From 16f504a9dca3fe3b70568f67b7d41241ae485288 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 18:49:04 +0200 Subject: Adding upstream version 7.0.6-dfsg. Signed-off-by: Daniel Baumann --- .../dxvk-native-1.9.2a/tests/d3d9/test_d3d9_up.cpp | 429 +++++++++++++++++++++ 1 file changed, 429 insertions(+) create mode 100644 src/libs/dxvk-native-1.9.2a/tests/d3d9/test_d3d9_up.cpp (limited to 'src/libs/dxvk-native-1.9.2a/tests/d3d9/test_d3d9_up.cpp') diff --git a/src/libs/dxvk-native-1.9.2a/tests/d3d9/test_d3d9_up.cpp b/src/libs/dxvk-native-1.9.2a/tests/d3d9/test_d3d9_up.cpp new file mode 100644 index 00000000..8ef137c9 --- /dev/null +++ b/src/libs/dxvk-native-1.9.2a/tests/d3d9/test_d3d9_up.cpp @@ -0,0 +1,429 @@ +#include + +#include +#include + +#include "../test_utils.h" + +using namespace dxvk; + +struct Extent2D { + uint32_t w, h; +}; + +const std::string g_vertexShaderCode = R"( + +struct VS_INPUT { + float3 Position : POSITION; + float3 TexCoord : TEXCOORD0; +}; + +struct VS_OUTPUT { + float4 Position : POSITION; + float3 TexCoord : TEXCOORD0; +}; + +VS_OUTPUT main( VS_INPUT IN ) { + VS_OUTPUT OUT; + OUT.Position = float4(IN.Position, 0.6f); + OUT.TexCoord = IN.TexCoord; + + return OUT; +} + +)"; + +const std::string g_pixelShaderCode = R"( + +struct VS_OUTPUT { + float4 Position : POSITION; + float3 TexCoord : TEXCOORD0; +}; + +struct PS_OUTPUT { + float4 Colour : COLOR; +}; + +sampler g_texDepth : register( s0 ); + +PS_OUTPUT main( VS_OUTPUT IN ) { + PS_OUTPUT OUT; + + //OUT.Colour = tex2D(g_texDepth, float2(0, 0)); + //OUT.Colour = 1.0; + + OUT.Colour = float4(IN.TexCoord.xyz, 1.0); + + return OUT; +} + + +)"; + +Logger Logger::s_instance("triangle.log"); + +class TriangleApp { + +public: + + TriangleApp(HINSTANCE instance, HWND window) + : m_window(window) { + HRESULT status = Direct3DCreate9Ex(D3D_SDK_VERSION, &m_d3d); + + if (FAILED(status)) + throw DxvkError("Failed to create D3D9 interface"); + + UINT adapter = D3DADAPTER_DEFAULT; + + D3DADAPTER_IDENTIFIER9 adapterId; + m_d3d->GetAdapterIdentifier(adapter, 0, &adapterId); + + Logger::info(str::format("Using adapter: ", adapterId.Description)); + + auto CheckSRGBFormat = [&](D3DFORMAT fmt, const char* name) { + HRESULT status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, fmt); + Logger::warn(str::format("(linear) ", name, ": ", SUCCEEDED(status) ? "ok" : "nope")); + + status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE, fmt); + Logger::warn(str::format("(srgb) ", name, ": ", SUCCEEDED(status) ? "ok" : "nope")); + }; + + CheckSRGBFormat(D3DFMT_R5G6B5, "R5G6B5"); + CheckSRGBFormat(D3DFMT_X1R5G5B5, "X1R5G5B5"); + CheckSRGBFormat(D3DFMT_A1R5G5B5, "A1R5G5B5"); + CheckSRGBFormat(D3DFMT_A4R4G4B4, "A4R4G4B4"); + CheckSRGBFormat(D3DFMT_X4R4G4B4, "X4R4G4B4"); + CheckSRGBFormat(D3DFMT_G16R16, "G16R16"); + CheckSRGBFormat(D3DFMT_A2R10G10B10, "A2R10G10B10"); + CheckSRGBFormat(D3DFMT_A16B16G16R16, "A16B16G16R16"); + + // + + DWORD quality; + status = m_d3d->CheckDepthStencilMatch(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, D3DFMT_D24S8); + status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, D3DFMT_A8R8G8B8); + status = m_d3d->CheckDeviceFormatConversion(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8); + status = m_d3d->CheckDeviceMultiSampleType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, FALSE, D3DMULTISAMPLE_NONE, &quality); + status = m_d3d->CheckDeviceMultiSampleType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_NONE, &quality); + status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE); + status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE); + + // NULL + constexpr D3DFORMAT NullFormat = D3DFORMAT(MAKEFOURCC('N', 'U', 'L', 'L')); + + status = m_d3d->CheckDepthStencilMatch(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat, D3DFMT_D24S8); + status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, NullFormat); + status = m_d3d->CheckDeviceFormat(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, NullFormat); + status = m_d3d->CheckDeviceFormatConversion(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat); + status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat, false); + status = m_d3d->CheckDeviceType(adapter, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, NullFormat, true); + // + + D3DPRESENT_PARAMETERS params; + getPresentParams(params); + + status = m_d3d->CreateDeviceEx( + adapter, + D3DDEVTYPE_HAL, + m_window, + D3DCREATE_HARDWARE_VERTEXPROCESSING, + ¶ms, + nullptr, + &m_device); + + if (FAILED(status)) + throw DxvkError("Failed to create D3D9 device"); + + // Funny Swapchain Refcounting + // "One of the things COM does really well, is lifecycle management" + // Implicit Swapchain + { + IDirect3DSurface9* pSurface1 = nullptr; + IDirect3DSurface9* pSurface2 = nullptr; + status = m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface1); + D3DPRESENT_PARAMETERS newParams = params; + newParams.BackBufferWidth = 10; + newParams.BackBufferHeight = 10; + status = m_device->Reset(&newParams); + status = m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface2); + + IDirect3DSwapChain9* pSwapChain2 = nullptr; + IDirect3DSwapChain9* pSwapChain3 = nullptr; + status = pSurface1->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast(&pSwapChain2)); + status = pSurface2->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast(&pSwapChain3)); + + printf("E_NOINTERFACE! for pSwapchain2"); + status = m_device->Reset(¶ms); + } + // Additional swapchain + { + IDirect3DSwapChain9* pSwapChain2 = nullptr; + IDirect3DSwapChain9* pSwapChain3 = nullptr; + IDirect3DSwapChain9* pSwapChain4 = nullptr; + IDirect3DSurface9* pSurface = nullptr; + status = m_device->CreateAdditionalSwapChain(¶ms, &pSwapChain2); + status = pSwapChain2->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pSurface); + status = pSurface->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast(&pSwapChain3)); + pSwapChain2->Release(); + UINT count = pSwapChain2->Release(); + printf("Count: %u - Should be 0 and swapchain dead!", count); + status = pSurface->GetContainer(__uuidof(IDirect3DSwapChain9), reinterpret_cast(&pSwapChain4)); + // E_NOINTERFACE ! + printf("E_NOINTERFACE!"); + } + + m_device->AddRef(); + + Com backbuffer; + m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); + + m_device->AddRef(); + + Com swapchain; + m_device->GetSwapChain(0, &swapchain); + + m_device->AddRef(); + + DWORD bias = 0xDEADBEEF; + status = m_device->GetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, &bias); + status = m_device->SetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G', 'E', 'T', '4')); + status = m_device->GetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, &bias); + status = m_device->SetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G', 'E', 'T', '1')); + status = m_device->GetSamplerState(0, D3DSAMP_MIPMAPLODBIAS, &bias); + + // Vertex Shader + { + Com blob; + + status = D3DCompile( + g_vertexShaderCode.data(), + g_vertexShaderCode.length(), + nullptr, nullptr, nullptr, + "main", + "vs_2_0", + 0, 0, &blob, + nullptr); + + if (FAILED(status)) + throw DxvkError("Failed to compile vertex shader"); + + status = m_device->CreateVertexShader(reinterpret_cast(blob->GetBufferPointer()), &m_vs); + + if (FAILED(status)) + throw DxvkError("Failed to create vertex shader"); + } + + // Pixel Shader + { + Com blob; + + status = D3DCompile( + g_pixelShaderCode.data(), + g_pixelShaderCode.length(), + nullptr, nullptr, nullptr, + "main", + "ps_2_0", + 0, 0, &blob, + nullptr); + + if (FAILED(status)) + throw DxvkError("Failed to compile pixel shader"); + + status = m_device->CreatePixelShader(reinterpret_cast(blob->GetBufferPointer()), &m_ps); + + if (FAILED(status)) + throw DxvkError("Failed to create pixel shader"); + } + + m_device->SetVertexShader(m_vs.ptr()); + m_device->SetPixelShader(m_ps.ptr()); + + m_device->AddRef(); + } + + void