1 | #include <array>
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2 | #include <cstring>
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3 |
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4 | #include <d3dcompiler.h>
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5 | #include <d3d11.h>
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6 |
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7 | #include <windows.h>
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8 | #include <windowsx.h>
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9 |
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10 | #include "../test_utils.h"
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11 |
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12 | using namespace dxvk;
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13 |
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14 | const std::string g_vsCode =
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15 | "struct VS_IFACE {\n"
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16 | " float4 pos : VS_POSITION;\n"
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17 | "};\n"
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18 | "VS_IFACE main(VS_IFACE ia_in) {\n"
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19 | " return ia_in;\n"
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20 | "}\n";
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21 |
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22 | const std::string g_gsCode =
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23 | "struct GS_IN {\n"
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24 | " float4 pos : VS_POSITION;\n"
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25 | "};\n"
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26 | "struct GS_OUT_NORMAL {\n"
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27 | " float3 nor : GS_NORMAL;\n"
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28 | " float len : GS_LENGTH;\n"
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29 | "};\n"
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30 | "[maxvertexcount(1)]\n"
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31 | "void main(triangle GS_IN vs_in[3], inout PointStream<GS_OUT_NORMAL> o_normals) {\n"
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32 | " float3 ds1 = vs_in[1].pos.xyz - vs_in[0].pos.xyz;\n"
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33 | " float3 ds2 = vs_in[2].pos.xyz - vs_in[0].pos.xyz;\n"
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34 | " float3 cv = cross(ds1, ds2);\n"
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35 | " float cl = length(cv);\n"
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36 | " GS_OUT_NORMAL normal;\n"
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37 | " normal.nor = cv / cl;\n"
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38 | " normal.len = cl;"
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39 | " o_normals.Append(normal);\n"
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40 | "}\n";
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41 |
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42 | Com<ID3D11Device> g_d3d11Device;
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43 | Com<ID3D11DeviceContext> g_d3d11Context;
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44 |
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45 | Com<ID3D11VertexShader> g_vertShader;
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46 | Com<ID3D11GeometryShader> g_geomShader;
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47 |
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48 | Com<ID3D11InputLayout> g_inputLayout;
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49 |
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50 | Com<ID3D11Buffer> g_vertexBuffer;
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51 | Com<ID3D11Buffer> g_normalBuffer;
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52 | Com<ID3D11Buffer> g_readBuffer;
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53 |
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54 | Com<ID3D11Query> g_soStream;
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55 | Com<ID3D11Query> g_soOverflow;
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56 |
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57 | struct Vertex {
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58 | float x, y, z, w;
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59 | };
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60 |
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61 | struct Normal {
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62 | float x, y, z, len;
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63 | };
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64 |
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65 | int WINAPI WinMain(HINSTANCE hInstance,
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66 | HINSTANCE hPrevInstance,
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67 | LPSTR lpCmdLine,
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68 | int nCmdShow) {
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69 | if (FAILED(D3D11CreateDevice(
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70 | nullptr, D3D_DRIVER_TYPE_HARDWARE,
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71 | nullptr, 0, nullptr, 0, D3D11_SDK_VERSION,
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72 | &g_d3d11Device, nullptr, &g_d3d11Context))) {
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73 | std::cerr << "Failed to create D3D11 device" << std::endl;
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74 | return 1;
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75 | }
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76 |
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77 | Com<ID3DBlob> vsBlob;
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78 | Com<ID3DBlob> gsBlob;
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79 |
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80 | if (FAILED(D3DCompile(g_vsCode.data(), g_vsCode.size(),
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81 | "Vertex shader", nullptr, nullptr, "main", "vs_4_0",
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82 | 0, 0, &vsBlob, nullptr))) {
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83 | std::cerr << "Failed to compile vertex shader" << std::endl;
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84 | return 1;
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85 | }
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86 |
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87 | if (FAILED(D3DCompile(g_gsCode.data(), g_gsCode.size(),
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88 | "Geometry shader", nullptr, nullptr, "main", "gs_4_0",
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89 | 0, 0, &gsBlob, nullptr))) {
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90 | std::cerr << "Failed to compile geometry shader" << std::endl;
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91 | return 1;
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92 | }
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93 |
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94 | if (FAILED(g_d3d11Device->CreateVertexShader(
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95 | vsBlob->GetBufferPointer(),
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96 | vsBlob->GetBufferSize(),
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97 | nullptr, &g_vertShader))) {
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98 | std::cerr << "Failed to create vertex shader" << std::endl;
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99 | return 1;
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100 | }
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101 |
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102 | std::array<D3D11_SO_DECLARATION_ENTRY, 2> soDeclarations = {{
