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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_triangle.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_triangle.cpp')
-rw-r--r-- | src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_triangle.cpp | 606 |
1 files changed, 606 insertions, 0 deletions
diff --git a/src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_triangle.cpp b/src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_triangle.cpp new file mode 100644 index 00000000..5c2ea78f --- /dev/null +++ b/src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_triangle.cpp @@ -0,0 +1,606 @@ +#include <d3dcompiler.h> +#include <d3d11_1.h> +#include <dxgi1_3.h> + +#include <windows.h> +#include <windowsx.h> + +#include <cstring> +#include <string> +#include <sstream> + +#include "../test_utils.h" + +using namespace dxvk; + +struct Vertex { + float x, y; +}; + +struct VsConstants { + float x, y; + float w, h; +}; + +struct VsConstantsPad { + VsConstants data; + uint32_t pad[60]; +}; + +struct PsConstants { + float r, g, b, a; +}; + +struct DrawOptions { + bool mapDiscardOnce; + bool sortByTexture; + bool drawIndexed; +}; + +const std::string g_vertexShaderCode = + "cbuffer vs_cb : register(b0) {\n" + " float2 v_offset;\n" + " float2 v_scale;\n" + "};\n" + "float4 main(float4 v_pos : IN_POSITION) : SV_POSITION {\n" + " float2 coord = 2.0f * (v_pos * v_scale + v_offset) - 1.0f;\n" + " return float4(coord, 0.0f, 1.0f);\n" + "}\n"; + +const std::string g_pixelShaderCode = + "Texture2D<float4> tex0 : register(t0);" + "cbuffer ps_cb : register(b0) {\n" + " float4 color;\n" + "};\n" + "float4 main() : SV_TARGET {\n" + " return color * tex0.Load(int3(0, 0, 0));\n" + "}\n"; + +class TriangleApp { + +public: + + TriangleApp(HINSTANCE instance, HWND window) + : m_window(window) { + Com<ID3D11Device> device; + + D3D_FEATURE_LEVEL fl = D3D_FEATURE_LEVEL_11_1; + + HRESULT status = D3D11CreateDevice( + nullptr, D3D_DRIVER_TYPE_HARDWARE, + nullptr, 0, &fl, 1, D3D11_SDK_VERSION, + &device, nullptr, nullptr); + + if (FAILED(status)) { + std::cerr << "Failed to create D3D11 device" << std::endl; + return; + } + + if (FAILED(device->QueryInterface(IID_PPV_ARGS(&m_device)))) { + std::cerr << "Failed to query ID3D11DeviceContext1" << std::endl; + return; + } + + Com<IDXGIDevice> dxgiDevice; + + if (FAILED(m_device->QueryInterface(IID_PPV_ARGS(&dxgiDevice)))) { + std::cerr << "Failed to query DXGI device" << std::endl; + return; + } + + if (FAILED(dxgiDevice->GetAdapter(&m_adapter))) { + std::cerr << "Failed to query DXGI adapter" << std::endl; + return; + } + + if (FAILED(m_adapter->GetParent(IID_PPV_ARGS(&m_factory)))) { + std::cerr << "Failed to query DXGI factory" << std::endl; + return; + } + + m_device->GetImmediateContext1(&m_context); + + DXGI_SWAP_CHAIN_DESC1 swapDesc; + swapDesc.Width = m_windowSizeW; + swapDesc.Height = m_windowSizeH; + swapDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + swapDesc.Stereo = FALSE; + swapDesc.SampleDesc = { 1, 0 }; + swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + swapDesc.BufferCount = 3; + swapDesc.Scaling = DXGI_SCALING_STRETCH; + swapDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + swapDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT + | DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; + + DXGI_SWAP_CHAIN_FULLSCREEN_DESC