text: /******************************************************************************
   * The MIT License (MIT)
   *
   * Copyright (c) 2019-2020 Baldur Karlsson
   *
   * Permission is hereby granted, free of charge, to any person obtaining a copy
   * of this software and associated documentation files (the "Software"), to deal
   * in the Software without restriction, including without limitation the rights
   * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   * copies of the Software, and to permit persons to whom the Software is
   * furnished to do so, subject to the following conditions:
   *
   * The above copyright notice and this permission notice shall be included in
   * all copies or substantial portions of the Software.
   *
   * 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. IN NO EVENT SHALL THE
   * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   * THE SOFTWARE.
   ******************************************************************************/
  
  #include "d3d11_test.h"
  
  RD_TEST(D3D11_Stream_Out, D3D11GraphicsTest)
  {
    static constexpr const char *Description = "Test using D3D11's streamout feature";
  
    int main()
    {
      // initialise, create window, create device, etc
      if(!Init())
        return 3;
  
      ID3DBlobPtr vsblob = Compile(D3DDefaultVertex, "main", "vs_5_0");
      ID3DBlobPtr psblob = Compile(D3DDefaultPixel, "main", "ps_5_0");
  
      CreateDefaultInputLayout(vsblob);
  
      std::vector<D3D11_SO_DECLARATION_ENTRY> sodecl;
      std::vector<UINT> strides;
  
      {
        D3D11_SO_DECLARATION_ENTRY decl;
        decl.StartComponent = 0;
        decl.ComponentCount = 4;
        decl.SemanticName = "SV_POSITION";
        decl.SemanticIndex = 0;
  
        decl.Stream = 0;
        decl.OutputSlot = 0;
        sodecl.push_back(decl);
      }
      {
        D3D11_SO_DECLARATION_ENTRY decl;
        decl.StartComponent = 0;
        decl.ComponentCount = 4;
        decl.SemanticName = "COLOR";
        decl.SemanticIndex = 0;
  
        decl.Stream = 0;
        decl.OutputSlot = 1;
        sodecl.push_back(decl);
      }
      strides.push_back(4 * sizeof(float));
      strides.push_back(8 * sizeof(float));
  
      ID3D11VertexShaderPtr vs = CreateVS(vsblob);
      ID3D11PixelShaderPtr ps = CreatePS(psblob);
      ID3D11GeometryShaderPtr gs = CreateGS(vsblob, sodecl, strides);
  
      ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(DefaultTri);
  
      ID3D11BufferPtr so[2] = {
          MakeBuffer().StreamOut().Vertex().Size(2048), MakeBuffer().StreamOut().Vertex().Size(2048),
      };
  
      D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
          {
              "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0,
          },
          {
              "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0,
          },
          {
              "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0,
          },
      };
  
      ID3D11InputLayoutPtr streamoutLayout;
      CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
                                      vsblob->GetBufferSize(), &streamoutLayout));
  
      while(Running())
      {
        ctx->ClearState();
  
        unsigned char empty[2048] = {};
        ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
        ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
  
        ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
  
        IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
        ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
        ctx->IASetInputLayout(defaultLayout);
  
        ctx->VSSetShader(vs, NULL, 0);
        ctx->GSSetShader(gs, NULL, 0);
        ctx->PSSetShader(ps, NULL, 0);
  
        RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
  
        ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
  
        ID3D11Buffer *bufs[] = {so[0], so[1]};
        UINT offs[2] = {0};
        ctx->SOSetTargets(2, bufs, offs);
  
        ctx->Draw(3, 0);
  
        ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
        ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
  
        ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
  
        ctx->Draw(3, 0);
  
        ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
        ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
  
        ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
  
        // test using offsets of NULL. Should be equivalent to passing -1
        bufs[0] = so[1];
        bufs[1] = so[0];
        ctx->SOSetTargets(2, bufs, NULL);
  
        ctx->Draw(3, 0);
  
        ctx->UpdateSubresource(so[0], 0, NULL, empty, 2048, 2048);
        ctx->UpdateSubresource(so[1], 0, NULL, empty, 2048, 2048);
  
        // test DrawAuto()
  
        RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
  
        // draw with streamout and explicitly unbind
        ctx->SOSetTargets(2, bufs, offs);
        ctx->Draw(3, 0);
        ctx->SOSetTargets(0, NULL, NULL);
  
        RSSetViewport({0.0f, 0.0f, (float)screenWidth / 4.0f, (float)screenHeight / 4.0f, 0.0f, 1.0f});
  
        ctx->IASetVertexBuffers(0, 2, bufs, &strides[0], offs);
        ctx->IASetInputLayout(streamoutLayout);
        ctx->DrawAuto();
  
        RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
  
        ID3D11Buffer *emptyBuf[2] = {};
        ctx->IASetVertexBuffers(0, 2, emptyBuf, &strides[0], offs);
        IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
        ctx->IASetInputLayout(defaultLayout);
  
        // check that we can clear state after unbinding
        ctx->ClearState();
  
        ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  
        ctx->VSSetShader(vs, NULL, 0);
        ctx->GSSetShader(gs, NULL, 0);
        ctx->PSSetShader(ps, NULL, 0);
  
        ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
  
        RSSetViewport({screenWidth / 4.0f, 0.0f, (float)screenWidth / 4.0f,
                       (float)screenHeight / 4.0f, 0.0f, 1.0f});
  
        ctx->IASetVertexBuffers(0, 2, emptyBuf, &strides[0], offs);
        IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
        ctx->IASetInputLayout(defaultLayout);
  
        // draw with streamout and clear state
        ctx->SOSetTargets(2, bufs, offs);
        ctx->DrawInstanced(3, 2, 0, 0);
        ctx->ClearState();
  
        ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  
        ctx->VSSetShader(vs, NULL, 0);
        ctx->GSSetShader(gs, NULL, 0);
        ctx->PSSetShader(ps, NULL, 0);
  
        ctx->OMSetRenderTargets(1, &bbRTV.GetInterfacePtr(), NULL);
  
        RSSetViewport({(screenWidth * 2.0f) / 4.0f, 0.0f, (float)screenWidth / 4.0f,
                       (float)screenHeight / 4.0f, 0.0f, 1.0f});
  
        ctx->IASetVertexBuffers(0, 2, bufs, &strides[0], offs);
        ctx->IASetInputLayout(streamoutLayout);
        ctx->DrawAuto();
  
        // leave stream-out buffers bound at the end of the frame
        ctx->ClearState();
        ctx->SOSetTargets(2, bufs, offs);
  
        Present();
      }
  
      return 0;
    }
  };
  
  REGISTER_TEST();
  