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103 | { 0, "GS_NORMAL", 0, 0, 3, 0 },
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104 | { 0, "GS_LENGTH", 0, 0, 1, 0 },
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105 | }};
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106 |
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107 | std::array<UINT, 1> soBufferStrides = {{
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108 | sizeof(Normal),
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109 | }};
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110 |
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111 | if (FAILED(g_d3d11Device->CreateGeometryShaderWithStreamOutput(
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112 | gsBlob->GetBufferPointer(),
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113 | gsBlob->GetBufferSize(),
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114 | soDeclarations.data(),
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115 | soDeclarations.size(),
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116 | soBufferStrides.data(),
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117 | soBufferStrides.size(),
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118 | D3D11_SO_NO_RASTERIZED_STREAM,
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119 | nullptr, &g_geomShader))) {
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120 | std::cerr << "Failed to create geometry shader" << std::endl;
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121 | return 1;
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122 | }
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123 |
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124 | std::array<D3D11_INPUT_ELEMENT_DESC, 1> iaElements = {{
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125 | { "VS_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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126 | }};
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127 |
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128 | if (FAILED(g_d3d11Device->CreateInputLayout(
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129 | iaElements.data(),
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130 | iaElements.size(),
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131 | vsBlob->GetBufferPointer(),
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132 | vsBlob->GetBufferSize(),
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133 | &g_inputLayout))) {
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134 | std::cerr << "Failed to create input layout" << std::endl;
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135 | return 1;
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136 | }
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137 |
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138 | std::array<Vertex, 9> vertexData = {{
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139 | { 0.0f, 0.0f, 0.0f, 1.0f },
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140 | { 1.0f, 0.0f, 0.0f, 1.0f },
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141 | { 0.0f, 1.0f, 0.0f, 1.0f },
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142 |
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143 | { 0.5f,-1.0f,-0.2f, 1.0f },
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144 | { 3.2f, 2.0f, 0.0f, 1.0f },
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145 | {-1.0f,-1.0f, 0.4f, 1.0f },
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146 |
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147 | { 0.7f,-0.5f,-0.8f, 1.0f },
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148 | { 1.2f, 1.0f,-1.0f, 1.0f },
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149 | {-0.1f, 1.0f,-2.7f, 1.0f },
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150 | }};
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151 |
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152 | D3D11_BUFFER_DESC vertexDesc;
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153 | vertexDesc.ByteWidth = vertexData.size() * sizeof(Vertex);
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154 | vertexDesc.Usage = D3D11_USAGE_IMMUTABLE;
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155 | vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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156 | vertexDesc.CPUAccessFlags = 0;
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157 | vertexDesc.MiscFlags = 0;
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158 | vertexDesc.StructureByteStride = 0;
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159 |
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160 | D3D11_SUBRESOURCE_DATA vertexInfo;
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161 | vertexInfo.pSysMem = vertexData.data();
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162 | vertexInfo.SysMemPitch = vertexDesc.ByteWidth;
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163 | vertexInfo.SysMemSlicePitch = vertexDesc.ByteWidth;
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164 |
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165 | if (FAILED(g_d3d11Device->CreateBuffer(&vertexDesc, &vertexInfo, &g_vertexBuffer))) {
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166 | std::cerr << "Failed to create vertex buffer" << std::endl;
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167 | return 1;
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168 | }
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169 |
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170 | std::array<Normal, 2> normalData = { };
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171 |
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172 | D3D11_BUFFER_DESC normalDesc;
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173 | normalDesc.ByteWidth = normalData.size() * sizeof(Normal);
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174 | normalDesc.Usage = D3D11_USAGE_DEFAULT;
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175 | normalDesc.BindFlags = D3D11_BIND_STREAM_OUTPUT;
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176 | normalDesc.CPUAccessFlags = 0;
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177 | normalDesc.MiscFlags = 0;
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178 | normalDesc.StructureByteStride = 0;
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179 |
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180 | D3D11_SUBRESOURCE_DATA normalInfo;
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181 | normalInfo.pSysMem = normalData.data();
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182 | normalInfo.SysMemPitch = normalDesc.ByteWidth;
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183 | normalInfo.SysMemSlicePitch = normalDesc.ByteWidth;
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184 |
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185 | if (FAILED(g_d3d11Device->CreateBuffer(&normalDesc, &normalInfo, &g_normalBuffer))) {
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186 | std::cerr << "Failed to create normal buffer" << std::endl;
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187 | return 1;
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188 | }
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189 |
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190 | D3D11_BUFFER_DESC readDesc;
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191 | readDesc.ByteWidth = normalDesc.ByteWidth;
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192 | readDesc.Usage = D3D11_USAGE_STAGING;
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193 | readDesc.BindFlags = 0;
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194 | readDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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195 | readDesc.MiscFlags = 0;
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196 | readDesc.StructureByteStride = 0;
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197 |
