text: /******************************************************************************
   * The MIT License (MIT)
   *
   * Copyright (c) 2015-2019 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"
  
  TEST(D3D11_Counter_Query_Pred, D3D11GraphicsTest)
  {
    static constexpr const char *Description =
        "Tests use of D3D11 counters, queries and predication. "
        "for any dead-simple tests that don't require any particular API use";
  
    int main()
    {
      // initialise, create window, create device, etc
      if(!Init())
        return 3;
  
      DefaultA2V vertData[] = {
          // passing triangle
          {Vec3f(-0.5f, -0.5f, 0.0f), Vec4f(1.0f, 0.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
          {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
          {Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
  
          // failing triangle
          {Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
          {Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
          {Vec3f(0.5f, -0.5f, 0.0f), Vec4f(0.0f, 0.0f, 1.0f, 1.0f), Vec2f(1.0f, 0.0f)},
      };
  
      ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(vertData);
  
      int numCounters = 0;
      int countersizes[2] = {4, 4};
  
      {
        D3D11_COUNTER_INFO info;
        dev->CheckCounterInfo(&info);
  
        TEST_LOG("NumSimultaneousCounters = %d, NumDetectableParallelUnits = %d",
                 info.NumSimultaneousCounters, info.NumDetectableParallelUnits);
  
        D3D11_COUNTER_TYPE type = D3D11_COUNTER_TYPE_FLOAT32;
        UINT activeCounters = 0;
        char name[256];
        char units[64];
        char *description = new char[8192];
  
        numCounters = info.LastDeviceDependentCounter - D3D11_COUNTER_DEVICE_DEPENDENT_0 + 1;
  
        if(info.LastDeviceDependentCounter == 0)
          numCounters = 0;
  
        // hack for AMD
        if(info.LastDeviceDependentCounter >= 0x60000000)
          numCounters = 0;
  
        TEST_LOG("first%x to last %x = %d total counters", D3D11_COUNTER_DEVICE_DEPENDENT_0,
                 info.LastDeviceDependentCounter, numCounters);
  
        for(int c = 0; c < numCounters; c++)
        {
          D3D11_COUNTER_DESC desc;
          desc.Counter = D3D11_COUNTER(D3D11_COUNTER_DEVICE_DEPENDENT_0 + c);
          desc.MiscFlags = 0;
  
          name[0] = 0;
          units[0] = 0;
          description[0] = 0;
          UINT namelen = 255;
          UINT unitlen = 63;
          UINT descriptionlen = 8191;
  
          HRESULT hr = dev->CheckCounter(&desc, &type, &activeCounters, name, &namelen, units,
                                         &unitlen, description, &descriptionlen);
  
          if(FAILED(hr))
          {
            TEST_LOG("Counter %x failed: %x", desc.Counter, hr);
          }
          else
          {
            TEST_LOG("Counter %x: name: '%s' (units '%s'), description '%s'", desc.Counter, name,
                     units, description);
  
            if(c == 0 && type == D3D11_COUNTER_TYPE_UINT64)
            {
              countersizes[0] = 8;
              TEST_LOG("Counter %x is uint64", desc.Counter);
            }
            else if(c == 0 && type == D3D11_COUNTER_TYPE_UINT64)
            {
              countersizes[1] = 8;
              TEST_LOG("Counter %x is uint64", desc.Counter);
            }
          }
        }
  
        delete[] description;
      }
  
      ID3D11CounterPtr counterIncluded, counterExcluded;
  
      if(numCounters > 0)
      {
        D3D11_COUNTER_DESC desc;
        desc.Counter = D3D11_COUNTER(D3D11_COUNTER_DEVICE_DEPENDENT_0 + 0);
        desc.MiscFlags = 0;
  
        dev->CreateCounter(&desc, &counterExcluded);
  
        SetDebugName(counterExcluded, "Excluded Counter");
  
        if(numCounters > 1)
          desc.Counter = D3D11_COUNTER(D3D11_COUNTER_DEVICE_DEPENDENT_0 + 1);
  
        dev->CreateCounter(&desc, &counterIncluded);
  
        SetDebugName(counterIncluded, "Included Counter");
      }
  
      ID3D11QueryPtr queryIncluded, queryExcluded;
  
