text: /******************************************************************************
   * The MIT License (MIT)
   *
   * Copyright (c) 2019-2021 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
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   * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   * THE SOFTWARE.
   ******************************************************************************/
  
  #include "d3d11_test.h"
  
  RD_TEST(D3D11_Primitive_Restart, D3D11GraphicsTest)
  {
    static constexpr const char *Description =
        "Test of primitive restart in triangle strips with -1 index";
  
    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);
  
      ID3D11VertexShaderPtr vs = CreateVS(vsblob);
      ID3D11PixelShaderPtr ps = CreatePS(psblob);
  
      DefaultA2V strip[] = {
          {Vec3f(-0.8f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(-0.8f, 0.7f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(-0.4f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(-0.4f, 0.7f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(0.0f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(0.0f, 0.7f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(0.4f, 0.2f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(0.4f, 0.7f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
  
          {Vec3f(-0.8f, -0.7f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(-0.8f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(-0.4f, -0.7f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(-0.4f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(0.0f, -0.7f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(0.0f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(0.4f, -0.7f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(0.4f, -0.2f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
      };
  
      ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(strip);
  
      uint16_t idx[] = {
          // strip 0
          0, 1, 2, 3, 4, 5, 6, 7,
  
          // restart
          0xffff,
  
          // strip 1
          8, 9, 10, 11, 12, 13, 14, 15,
      };
  
      ID3D11BufferPtr ib = MakeBuffer().Index().Data(idx);
  
      uint16_t idx2[] = {
          // strip 0
          10, 11, 12, 13, 14, 15, 16, 17,
  
          // restart
          0xffff,
  
          // strip 1
          18, 19, 20, 21, 22, 23, 24, 25,
      };
  
      ID3D11BufferPtr ib2 = MakeBuffer().Index().Data(idx2);
  
      while(Running())
      {
        ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
  
        IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
        ctx->IASetIndexBuffer(ib, DXGI_FORMAT_R16_UINT, 0);
        ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
        ctx->IASetInputLayout(defaultLayout);
  
        ctx->VSSetShader(vs, 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);
  
        ctx->DrawIndexed(17, 0, 0);
  
        ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
  
        ctx->IASetIndexBuffer(ib2, DXGI_FORMAT_R16_UINT, 0);
  
        // should get identical results with the vertex offset
        ctx->DrawIndexed(17, 0, -10);
  
        Present();
      }
  
      return 0;
    }
  };
  
  REGISTER_TEST();
  