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198 | if (FAILED(g_d3d11Device->CreateBuffer(&readDesc, nullptr, &g_readBuffer))) {
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199 | std::cerr << "Failed to create readback buffer" << std::endl;
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200 | return 1;
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201 | }
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202 |
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203 | D3D11_QUERY_DESC soQueryDesc;
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204 | soQueryDesc.Query = D3D11_QUERY_SO_STATISTICS_STREAM0;
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205 | soQueryDesc.MiscFlags = 0;
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206 |
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207 | if (FAILED(g_d3d11Device->CreateQuery(&soQueryDesc, &g_soStream))) {
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208 | std::cerr << "Failed to create streamout query" << std::endl;
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209 | return 1;
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210 | }
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211 |
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212 | soQueryDesc.Query = D3D11_QUERY_SO_OVERFLOW_PREDICATE_STREAM0;
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213 | if (FAILED(g_d3d11Device->CreateQuery(&soQueryDesc, &g_soOverflow))) {
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214 | std::cerr << "Failed to create streamout overflow query" << std::endl;
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215 | return 1;
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216 | }
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217 |
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218 | UINT soOffset = 0;
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219 | UINT vbOffset = 0;
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220 | UINT vbStride = sizeof(Vertex);
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221 |
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222 | FLOAT omBlendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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223 |
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224 | D3D11_VIEWPORT omViewport;
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225 | omViewport.TopLeftX = 0.0f;
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226 | omViewport.TopLeftY = 0.0f;
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227 | omViewport.Width = 256.0f;
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228 | omViewport.Height = 256.0f;
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229 | omViewport.MinDepth = 0.0f;
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230 | omViewport.MaxDepth = 1.0f;
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231 |
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232 | g_d3d11Context->IASetInputLayout(g_inputLayout.ptr());
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233 | g_d3d11Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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234 | g_d3d11Context->IASetVertexBuffers(0, 1, &g_vertexBuffer, &vbStride, &vbOffset);
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235 |
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236 | g_d3d11Context->RSSetState(nullptr);
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237 | g_d3d11Context->RSSetViewports(1, &omViewport);
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238 |
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239 | g_d3d11Context->OMSetRenderTargets(0, nullptr, nullptr);
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240 | g_d3d11Context->OMSetBlendState(nullptr, omBlendFactor, 0xFFFFFFFF);
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241 | g_d3d11Context->OMSetDepthStencilState(nullptr, 0);
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242 |
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243 | g_d3d11Context->SOSetTargets(1, &g_normalBuffer, &soOffset);
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244 |
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245 | g_d3d11Context->VSSetShader(g_vertShader.ptr(), nullptr, 0);
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246 | g_d3d11Context->GSSetShader(g_geomShader.ptr(), nullptr, 0);
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247 |
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248 | g_d3d11Context->Begin(g_soStream.ptr());
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249 | g_d3d11Context->Begin(g_soOverflow.ptr());
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250 |
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251 | g_d3d11Context->Draw(vertexData.size(), 0);
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252 |
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253 | g_d3d11Context->End(g_soOverflow.ptr());
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254 | g_d3d11Context->End(g_soStream.ptr());
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255 |
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256 | g_d3d11Context->CopyResource(
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257 | g_readBuffer.ptr(),
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258 | g_normalBuffer.ptr());
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259 |
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260 | D3D11_QUERY_DATA_SO_STATISTICS soQueryData = { };
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261 | BOOL soOverflowData = false;
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262 |
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263 | while (g_d3d11Context->GetData(g_soStream.ptr(), &soQueryData, sizeof(soQueryData), 0) != S_OK
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264 | || g_d3d11Context->GetData(g_soOverflow.ptr(), &soOverflowData, sizeof(soOverflowData), 0) != S_OK)
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265 | continue;
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266 |
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267 | std::cout << "Written: " << soQueryData.NumPrimitivesWritten << std::endl;
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268 | std::cout << "Needed: " << soQueryData.PrimitivesStorageNeeded << std::endl;
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269 | std::cout << "Overflow: " << (soOverflowData ? "Yes" : "No") << std::endl;
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270 |
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271 | D3D11_MAPPED_SUBRESOURCE mapInfo;
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272 |
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273 | if (FAILED(g_d3d11Context->Map(g_readBuffer.ptr(), 0, D3D11_MAP_READ, 0, &mapInfo))) {
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274 | std::cerr << "Failed to map readback buffer" << std::endl;
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275 | return 1;
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276 | }
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277 |
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278 | std::memcpy(normalData.data(), mapInfo.pData, normalDesc.ByteWidth);
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279 | g_d3d11Context->Unmap(g_readBuffer.ptr(), 0);
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280 |
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281 | for (uint32_t i = 0; i < normalData.size(); i++) {
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282 | std::cout << i << ": " << normalData[i].x << ","
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283 | << normalData[i].y << "," << normalData[i].z << ","
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284 | << normalData[i].len << std::endl;
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285 | }
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286 |
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287 | return 0;
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288 | }
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