fsDesc; + fsDesc.RefreshRate = { 0, 0 }; + fsDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; + fsDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; + fsDesc.Windowed = TRUE; + + Com<IDXGISwapChain1> swapChain; + if (FAILED(m_factory->CreateSwapChainForHwnd(m_device.ptr(), m_window, &swapDesc, &fsDesc, nullptr, &swapChain))) { + std::cerr << "Failed to create DXGI swap chain" << std::endl; + return; + } + + if (FAILED(swapChain->QueryInterface(IID_PPV_ARGS(&m_swapChain)))) { + std::cerr << "Failed to query DXGI swap chain interface" << std::endl; + return; + } + + m_factory->MakeWindowAssociation(m_window, 0); + + Com<ID3DBlob> vertexShaderBlob; + Com<ID3DBlob> pixelShaderBlob; + + if (FAILED(D3DCompile(g_vertexShaderCode.data(), g_vertexShaderCode.size(), + "Vertex shader", nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) { + std::cerr << "Failed to compile vertex shader" << std::endl; + return; + } + + if (FAILED(D3DCompile(g_pixelShaderCode.data(), g_pixelShaderCode.size(), + "Pixel shader", nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) { + std::cerr << "Failed to compile pixel shader" << std::endl; + return; + } + + if (FAILED(m_device->CreateVertexShader( + vertexShaderBlob->GetBufferPointer(), + vertexShaderBlob->GetBufferSize(), + nullptr, &m_vs))) { + std::cerr << "Failed to create vertex shader" << std::endl; + return; + } + + if (FAILED(m_device->CreatePixelShader( + pixelShaderBlob->GetBufferPointer(), + pixelShaderBlob->GetBufferSize(), + nullptr, &m_ps))) { + std::cerr << "Failed to create pixel shader" << std::endl; + return; + } + + std::array<D3D11_INPUT_ELEMENT_DESC, 1> vertexFormatDesc = {{ + { "IN_POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }}; + + if (FAILED(m_device->CreateInputLayout( + vertexFormatDesc.data(), + vertexFormatDesc.size(), + vertexShaderBlob->GetBufferPointer(), + vertexShaderBlob->GetBufferSize(), + &m_vertexFormat))) { + std::cerr << "Failed to create input layout" << std::endl; + return; + } + + std::array<Vertex, 6> vertexData = {{ + Vertex { -0.3f, 0.1f }, + Vertex { 0.5f, 0.9f }, + Vertex { 1.3f, 0.1f }, + Vertex { -0.3f, 0.9f }, + Vertex { 1.3f, 0.9f }, + Vertex { 0.5f, 0.1f }, + }}; + + D3D11_BUFFER_DESC vboDesc; + vboDesc.ByteWidth = sizeof(vertexData); + vboDesc.Usage = D3D11_USAGE_IMMUTABLE; + vboDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + vboDesc.CPUAccessFlags = 0; + vboDesc.MiscFlags = 0; + vboDesc.StructureByteStride = 0; + + D3D11_SUBRESOURCE_DATA vboData; + vboData.pSysMem = vertexData.data(); + vboData.SysMemPitch = vboDesc.ByteWidth; + vboData.SysMemSlicePitch = vboDesc.ByteWidth; + + if (FAILED(m_device->CreateBuffer(&vboDesc, &vboData, &m_vbo))) { + std::cerr << "Failed to create index buffer" << std::endl; + return; + } + + std::array<uint32_t, 6> indexData = {{ 0, 1, 2, 3, 4, 5 }}; + + D3D11_BUFFER_DESC iboDesc; + iboDesc.ByteWidth = sizeof(indexData); + iboDesc.Usage = D3D11_USAGE_IMMUTABLE; + iboDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; + iboDesc.CPUAccessFlags = 0; + iboDesc.MiscFlags = 0; + iboDesc.StructureByteStride = 0; + + D3D11_SUBRESOURCE_DATA iboData; + iboData.pSysMem = indexData.data(); + iboData.SysMemPitch = iboDesc.ByteWidth; + iboData.SysMemSlicePitch = iboDesc.ByteWidth; + + if (FAILED(m_device->CreateBuffer(&iboDesc, &iboData, &m_ibo))) { + std::cerr << "Failed to create index buffer" << std::endl; + return; + } + + D3D11_BUFFER_DESC cbDesc; + cbDesc.ByteWidth = sizeof(PsConstants); + cbDesc.Usage = D3D11_USAGE_DYNAMIC; + cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + cbDesc.MiscFlags = 0; + cbDesc.StructureByteStride = 0; + + if (FAILED(m_device->CreateBuffer(&cbDesc, nullptr, &m_cbPs))) { + std::cerr << "Failed to create constant buffer" << std::endl; + return; + } + + cbDesc.ByteWidth = sizeof(VsConstantsPad) * 128 * 8; + + if (FAILED(m_device->CreateBuffer(&cbDesc, nullptr, &m_cbVs))) { + std::cerr << "Failed to create constant buffer" << std::endl; + return; + } + + std::array<uint32_t, 2> colors = { 0xFFFFFFFF, 0xFFC0C0C0 }; + + D3D11_SUBRESOURCE_DATA texData; + texData.pSysMem = &colors[0]; + texData.SysMemPitch = sizeof(colors[0]); + texData.SysMemSlicePitch = sizeof(colors[0]); + + D3D11_TEXTURE2D_DESC texDesc; + texDesc.Width = 1; + texDesc.Height = 1; + texDesc.MipLevels = 1; + texDesc.ArraySize = 1; + texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + texDesc.SampleDesc = { 1, 0 }; + texDesc.Usage = D3D11_USAGE_IMMUTABLE; + texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + texDesc.CPUAccessFlags = 0; + texDesc.MiscFlags = 0; + + if (FAILED(m_device->CreateTexture2D(&texDesc, &texData, &m_tex0))) { + std::cerr << "Failed to create texture" << std::endl; + return; + } + + texData.pSysMem = &colors[1]; + + if (FAILED(m_device->CreateTexture2D(&texDesc, &texData, &m_tex1))) { + std::cerr << "Failed to create texture" << std::endl; + return; + } + + if (FAILED(m_device->CreateShaderResourceView(m_tex0.ptr(), nullptr, &m_srv0)) + || FAILED(m_device->CreateShaderResourceView(m_tex1.ptr(), nullptr, &m_srv1))) { + std::cerr << "Failed to create SRV" << std::endl; + return; + } + + m_initialized = true; + } + + + ~TriangleApp() { + m_context->ClearState(); + } + + + bool run() { + if (!m_initialized) + return false; + + if (m_occluded && (m_occluded = isOccluded())) + return true; + + if (!beginFrame()) + return true; + + std::array<PsConstants, 2> colors = {{ + PsConstants { 0.25f, 0.25f, 0.25f, 1.0f }, + PsConstants { 0.40f, 0.40f, 0.40f, 1.0f }, + }}; + + for (uint32_t i = 0; i < 8; i++) { + DrawOptions options; + options.sortByTexture = i & 1; + options.drawIndexed = i & 2; + options.mapDiscardOnce = i & 4; + drawLines(colors[i & 1], options, i); + } + + if (!endFrame()) + return false; + + updateFps(); + return true; + } + + + void drawLines(const PsConstants& psData, const DrawOptions& options, uint32_t baseY) { + D3D11_MAPPED_SUBRESOURCE sr; + + // Update color for the row + m_context->PSSetConstantBuffers(0, 1, &m_cbPs); + m_context->Map(m_cbPs.ptr(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr); + std::memcpy(sr.pData, &psData, sizeof(psData)); + m_context->Unmap(m_cbPs.ptr(), 0); + + baseY *= 8; + + if (options.mapDiscardOnce) { + uint32_t drawIndex = 0; + + // Discard and map the entire vertex constant buffer + // once, then bind sub-ranges while emitting draw calls + m_context->Map(m_cbVs.ptr(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr); + auto vsData = reinterpret_cast<VsConstantsPad*>(sr.pData); + + for (uint32_t y = 0; y < 8; y++) { + for (uint32_t x = 0; x < 128; x++) + vsData[drawIndex++].data = getVsConstants(x, baseY + y); + } + + m_context->Unmap(m_cbVs.ptr(), 0); + } + + if (options.drawIndexed) + m_context->IASetIndexBuffer(m_ibo.ptr(), DXGI_FORMAT_R32_UINT, 0); + + uint32_t vsStride = sizeof(Vertex); + uint32_t vsOffset = 0; + m_context->IASetVertexBuffers(0, 1, &m_vbo, &vsStride, &vsOffset); + + uint32_t maxZ = options.sortByTexture ? 