cuda-samples/Common/rendercheck_d3d9.cpp
2022-01-13 11:35:24 +05:30

168 lines
6.2 KiB
C++

/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*/
////////////////////////////////////////////////////////////////////////////////
//
// Utility funcs to wrap up savings 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_d3d9.h>
// originally copied from checkrender_gl.cpp and slightly modified
bool CheckRenderD3D9::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(
"CheckRenderD3D9::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);
};
HRESULT CheckRenderD3D9::BackbufferToPPM(IDirect3DDevice9 *pDevice,
const char *zFileName) {
IDirect3DSurface9 *pSurface = NULL;
if (FAILED(
pDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface))) {
printf("Unable to get the back buffer. Aborting...\n");
return E_FAIL;
}
// D3DXSaveSurfaceToFile("C:\\bing.dds",D3DXIFF_DDS,pSurface,NULL,NULL);
HRESULT hr = S_OK;
hr = SurfaceToPPM(pDevice, pSurface, zFileName);
pSurface->Release();
return hr;
}
HRESULT CheckRenderD3D9::SurfaceToPPM(IDirect3DDevice9 *pDevice,
IDirect3DSurface9 *pSurface,
const char *zFileName) {
D3DSURFACE_DESC pDesc;
pSurface->GetDesc(&pDesc);
// $$ For now only support common 8bit formats. TODO: support for more
// complex formats via conversion?
if (!(pDesc.Format == D3DFMT_A8R8G8B8 || pDesc.Format == D3DFMT_X8R8G8B8)) {
return E_INVALIDARG;
}
IDirect3DTexture9 *pTargetTex = NULL;
if (FAILED(pDevice->CreateTexture(pDesc.Width, pDesc.Height, 1,
D3DUSAGE_DYNAMIC, pDesc.Format,
D3DPOOL_SYSTEMMEM, &pTargetTex, NULL))) {
printf("Unable to create texture for surface transfer! Aborting...\n");
return E_FAIL;
}
IDirect3DSurface9 *pTargetSurface = NULL;
if (FAILED(pTargetTex->GetSurfaceLevel(0, &pTargetSurface))) {
printf("Unable to get surface for surface transfer! Aborting...\n");
return E_FAIL;
}
// This is required because we cannot lock a D3DPOOL_DEAULT surface directly.
// So, we copy to our sysmem surface.
if (FAILED(pDevice->GetRenderTargetData(pSurface, pTargetSurface))) {
printf(
"Unable to GetRenderTargetData() for surface transfer! Aborting...\n");
return E_FAIL;
}
D3DLOCKED_RECT lockedRect;
HRESULT hr = pTargetSurface->LockRect(&lockedRect, NULL, 0);
// Need to convert from dx pitch to pitch=width
//
// $ PPM is BGR and not RGB it seems. Saved image looks "funny" in viewer(red
// and blue swapped), but since ref will be dumped using same method, this is
// ok.
// however, if we want the saved image to be properly colored, then we
// can swizzle the color bytes here.
unsigned char *pPPMData = new unsigned char[pDesc.Width * pDesc.Height * 4];
for (unsigned int iHeight = 0; iHeight < pDesc.Height; iHeight++) {
#if 1 // swizzle to implment RGB to BGR conversion.
for (unsigned int iWidth = 0; iWidth < pDesc.Width; iWidth++) {
DWORD color = *(DWORD *)((unsigned char *)(lockedRect.pBits) +
iHeight * lockedRect.Pitch + iWidth * 4);
// R<->B, [7:0] <-> [23:16], swizzle
color = ((color & 0xFF) << 16) | (color & 0xFF00) |
((color & 0xFF0000) >> 16) | (color & 0xFF000000);
memcpy(&(pPPMData[(iHeight * pDesc.Width + iWidth) * 4]),
(unsigned char *)&color, 4);
}
#else
memcpy(&(pPPMData[iHeight * pDesc.Width * 4]),
(unsigned char *)(lockedRect.pBits) + iHeight * lockedRect.Pitch,
pDesc.Width * 4);
#endif
}
pTargetSurface->UnlockRect();
// Prepends the PPM header info and bumps byte data afterwards
sdkSavePPM4ub(zFileName, pPPMData, pDesc.Width, pDesc.Height);
delete[] pPPMData;
pTargetSurface->Release();
pTargetTex->Release();
return S_OK;
}