Files
CoopAllTheThings/tools/mock_game/render_dx11.cpp
BlackMark 9a736cf477 Give the mock-game backends one source of truth for the test pattern
The animated pattern math (background sweep, moving 24px bar, frame-
counter block) was copy-pasted across all five clear-based backends
(dx9/dx10/dx11/dx12/gl). The backends MUST render an identical image --
the capture test decodes the same frame-counter block from each -- so a
drift between copies would be a silent test hazard.

Factor it into one frame_pattern() helper (plus kBarWidth) in
render_backend.hpp; each backend now consumes the computed bg/bar_x/code
values with its own API's clear/fill. mock_game_test still decodes every
backend correctly.
2026-07-12 09:35:45 +02:00

123 lines
4.0 KiB
C++

// DX11 backend for the mock game. Renders the animated pattern entirely with region
// clears (ID3D11DeviceContext1::ClearView) so it needs no shaders: an animated full-screen
// background, a moving vertical bar, and the top-left frame-counter block.
#include "render_backend.hpp"
#include <d3d11_1.h>
#include <dxgi1_6.h>
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
namespace coop::mock
{
namespace
{
class Dx11Backend : public RenderBackend
{
public:
bool init(HWND hwnd, std::uint32_t width, std::uint32_t height) override
{
width_ = width;
height_ = height;
const D3D_FEATURE_LEVEL levels[] = {D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0};
ComPtr<ID3D11DeviceContext> ctx0;
if (FAILED(D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, levels,
static_cast<UINT>(std::size(levels)), D3D11_SDK_VERSION,
device_.GetAddressOf(), nullptr, ctx0.GetAddressOf())))
{
return false;
}
if (FAILED(ctx0.As(&ctx_))) // ClearView needs ID3D11DeviceContext1
{
return false;
}
ComPtr<IDXGIDevice> dxgi_device;
ComPtr<IDXGIAdapter> adapter;
ComPtr<IDXGIFactory2> factory;
if (FAILED(device_.As(&dxgi_device)) || FAILED(dxgi_device->GetAdapter(adapter.GetAddressOf())) ||
FAILED(adapter->GetParent(IID_PPV_ARGS(factory.GetAddressOf()))))
{
return false;
}
// The mock does trivial work, so it must render UNCAPPED (it's a perf fixture, not a real
// game) -- a flip-model swapchain only tears free of vsync with ALLOW_TEARING, so require it.
ComPtr<IDXGIFactory5> factory5;
BOOL tearing = FALSE;
if (SUCCEEDED(factory.As(&factory5)))
{
factory5->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &tearing, sizeof(tearing));
}
tearing_ = tearing != 0;
DXGI_SWAP_CHAIN_DESC1 desc = {};
desc.Width = width;
desc.Height = height;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // UNORM (not sRGB) so the frame code is exact
desc.SampleDesc.Count = 1;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 2;
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
desc.Flags = tearing_ ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0u;
if (FAILED(factory->CreateSwapChainForHwnd(device_.Get(), hwnd, &desc, nullptr, nullptr,
swap_.GetAddressOf())))
{
return false;
}
factory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER);
// D3D11 flip-model: GetBuffer(0) stays the live back buffer, so one RTV is reused.
ComPtr<ID3D11Texture2D> back;
if (FAILED(swap_->GetBuffer(0, IID_PPV_ARGS(back.GetAddressOf()))) ||
FAILED(device_->CreateRenderTargetView(back.Get(), nullptr, rtv_.GetAddressOf())))
{
return false;
}
return true;
}
void render_and_present(std::uint32_t frame) override
{
const FramePattern p = frame_pattern(frame, width_);
const float bg[4] = {p.bg_r / 255.0f, p.bg_g / 255.0f, p.bg_b / 255.0f, 1.0f};
ctx_->ClearRenderTargetView(rtv_.Get(), bg);
const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
const LONG bx = static_cast<LONG>(p.bar_x);
const D3D11_RECT bar = {bx, 0, bx + static_cast<LONG>(kBarWidth), static_cast<LONG>(height_)};
ctx_->ClearView(rtv_.Get(), white, &bar, 1);
const float code[4] = {p.code_r / 255.0f, p.code_g / 255.0f, p.code_b / 255.0f, 1.0f};
const D3D11_RECT block = {0, 0, static_cast<LONG>(kFrameBlock), static_cast<LONG>(kFrameBlock)};
ctx_->ClearView(rtv_.Get(), code, &block, 1);
swap_->Present(0, tearing_ ? DXGI_PRESENT_ALLOW_TEARING : 0u); // uncapped: the mock must be fast
}
[[nodiscard]] const char* name() const override
{
return "dx11";
}
private:
std::uint32_t width_ = 0;
std::uint32_t height_ = 0;
bool tearing_ = false;
ComPtr<ID3D11Device> device_;
ComPtr<ID3D11DeviceContext1> ctx_;
ComPtr<IDXGISwapChain1> swap_;
ComPtr<ID3D11RenderTargetView> rtv_;
};
} // namespace
std::unique_ptr<RenderBackend> create_dx11_backend()
{
return std::make_unique<Dx11Backend>();
}
} // namespace coop::mock