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-rw-r--r--tools/render-test/render-d3d11.cpp480
1 files changed, 450 insertions, 30 deletions
diff --git a/tools/render-test/render-d3d11.cpp b/tools/render-test/render-d3d11.cpp
index 6e9e04a78..8f73b4dd4 100644
--- a/tools/render-test/render-d3d11.cpp
+++ b/tools/render-test/render-d3d11.cpp
@@ -36,9 +36,26 @@
#endif
#endif
//
+using namespace Slang;
namespace renderer_test {
+struct D3DBinding
+{
+ ShaderInputType type;
+ ID3D11ShaderResourceView * srv = nullptr;
+ ID3D11UnorderedAccessView * uav = nullptr;
+ ID3D11Buffer * buffer = nullptr;
+ ID3D11SamplerState * samplerState = nullptr;
+ int binding = 0;
+ bool isOutput = false;
+ int bufferLength = 0;
+};
+struct D3DBindingState
+{
+ List<D3DBinding> bindings;
+};
+
//
@@ -246,12 +263,12 @@ public:
ID3D11Device* dxDevice = NULL;
ID3D11DeviceContext* dxImmediateContext = NULL;
ID3D11Texture2D* dxBackBufferTexture = NULL;
- ID3D11RenderTargetView* dxBackBufferRTV = NULL;
-
+ List<ID3D11RenderTargetView*> dxRenderTargetViews;
+ List<ID3D11Texture2D *> dxRenderTargetTextures;
+ D3DBindingState * currentBindings = nullptr;
virtual void initialize(void* inWindowHandle) override
{
auto windowHandle = (HWND) inWindowHandle;
-
// Rather than statically link against D3D, we load it dynamically.
HMODULE d3d11 = LoadLibraryA("d3d11.dll");
@@ -321,10 +338,8 @@ public:
{
hr = D3D11CreateDeviceAndSwapChain_(
NULL, // adapter (use default)
-
D3D_DRIVER_TYPE_WARP,
-// D3D_DRIVER_TYPE_HARDWARE,
-
+// D3D_DRIVER_TYPE_HARDWARE,
NULL, // software
deviceFlags,
&featureLevels[ii],
@@ -352,21 +367,36 @@ public:
static const IID kIID_ID3D11Texture2D = {
0x6f15aaf2, 0xd208, 0x4e89, 0x9a, 0xb4, 0x48,
0x95, 0x35, 0xd3, 0x4f, 0x9c };
+
dxSwapChain->GetBuffer(
0,
kIID_ID3D11Texture2D,
(void**)&dxBackBufferTexture);
- dxDevice->CreateRenderTargetView(
- dxBackBufferTexture,
- NULL,
- &dxBackBufferRTV);
+ for (int i = 0; i < 8; i++)
+ {
+ ID3D11Texture2D* texture;
+ D3D11_TEXTURE2D_DESC textureDesc;
+ dxBackBufferTexture->GetDesc(&textureDesc);
+ dxDevice->CreateTexture2D(&textureDesc, nullptr, &texture);
+ ID3D11RenderTargetView * rtv;
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ rtvDesc.Texture2D.MipSlice = 0;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ dxDevice->CreateRenderTargetView(
+ texture,
+ &rtvDesc,
+ &rtv);
+ dxRenderTargetViews.Add(rtv);
+ dxRenderTargetTextures.Add(texture);
+ }
// We immediately bind the back-buffer render target view, and we aren't
// going to switch. We don't bother with a depth buffer.
dxImmediateContext->OMSetRenderTargets(
- 1,
- &dxBackBufferRTV,
+ dxRenderTargetViews.Count(),
+ dxRenderTargetViews.Buffer(),
NULL);
// Similarly, we are going to set up a viewport once, and then never
@@ -389,13 +419,15 @@ public:
virtual void clearFrame() override
{
- dxImmediateContext->ClearRenderTargetView(
- dxBackBufferRTV,
- clearColor);
+ for (auto i = 0u; i < dxRenderTargetViews.Count(); i++)
+ dxImmediateContext->ClearRenderTargetView(
+ dxRenderTargetViews[i],
+ clearColor);
}
virtual void presentFrame() override
{
+ dxImmediateContext->CopyResource(dxBackBufferTexture, dxRenderTargetTextures[0]);
dxSwapChain->Present(0, 0);
}
@@ -404,7 +436,7 @@ public:
HRESULT hr = captureTextureToFile(
dxDevice,
dxImmediateContext,
- dxBackBufferTexture,
+ dxRenderTargetTextures[0],
outputPath);
if( FAILED(hr) )
{
@@ -558,24 +590,24 @@ public:
return (InputLayout*) dxInputLayout;
}
- virtual void* map(Buffer* buffer, MapFlavor flavor) override
+ void* map(ID3D11Buffer * buffer, MapFlavor flavor)
{
auto dxContext = dxImmediateContext;
- auto dxBuffer = ((D3DBuffer*)buffer)->buffer;
+ auto dxBuffer = buffer;
D3D11_MAP dxMapFlavor;
- switch( flavor )
+ switch (flavor)
{
case MapFlavor::WriteDiscard:
dxMapFlavor = D3D11_MAP_WRITE_DISCARD;
break;
- case MapFlavor::HostWrite:
- dxMapFlavor = D3D11_MAP_WRITE;
- break;
- case MapFlavor::HostRead:
- dxMapFlavor = D3D11_MAP_READ;
- break;
+ case MapFlavor::HostWrite:
+ dxMapFlavor = D3D11_MAP_WRITE;
+ break;
+ case MapFlavor::HostRead:
+ dxMapFlavor = D3D11_MAP_READ;
+ break;
default:
return nullptr;
}
@@ -585,19 +617,27 @@ public:
// per-frame (we always use an identity projection).