      {
        D3D11_QUERY_DESC desc;
        desc.Query = D3D11_QUERY_OCCLUSION;
        desc.MiscFlags = 0;
  
        dev->CreateQuery(&desc, &queryExcluded);
        SetDebugName(queryExcluded, "Excluded Query");
  
        dev->CreateQuery(&desc, &queryIncluded);
        SetDebugName(queryIncluded, "Included Query");
      }
  
      ID3D11PredicatePtr prevFramePass, prevFrameFail;
      ID3D11PredicatePtr curFramePass, curFrameFail;
  
      {
        D3D11_QUERY_DESC desc;
        desc.Query = D3D11_QUERY_OCCLUSION_PREDICATE;
        desc.MiscFlags = 0;
  
        dev->CreatePredicate(&desc, &prevFrameFail);
        dev->CreatePredicate(&desc, &prevFramePass);
        dev->CreatePredicate(&desc, &curFrameFail);
        dev->CreatePredicate(&desc, &curFramePass);
  
        SetDebugName(prevFrameFail, "prevFrameFail");
        SetDebugName(prevFramePass, "prevFramePass");
        SetDebugName(curFrameFail, "curFrameFail");
        SetDebugName(curFramePass, "curFramePass");
      }
  
      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);
  
      int frame = 0;
  
      while(Running())
      {
        ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
  
        IASetVertexBuffer(vb, sizeof(DefaultA2V), 0);
        ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
        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);
  
        if(frame == 3)
        {
          ctx->Begin(prevFramePass);
          ctx->Draw(3, 0);
          ctx->End(prevFramePass);
  
          ctx->Begin(prevFrameFail);
          ctx->Draw(3, 3);
          ctx->End(prevFrameFail);
  
          ctx->Begin(queryExcluded);
          ctx->Draw(3, 0);
          ctx->End(queryExcluded);
  
          if(counterExcluded)
          {
            ctx->Begin(counterExcluded);
            ctx->Draw(3, 0);
            ctx->End(counterExcluded);
          }
  
          ctx->GetData(queryExcluded, NULL, 0, 0);
          if(counterExcluded)
            ctx->GetData(counterExcluded, NULL, 0, 0);
        }
        else
        {
          ctx->Begin(curFramePass);
          ctx->Draw(3, 0);
          ctx->End(curFramePass);
  
          ctx->Begin(curFrameFail);
          ctx->Draw(3, 3);
          ctx->End(curFrameFail);
  
          ctx->Begin(queryIncluded);
          ctx->Draw(3, 0);
          ctx->End(queryIncluded);
  
          if(counterIncluded)
          {
            ctx->Begin(counterIncluded);
            ctx->Draw(3, 0);
            ctx->End(counterIncluded);
          }
  
          ctx->GetData(queryExcluded, NULL, 0, 0);
          if(counterExcluded)
            ctx->GetData(counterExcluded, NULL, 0, 0);
          ctx->GetData(queryIncluded, NULL, 0, 0);
          if(counterIncluded)
            ctx->GetData(counterIncluded, NULL, 0, 0);
  
          D3D11_VIEWPORT view2 = {0.0f, 0.0f, 100.0f, 100.0f, 0.0f, 1.0f};
          ctx->RSSetViewports(1, &view2);
  
          ctx->SetPredication(curFramePass, FALSE);
          ctx->Draw(3, 0);
  
          view2.TopLeftX = 100.0f;
          ctx->RSSetViewports(1, &view2);
  
          ctx->SetPredication(curFrameFail, FALSE);
          ctx->Draw(3, 0);
  
          view2.TopLeftX = 200.0f;
          ctx->RSSetViewports(1, &view2);
  
          ctx->SetPredication(prevFramePass, FALSE);
          ctx->Draw(3, 0);
  
          view2.TopLeftX = 300.0f;
          ctx->RSSetViewports(1, &view2);
  
          ctx->SetPredication(prevFrameFail, FALSE);
          ctx->Draw(3, 0);
  
          ctx->SetPredication(NULL, FALSE);
        }
  
        Present();
  
        frame++;
      }
  
      return 0;
    }
  };
  
  REGISTER_TEST();
  