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/* Copyright 2019 Diligent Graphics LLC
*
* 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.
*/
#include "pch.h"
#include "TestGeometryShader.h"
#include "MapHelper.h"
using namespace Diligent;
void TestGeometryShader::Init( IRenderDevice *pDevice, IDeviceContext *pDeviceContext, ISwapChain *pSwapChain)
{
if(!pDevice->GetDeviceCaps().bGeometryShadersSupported)
{
SetStatus(TestResult::Skipped, "Geometry shaders are not supported");
return;
}
m_pDeviceContext = pDeviceContext;
ShaderCreateInfo CreationAttrs;
RefCntAutoPtr<IShaderSourceInputStreamFactory> pShaderSourceFactory;
pDevice->GetEngineFactory()->CreateDefaultShaderSourceStreamFactory(nullptr, &pShaderSourceFactory);
CreationAttrs.pShaderSourceStreamFactory = pShaderSourceFactory;
CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
CreationAttrs.UseCombinedTextureSamplers = true;
RefCntAutoPtr<Diligent::IShader> pVS, pGS, pPS;
{
CreationAttrs.FilePath = "Shaders\\GSTestDX.vsh";
CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX;
pDevice->CreateShader( CreationAttrs, &pVS );
}
{
CreationAttrs.FilePath = "Shaders\\GSTestDX.gsh";
CreationAttrs.Desc.ShaderType = SHADER_TYPE_GEOMETRY;
pDevice->CreateShader( CreationAttrs, &pGS );
}
{
CreationAttrs.FilePath = "Shaders\\GSTestDX.psh";
CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL;
pDevice->CreateShader( CreationAttrs, &pPS );
}
PipelineStateDesc PSODesc;
PSODesc.GraphicsPipeline.DepthStencilDesc.DepthEnable = False;
PSODesc.GraphicsPipeline.RasterizerDesc.CullMode = CULL_MODE_NONE;
PSODesc.GraphicsPipeline.BlendDesc.IndependentBlendEnable = False;
PSODesc.GraphicsPipeline.BlendDesc.RenderTargets[0].BlendEnable = False;
PSODesc.GraphicsPipeline.NumRenderTargets = 1;
PSODesc.GraphicsPipeline.RTVFormats[0] = pSwapChain->GetDesc().ColorBufferFormat;
PSODesc.GraphicsPipeline.DSVFormat = pSwapChain->GetDesc().DepthBufferFormat;
PSODesc.GraphicsPipeline.pPS = pPS;
PSODesc.GraphicsPipeline.pVS = pVS;
PSODesc.GraphicsPipeline.pGS = pGS;
PSODesc.GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_POINT_LIST;
pDevice->CreatePipelineState( PSODesc, &m_pPSO );
}
void TestGeometryShader::Draw()
{
if(!m_pDeviceContext)
return;
m_pDeviceContext->SetPipelineState(m_pPSO);
m_pDeviceContext->CommitShaderResources(nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
// Draw 2 triangles
Diligent::DrawAttribs DrawAttrs(2, DRAW_FLAG_VERIFY_ALL);
m_pDeviceContext->Draw(DrawAttrs);
SetStatus(TestResult::Succeeded);
}
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