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-rw-r--r--src/libs/dxvk-native-1.9.2a/tests/d3d11/test_d3d11_map_read.cpp203
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;
+}