/* Copyright 2015-2018 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ // EngineSandbox.cpp : Defines the entry point for the application. // #include "pch.h" #include "TestSeparateTextureSampler.h" static const char g_ShaderSource[] = R"( Texture2D g_Tex; SamplerState g_Sam; Texture2D g_Tex2; SamplerState g_Sam2; SamplerState g_Sam3[2]; SamplerState g_Sam4[2]; void VSMain(out float4 pos : SV_POSITION) { pos = float4(0.0, 0.0, 0.0, 0.0); } void PSMain(out float4 col : SV_TARGET) { col = g_Tex.Sample(g_Sam, float2(0.5, 0.5)) + g_Tex2.Sample(g_Sam2, float2(0.5, 0.5)) + g_Tex2.Sample(g_Sam3[0], float2(0.5, 0.5)) + g_Tex2.Sample(g_Sam3[1], float2(0.5, 0.5)) + g_Tex2.Sample(g_Sam4[0], float2(0.5, 0.5)) + g_Tex2.Sample(g_Sam4[1], float2(0.5, 0.5)); } )"; using namespace Diligent; TestSeparateTextureSampler::TestSeparateTextureSampler(IRenderDevice *pDevice, IDeviceContext *pContext) : UnitTestBase("Test separate texture sampler") { if (pDevice->GetDeviceCaps().IsD3DDevice() /*|| pDevice->GetDeviceCaps().IsVulkanDevice()*/) { ShaderCreationAttribs Attrs; Attrs.Source = g_ShaderSource; Attrs.EntryPoint = "VSMain"; Attrs.Desc.ShaderType = SHADER_TYPE_VERTEX; Attrs.Desc.Name = "VSMain (TestSeparateTextureSampler)"; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; RefCntAutoPtr pVS; pDevice->CreateShader(Attrs, &pVS); Attrs.EntryPoint = "PSMain"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.Desc.Name = "PSMain (TestSeparateTextureSampler)"; ShaderVariableDesc Vars[] = { {"g_Tex", SHADER_VARIABLE_TYPE_MUTABLE}, {"g_Sam", SHADER_VARIABLE_TYPE_DYNAMIC}, {"g_Tex2", SHADER_VARIABLE_TYPE_DYNAMIC}, {"g_Sam2", SHADER_VARIABLE_TYPE_MUTABLE}, {"g_Sam4", SHADER_VARIABLE_TYPE_MUTABLE} }; Attrs.Desc.VariableDesc = Vars; Attrs.Desc.NumVariables = _countof(Vars); StaticSamplerDesc StaticSamplers[] = { {"g_Sam2", SamplerDesc{}} }; Attrs.Desc.StaticSamplers = StaticSamplers; Attrs.Desc.NumStaticSamplers = _countof(StaticSamplers); RefCntAutoPtr pPS; pDevice->CreateShader(Attrs, &pPS); PipelineStateDesc PSODesc; PSODesc.GraphicsPipeline.pVS = pVS; PSODesc.GraphicsPipeline.pPS = pPS; PSODesc.GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM; PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_UNKNOWN; PSODesc.GraphicsPipeline.DepthStencilDesc.DepthEnable = false; RefCntAutoPtr pPSO; pDevice->CreatePipelineState(PSODesc, &pPSO); TextureDesc TexDesc; TexDesc.Name = "Separate sampler texture test"; TexDesc.Type = RESOURCE_DIM_TEX_2D; TexDesc.Width = 256; TexDesc.Height = 256; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE; RefCntAutoPtr pTexture; pDevice->CreateTexture( TexDesc, TextureData(), &pTexture ); RefCntAutoPtr pSampler; pDevice->CreateSampler( SamplerDesc{}, &pSampler ); IDeviceObject* ppSamplers[2] = {pSampler, pSampler}; pPS->GetShaderVariable("g_Sam3")->SetArray(ppSamplers, 0, 2); RefCntAutoPtr pSRB; pPSO->CreateShaderResourceBinding(&pSRB, true); pSRB->GetVariable(SHADER_TYPE_PIXEL, "g_Tex")->Set(pTexture->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE)); pSRB->GetVariable(SHADER_TYPE_PIXEL, "g_Sam")->Set(pSampler); pSRB->GetVariable(SHADER_TYPE_PIXEL, "g_Sam4")->SetArray(ppSamplers, 0, 2); pSRB->GetVariable(SHADER_TYPE_PIXEL, "g_Tex2")->Set(pTexture->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE)); auto VarCount = pSRB->GetVariableCount(SHADER_TYPE_PIXEL); VERIFY_EXPR(VarCount == 4); for(Uint32 v=0; v < VarCount; ++v) { auto* pVar = pSRB->GetVariable(SHADER_TYPE_PIXEL, v); VERIFY_EXPR(pVar->GetIndex() == v); VERIFY_EXPR(pVar->GetType() == SHADER_VARIABLE_TYPE_MUTABLE || pVar->GetType() == SHADER_VARIABLE_TYPE_DYNAMIC); auto pVar2 = pSRB->GetVariable(SHADER_TYPE_PIXEL, pVar->GetName()); VERIFY_EXPR(pVar == pVar2); } TextureDesc RenderTargetDesc; RenderTargetDesc.Type = RESOURCE_DIM_TEX_2D; RenderTargetDesc.Width = 256; RenderTargetDesc.Height = 256; RenderTargetDesc.BindFlags = BIND_RENDER_TARGET | BIND_SHADER_RESOURCE; RenderTargetDesc.Format = TEX_FORMAT_RGBA8_UNORM; RenderTargetDesc.Name = "TestSeparateTextureSampler: test render target"; RefCntAutoPtr pRenderTarget; pDevice->CreateTexture(RenderTargetDesc, TextureData{}, &pRenderTarget); ITextureView* pRTV[] = {pRenderTarget->GetDefaultView(TEXTURE_VIEW_RENDER_TARGET)}; pContext->SetRenderTargets(1, pRTV, nullptr, SET_RENDER_TARGETS_FLAG_TRANSITION_ALL); float Zero[4] = {}; pContext->ClearRenderTarget(pRTV[0], Zero); pContext->SetPipelineState(pPSO); pContext->CommitShaderResources(pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); DrawAttribs DrawAttrs; DrawAttrs.Flags = DRAW_FLAG_VERIFY_STATES; DrawAttrs.NumVertices = 3; pContext->Draw(DrawAttrs); pContext->SetRenderTargets(0, nullptr, nullptr, SET_RENDER_TARGETS_FLAG_TRANSITION_ALL); SetStatus(TestResult::Succeeded); } else { SetStatus(TestResult::Skipped); } }