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
   * 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 "d3d12_test.h"
  
  RD_TEST(D3D12_Mesh_Zoo, D3D12GraphicsTest)
  {
    static constexpr const char *Description = "Draws some primitives for testing the mesh view.";
  
    std::string vertex = R"EOSHADER(
  
  struct vertin
  {
  	float3 pos : POSITION;
  	float4 col : COLOR0;
  };
  
  struct v2f
  {
  	float4 pos : SV_POSITION;
  	float2 col2 : COLOR0;
  	float4 col : COLOR1;
  };
  
  cbuffer consts : register(b0)
  {
    float4 scale;
    float4 offset;
  };
  
  v2f main(vertin IN, uint vid : SV_VertexID, uint inst : SV_InstanceID)
  {
  	v2f OUT = (v2f)0;
  
  	OUT.pos = float4(IN.pos.xy * scale.xy + offset.xy, IN.pos.z, 1.0f);
  	OUT.col = IN.col;
  
    if(inst > 0)
    {
      OUT.pos *= 0.3f;
      OUT.pos.xy += 0.1f;
      OUT.col.x = 1.0f;
    }
  
    OUT.col2 = OUT.pos.xy;
  
  	return OUT;
  }
  
  )EOSHADER";
  
    std::string pixel = R"EOSHADER(
  
  struct v2f
  {
  	float4 pos : SV_POSITION;
  	float2 col2 : COLOR0;
  	float4 col : COLOR1;
  };
  
  float4 main(v2f IN) : SV_Target0
  {
  	return IN.col + 1.0e-20 * IN.col2.xyxy;
  }
  
  )EOSHADER";
  
    int main()
    {
      // initialise, create window, create device, etc
      if(!Init())
        return 3;
  
      ID3DBlobPtr vsblob = Compile(vertex, "main", "vs_4_0");
      ID3DBlobPtr psblob = Compile(pixel, "main", "ps_4_0");
  
      const DefaultA2V test[] = {
          // single color quad
          {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
  
          {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
  
          // points, to test vertex picking
          {Vec3f(50.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(250.0f, 250.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(250.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(50.0f, 50.0f, 0.2f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
  
          {Vec3f(70.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(170.0f, 170.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(70.0f, 70.0f, 0.1f), Vec4f(1.0f, 0.0f, 1.0f, 1.0f), Vec2f(0.0f, 0.0f)},
      };
  
      ID3D12ResourcePtr vb = MakeBuffer().Data(test);
  
      Vec4f cbufferdata[] = {
          Vec4f(2.0f / (float)screenWidth, 2.0f / (float)screenHeight, 1.0f, 1.0f),
          Vec4f(-1.0f, -1.0f, 0.0f, 0.0f),
      };
  
      ID3D12RootSignaturePtr sig = MakeSig({
          constParam(D3D12_SHADER_VISIBILITY_VERTEX, 0, 0, sizeof(cbufferdata) / sizeof(uint32_t)),
      });
  
      D3D12PSOCreator creator = MakePSO().RootSig(sig).InputLayout().VS(vsblob).PS(psblob).DSV(
          DXGI_FORMAT_D32_FLOAT_S8X24_UINT);
  
      creator.GraphicsDesc.DepthStencilState.DepthEnable = TRUE;
      creator.GraphicsDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
      creator.GraphicsDesc.DepthStencilState.StencilEnable = FALSE;
  
      ID3D12PipelineStatePtr pso = creator;
  
      creator.GraphicsDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
  
      ID3D12PipelineStatePtr pointspso = creator;
  
      ResourceBarrier(vb, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
  
      ID3D12ResourcePtr dsv = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, screenWidth, screenHeight)
                                  .DSV()
                                  .InitialState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
  
      while(Running())
      {
        ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
  
        Reset(cmd);
  
        ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
  
        D3D12_CPU_DESCRIPTOR_HANDLE rtv =
            MakeRTV(bb).Format(DXGI_FORMAT_R8G8B8A8_UNORM_SRGB).CreateCPU(0);
  
        OMSetRenderTargets(cmd, {rtv}, MakeDSV(dsv).CreateCPU(0));
  
        ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
        ClearDepthStencilView(cmd, dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0);
  
        cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  
        IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
        cmd->SetPipelineState(pso);
        cmd->SetGraphicsRootSignature(sig);
  
        cmd->SetGraphicsRoot32BitConstants(0, sizeof(cbufferdata) / sizeof(uint32_t), &cbufferdata, 0);
  
        RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
        RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
  
        // a previous draw for testing 'whole pass' rendering
        cmd->DrawInstanced(3, 1, 10, 0);
  
        setMarker(cmd, "Quad");
  
        // draw two instances so we can test rendering other instances
        cmd->DrawInstanced(6, 2, 0, 0);
  
        setMarker(cmd, "Points");
  
        cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
  
        cmd->SetPipelineState(pointspso);
  
        cmd->SetGraphicsRoot32BitConstants(0, sizeof(cbufferdata) / sizeof(uint32_t), &cbufferdata, 0);
  
        cmd->DrawInstanced(4, 1, 6, 0);
  
        setMarker(cmd, "Stride 0");
  
        IASetVertexBuffer(cmd, vb, 0, 0);
  
        cmd->DrawInstanced(1, 1, 0, 0);
  
        cmd->SetPipelineState(pso);
  
        setMarker(cmd, "Empty");
  
        cmd->DrawInstanced(1, 0, 0, 0);
  
        FinishUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
  
        cmd->Close();
  
        Submit({cmd});
  
        Present();
      }
  
      return 0;
    }
  };
  
  REGISTER_TEST();
  