2 : 1; + + for (uint32_t z = 0; z < maxZ; z++) { + uint32_t drawIndex = z; + + if (options.sortByTexture) { + ID3D11ShaderResourceView* view = z ? m_srv1.ptr() : m_srv0.ptr(); + m_context->PSSetShaderResources(0, 1, &view); + } + + for (uint32_t y = 0; y < 8; y++) { + for (uint32_t x = z; x < 128; x += maxZ) { + uint32_t triIndex = (x ^ y) & 1; + + if (!options.mapDiscardOnce) { + D3D11_MAP mapMode = drawIndex ? D3D11_MAP_WRITE_NO_OVERWRITE : D3D11_MAP_WRITE_DISCARD; + m_context->Map(m_cbVs.ptr(), 0, mapMode, 0, &sr); + auto vsData = reinterpret_cast<VsConstantsPad*>(sr.pData); + vsData[drawIndex].data = getVsConstants(x, baseY + y); + m_context->Unmap(m_cbVs.ptr(), 0); + } + + uint32_t constantOffset = 16 * drawIndex; + uint32_t constantCount = 16; + m_context->VSSetConstantBuffers1(0, 1, &m_cbVs, &constantOffset, &constantCount); + + if (!options.sortByTexture) { + ID3D11ShaderResourceView* view = triIndex ? m_srv1.ptr() : m_srv0.ptr(); + m_context->PSSetShaderResources(0, 1, &view); + } + + // Submit draw call + uint32_t baseIndex = 3 * triIndex; + + if (options.drawIndexed) + m_context->DrawIndexed(3, baseIndex, 0); + else + m_context->Draw(3, baseIndex); + + drawIndex += maxZ; + } + } + } + } + + + static VsConstants getVsConstants(uint32_t x, uint32_t y) { + VsConstants result; + result.x = float(x) / 128.0f; + result.y = float(y) / 64.0f; + result.w = 1.0f / 128.0f; + result.h = 1.0f / 64.0f; + return result; + } + + + bool beginFrame() { + // Make sure we can actually render to the window + RECT windowRect = { 0, 0, 1024, 600 }; + GetClientRect(m_window, &windowRect); + + uint32_t newWindowSizeW = uint32_t(windowRect.right - windowRect.left); + uint32_t newWindowSizeH = uint32_t(windowRect.bottom - windowRect.top); + + if (m_windowSizeW != newWindowSizeW || m_windowSizeH != newWindowSizeH) { + m_rtv = nullptr; + m_context->ClearState(); + + DXGI_SWAP_CHAIN_DESC1 desc; + m_swapChain->GetDesc1(&desc); + + if (FAILED(m_swapChain->ResizeBuffers(desc.BufferCount, + newWindowSizeW, newWindowSizeH, desc.Format, desc.Flags))) { + std::cerr << "Failed to resize back buffers" << std::endl; + return false; + } + + Com<ID3D11Texture2D> backBuffer; + if (FAILED(m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer)))) { + std::cerr << "Failed to get swap chain back buffer" << std::endl; + return false; + } + + D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; + rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; + rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; + rtvDesc.Texture2D = { 0u }; + + if (FAILED(m_device->CreateRenderTargetView(backBuffer.ptr(), &rtvDesc, &m_rtv))) { + std::cerr << "Failed to create render target view" << std::endl; + return false; + } + + m_windowSizeW = newWindowSizeW; + m_windowSizeH = newWindowSizeH; + } + + // Set up render state + FLOAT color[4] = { 0.5f, 0.5f, 0.5f, 1.0f }; + m_context->OMSetRenderTargets(1, &m_rtv, nullptr); + m_context->ClearRenderTargetView(m_rtv.ptr(), color); + + m_context->VSSetShader(m_vs.ptr(), nullptr, 