetView(), aColor);
|
---|
660 | if (pDP->DepthStencilView())
|
---|
661 | pImmediateContext->ClearDepthStencilView(pDP->DepthStencilView(),
|
---|
662 | D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
|
---|
663 |
|
---|
664 | pImmediateContext->IASetInputLayout(mpInputLayout);
|
---|
665 | pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
---|
666 |
|
---|
667 | UINT stride = sizeof(Vertex);
|
---|
668 | UINT offset = 0;
|
---|
669 | pImmediateContext->IASetVertexBuffers(0, 1, &mpVB, &stride, &offset);
|
---|
670 |
|
---|
671 | pImmediateContext->VSSetShader(mpVS, NULL, 0);
|
---|
672 | pImmediateContext->PSSetShader(mpPS, NULL, 0);
|
---|
673 |
|
---|
674 | INT BaseVertexLocation;
|
---|
675 | BaseVertexLocation = 0;
|
---|
676 | drawRectangles(pImmediateContext, mpIB, BaseVertexLocation);
|
---|
677 | BaseVertexLocation = 5;
|
---|
678 | drawRectangles(pImmediateContext, mpIB, BaseVertexLocation);
|
---|
679 |
|
---|
680 | return S_OK;
|
---|
681 | }
|
---|
682 |
|
---|
683 | //#include "D3D11RenderVMCloud.txt"
|
---|
684 |
|
---|
685 | /*
|
---|
686 | * "Public" interface.
|
---|
687 | */
|
---|
688 |
|
---|
689 | D3D11Render *CreateRender(int iRenderId)
|
---|
690 | {
|
---|
691 | switch (iRenderId)
|
---|
692 | {
|
---|
693 | case 0:
|
---|
694 | return new D3D11RenderClear();
|
---|
695 | case 1:
|
---|
696 | return new D3D11RenderTriangleShader();
|
---|
697 | case 2:
|
---|
698 | return new D3D11RenderDoubleVB(false);
|
---|
699 | case 3:
|
---|
700 | return new D3D11RenderDoubleVB(true);
|
---|
701 | case 4:
|
---|
702 | return new D3D11RenderDrawIndexed();
|
---|
703 | // case 5:
|
---|
704 | // return new D3D11RenderTest();
|
---|
705 | default:
|
---|
706 | break;
|
---|
707 | }
|
---|
708 | return 0;
|
---|
709 | }
|
---|
710 |
|
---|
711 | void DeleteRender(D3D11Render *pRender)
|
---|
712 | {
|
---|
713 | if (pRender)
|
---|
714 | delete pRender;
|
---|
715 | }
|
---|