run() { + this->adjustBackBuffer(); + + m_device->BeginScene(); + + m_device->Clear( + 0, + nullptr, + D3DCLEAR_TARGET, + D3DCOLOR_RGBA(44, 62, 80, 0), + 0, + 0); + + m_device->Clear( + 0, + nullptr, + D3DCLEAR_ZBUFFER, + 0, + 0.5f, + 0); + + m_decl = nullptr; + + std::array elements; + + elements[0].Method = 0; + elements[0].Offset = 0; + elements[0].Stream = 0; + elements[0].Type = D3DDECLTYPE_FLOAT3; + elements[0].Usage = D3DDECLUSAGE_POSITION; + elements[0].UsageIndex = 0; + + elements[1].Method = 0; + elements[1].Offset = 12; + elements[1].Stream = 0; + elements[1].Type = D3DDECLTYPE_FLOAT3; + elements[1].Usage = D3DDECLUSAGE_TEXCOORD; + elements[1].UsageIndex = 0; + + elements[2] = D3DDECL_END(); + + HRESULT result = m_device->CreateVertexDeclaration(elements.data(), &m_decl); + if (FAILED(result)) + throw DxvkError("Failed to create vertex decl"); + + m_device->SetVertexDeclaration(m_decl.ptr()); + + float vertexData[] = { + -1, 1, 0, 0, 0, 1, 1, 0, 1, 0, 1, -1, 0, 1, 1, -1, -1, 0, 0, 1, + + 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, + }; + + m_device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, vertexData, 20); + //m_device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 3, vertexData, 20); + + //m_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1); + + m_device->EndScene(); + + m_device->PresentEx( + nullptr, + nullptr, + nullptr, + nullptr, + 0); + } + + void adjustBackBuffer() { + RECT windowRect = { 0, 0, 1024, 600 }; + GetClientRect(m_window, &windowRect); + + Extent2D newSize = { + static_cast(windowRect.right - windowRect.left), + static_cast(windowRect.bottom - windowRect.top), + }; + + if (m_windowSize.w != newSize.w + || m_windowSize.h != newSize.h) { + m_windowSize = newSize; + + D3DPRESENT_PARAMETERS params; + getPresentParams(params); + HRESULT status = m_device->ResetEx(¶ms, nullptr); + + if (FAILED(status)) + throw DxvkError("Device reset failed"); + } + } + + void getPresentParams(D3DPRESENT_PARAMETERS& params) { + params.AutoDepthStencilFormat = D3DFMT_UNKNOWN; + params.BackBufferCount = 1; + params.BackBufferFormat = D3DFMT_X8R8G8B8; + params.BackBufferWidth = m_windowSize.w; + params.BackBufferHeight = m_windowSize.h; + params.EnableAutoDepthStencil = 0; + params.Flags = 0; + params.FullScreen_RefreshRateInHz = 0; + params.hDeviceWindow = m_window; + params.MultiSampleQuality = 0; + params.MultiSampleType = D3DMULTISAMPLE_NONE; + params.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; + params.SwapEffect = D3DSWAPEFFECT_DISCARD; + params.Windowed = TRUE; + } + +private: + + HWND m_window; + Extent2D m_windowSize = { 1024, 600 }; + + Com m_d3d; + Com m_device; + + Com m_vs; + Com m_ps; + Com m_vb; + Com m_decl; + +}; + +LRESULT CALLBACK WindowProc(HWND hWnd, + UINT message, + WPARAM wParam, + LPARAM lParam); + +int WINAPI WinMain(HINSTANCE hInstance, + HINSTANCE hPrevInstance, + LPSTR lpCmdLine, + int nCmdShow) { + HWND hWnd; + WNDCLASSEXW wc; + ZeroMemory(&wc, sizeof(WNDCLASSEX)); + wc.cbSize = sizeof(WNDCLASSEX); + 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"WindowClass1"; + RegisterClassExW(&wc); + + hWnd = CreateWindowExW(0, + L"WindowClass1", + L"Our First Windowed Program", + WS_OVERLAPPEDWINDOW, + 300, 300, + 640, 480, + nullptr, + nullptr, + hInstance, + nullptr); + ShowWindow(hWnd, nCmdShow); + + MSG msg; + + try { + TriangleApp app(hInstance, hWnd); + + while (true) { + if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) { + TranslateMessage(&msg); + DispatchMessage(&msg); + + if (msg.message == WM_QUIT) + return msg.wParam; + } else { + app.run(); + } + } + } catch (const dxvk::DxvkError& e) { + std::cerr << e.message() << std::endl; + return msg.wParam; + } +} + +LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { + switch (message) { + case WM_CLOSE: + PostQuitMessage(0); + return 0; + } + + return DefWindowProc(hWnd, message, wParam, lParam); +} -- cgit v1.2.3