0); + m_context->PSSetShader(m_ps.ptr(), nullptr, 0); + + m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + m_context->IASetInputLayout(m_vertexFormat.ptr()); + + D3D11_VIEWPORT viewport; + viewport.TopLeftX = 0.0f; + viewport.TopLeftY = 0.0f; + viewport.Width = float(m_windowSizeW); + viewport.Height = float(m_windowSizeH); + viewport.MinDepth = 0.0f; + viewport.MaxDepth = 1.0f; + m_context->RSSetViewports(1, &viewport); + return true; + } + + + bool endFrame() { + HRESULT hr = m_swapChain->Present(0, DXGI_PRESENT_TEST); + + if (hr == S_OK) + hr = m_swapChain->Present(0, 0); + + m_occluded = hr == DXGI_STATUS_OCCLUDED; + return true; + } + + void updateFps() { + if (!m_qpcFrequency.QuadPart) + QueryPerformanceFrequency(&m_qpcFrequency); + + if (!m_qpcLastUpdate.QuadPart) + QueryPerformanceCounter(&m_qpcLastUpdate); + + LARGE_INTEGER now; + QueryPerformanceCounter(&now); + + m_frameCount++; + + if (now.QuadPart - m_qpcLastUpdate.QuadPart < m_qpcFrequency.QuadPart) + return; + + double seconds = double(now.QuadPart - m_qpcLastUpdate.QuadPart) / double(m_qpcFrequency.QuadPart); + double fps = double(m_frameCount) / seconds; + + std::wstringstream str; + str << L"D3D11 triangle (" << fps << L" FPS)"; + + SetWindowTextW(m_window, str.str().c_str()); + + m_qpcLastUpdate = now; + m_frameCount = 0; + } + + bool isOccluded() { + return m_swapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED; + } + +private: + + HWND m_window; + uint32_t m_windowSizeW = 1024; + uint32_t m_windowSizeH = 600; + bool m_initialized = false; + bool m_occluded = false; + + Com<IDXGIFactory3> m_factory; + Com<IDXGIAdapter> m_adapter; + Com<ID3D11Device1> m_device; + Com<ID3D11DeviceContext1> m_context; + Com<IDXGISwapChain2> m_swapChain; + + Com<ID3D11RenderTargetView> m_rtv; + Com<ID3D11Buffer> m_ibo; + Com<ID3D11Buffer> m_vbo; + Com<ID3D11InputLayout> m_vertexFormat; + + Com<ID3D11Texture2D> m_tex0; + Com<ID3D11Texture2D> m_tex1; + Com<ID3D11ShaderResourceView> m_srv0; + Com<ID3D11ShaderResourceView> m_srv1; + + Com<ID3D11Buffer> m_cbPs; + Com<ID3D11Buffer> m_cbVs; + + Com<ID3D11VertexShader> m_vs; + Com<ID3D11PixelShader> m_ps; + + LARGE_INTEGER m_qpcLastUpdate = { }; + LARGE_INTEGER m_qpcFrequency = { }; + + uint32_t m_frameCount = 0; + +}; + +LRESULT CALLBACK WindowProc(HWND hWnd, + UINT message, + WPARAM wParam, + LPARAM lParam); + +int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { + WNDCLASSEXW wc = { }; + wc.cbSize = sizeof(wc); + 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"WindowClass"; + RegisterClassExW(&wc); + + HWND hWnd = CreateWindowExW(0, L"WindowClass", L"D3D11 triangle", + WS_OVERLAPPEDWINDOW, 300, 300, 1024, 600, + nullptr, nullptr, hInstance, nullptr); + ShowWindow(hWnd, nCmdShow); + + TriangleApp app(hInstance, hWnd); + + MSG msg; + + while (true) { + if (PeekMessageW(&msg, nullptr, 0, 0, PM_REMOVE)) { + TranslateMessage(&msg); + DispatchMessageW(&msg); + + if (msg.message == WM_QUIT) + return msg.wParam; + } else { + if (!app.run()) + break; + } + } + + return msg.wParam; +} + +LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { + switch (message) { + case WM_CLOSE: + PostQuitMessage(0); + return 0; + } + + return DefWindowProcW(hWnd, message, wParam, lParam); +} |