rendercheck_d3d10.cpp
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/**
* Copyright 1993-2013 NVIDIA Corporation. All rights reserved.
*
* Please refer to the NVIDIA end user license agreement (EULA) associated
* with this source code for terms and conditions that govern your use of
* this software. Any use, reproduction, disclosure, or distribution of
* this software and related documentation outside the terms of the EULA
* is strictly prohibited.
*
*/
////////////////////////////////////////////////////////////////////////////////
//
// Utility funcs to wrap up saving a surface or the back buffer as a PPM file
// In addition, wraps up a threshold comparision of two PPMs.
//
// These functions are designed to be used to implement an automated QA testing for SDK samples.
//
// Author: Bryan Dudash
// Email: sdkfeedback@nvidia.com
//
// Copyright (c) NVIDIA Corporation. All rights reserved.
////////////////////////////////////////////////////////////////////////////////
#include <helper_functions.h>
#include <rendercheck_d3d10.h>
HRESULT CheckRenderD3D10::ActiveRenderTargetToPPM(ID3D10Device *pDevice, const char *zFileName)
{
ID3D10RenderTargetView *pRTV = NULL;
pDevice->OMGetRenderTargets(1,&pRTV,NULL);
ID3D10Resource *pSourceResource = NULL;
pRTV->GetResource(&pSourceResource);
return ResourceToPPM(pDevice,pSourceResource,zFileName);
}
HRESULT CheckRenderD3D10::ResourceToPPM(ID3D10Device *pDevice, ID3D10Resource *pResource, const char *zFileName)
{
D3D10_RESOURCE_DIMENSION rType;
pResource->GetType(&rType);
if (rType != D3D10_RESOURCE_DIMENSION_TEXTURE2D)
{
printf("SurfaceToPPM: pResource is not a 2D texture! Aborting...\n");
return E_FAIL;
}
ID3D10Texture2D *pSourceTexture = (ID3D10Texture2D *)pResource;
ID3D10Texture2D *pTargetTexture = NULL;
D3D10_TEXTURE2D_DESC desc;
pSourceTexture->GetDesc(&desc);
desc.BindFlags = 0;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
desc.Usage = D3D10_USAGE_STAGING;
if (FAILED(pDevice->CreateTexture2D(&desc,NULL,&pTargetTexture)))
{
printf("SurfaceToPPM: Unable to create target Texture resoruce! Aborting... \n");
return E_FAIL;
}
pDevice->CopyResource(pTargetTexture,pSourceTexture);
D3D10_MAPPED_TEXTURE2D mappedTex2D;
pTargetTexture->Map(0,D3D10_MAP_READ,0,&mappedTex2D);
// Need to convert from dx pitch to pitch=width
unsigned char *pPPMData = new unsigned char[desc.Width*desc.Height*4];
for (unsigned int iHeight = 0; iHeight<desc.Height; iHeight++)
{
memcpy(&(pPPMData[iHeight*desc.Width*4]),(unsigned char *)(mappedTex2D.pData)+iHeight*mappedTex2D.RowPitch,desc.Width*4);
}
pTargetTexture->Unmap(0);
// Prepends the PPM header info and bumps byte data afterwards
sdkSavePPM4ub(zFileName, pPPMData, desc.Width, desc.Height);
delete [] pPPMData;
pTargetTexture->Release();
return S_OK;
}
bool CheckRenderD3D10::PPMvsPPM(const char *src_file, const char *ref_file, const char *exec_path,
const float epsilon, const float threshold)
{
char *ref_file_path = sdkFindFilePath(ref_file, exec_path);
if (ref_file_path == NULL)
{
printf("CheckRenderD3D10::PPMvsPPM unable to find <%s> in <%s> Aborting comparison!\n", ref_file, exec_path);
printf(">>> Check info.xml and [project//data] folder <%s> <<<\n", ref_file);
printf("Aborting comparison!\n");
printf(" FAILURE!\n");
return false;
}
return (sdkComparePPM(src_file,ref_file_path,epsilon,threshold,true) == true);
}