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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 16:49:04 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 16:49:04 +0000 |
commit | 16f504a9dca3fe3b70568f67b7d41241ae485288 (patch) | |
tree | c60f36ada0496ba928b7161059ba5ab1ab224f9d /src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_map_read.cpp | |
parent | Initial commit. (diff) | |
download | virtualbox-upstream.tar.xz virtualbox-upstream.zip |
Adding upstream version 7.0.6-dfsg.upstream/7.0.6-dfsgupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_map_read.cpp')
-rw-r--r-- | src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_map_read.cpp | 203 |
1 files changed, 203 insertions, 0 deletions
diff --git a/src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_map_read.cpp b/src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_map_read.cpp new file mode 100644 index 00000000..8e73dc45 --- /dev/null +++ b/src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_map_read.cpp @@ -0,0 +1,203 @@ +#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; +} |