D3D11_MAPPED_SUBRESOURCE dxMapped;
HRESULT hr = dxContext->Map(dxBuffer, 0, dxMapFlavor, 0, &dxMapped);
- if(FAILED(hr))
+ if (FAILED(hr))
return nullptr;
return dxMapped.pData;
}
- virtual void unmap(Buffer* buffer) override
+ virtual void* map(Buffer* buffer, MapFlavor flavor) override
+ {
+ return map(((D3DBuffer*)buffer)->buffer, flavor);
+ }
+
+ void unmap(ID3D11Buffer * buffer)
{
auto dxContext = dxImmediateContext;
+ dxContext->Unmap(buffer, 0);
+ }
+ virtual void unmap(Buffer* buffer) override
+ {
auto dxBuffer = ((D3DBuffer*)buffer)->buffer;
-
- dxContext->Unmap(dxBuffer, 0);
+ unmap(dxBuffer);
}
virtual void setInputLayout(InputLayout* inputLayout) override
@@ -686,7 +726,7 @@ public:
virtual void draw(UInt vertexCount, UInt startVertex) override
{
auto dxContext = dxImmediateContext;
-
+ applyBindingState(false);
dxContext->Draw((UINT) vertexCount, (UINT) startVertex);
}
@@ -749,8 +789,388 @@ public:
virtual void dispatchCompute(int x, int y, int z) override
{
auto dxContext = dxImmediateContext;
+ applyBindingState(true);
dxContext->Dispatch(x, y, z);
}
+
+ void createInputBuffer(
+ InputBufferDesc & bufferDesc,
+ List<unsigned int> & bufferData,
+ ID3D11Buffer * &bufferOut,
+ ID3D11UnorderedAccessView * &viewOut,
+ ID3D11ShaderResourceView * &srvOut)
+ {
+ auto dxContext = dxImmediateContext;
+ D3D11_BUFFER_DESC desc = {0};
+ desc.ByteWidth = bufferData.Count() * sizeof(unsigned int);
+ if (bufferDesc.type == InputBufferType::ConstantBuffer)
+ {
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER | D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ }
+ else
+ {
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ if (bufferDesc.stride != 0)
+ {
+ desc.StructureByteStride = bufferDesc.stride;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
+ }
+ else
+ {
+ desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
+ }
+ }
+ D3D11_SUBRESOURCE_DATA data = {0};
+ data.pSysMem = bufferData.Buffer();
+ dxDevice->CreateBuffer(&desc, &data, &bufferOut);
+ int elemSize = bufferDesc.stride <= 0 ? 1 : bufferDesc.stride;
+ if (bufferDesc.type == InputBufferType::StorageBuffer)
+ {
+ D3D11_UNORDERED_ACCESS_VIEW_DESC viewDesc;
+ memset(&viewDesc, 0, sizeof(viewDesc));
+ viewDesc.Buffer.FirstElement = 0;
+ viewDesc.Buffer.NumElements = (UINT)(bufferData.Count() * sizeof(unsigned int) / elemSize);
+ viewDesc.Buffer.Flags = 0;
+ viewDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
+ viewDesc.Format = DXGI_FORMAT_UNKNOWN;
+ dxDevice->CreateUnorderedAccessView(bufferOut, &viewDesc, &viewOut);
+ }
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ memset(&srvDesc, 0, sizeof(srvDesc));
+ srvDesc.Buffer.FirstElement = 0;
+ srvDesc.Buffer.ElementWidth = elemSize;
+ srvDesc.Buffer.NumElements = (UINT)(bufferData.Count() * sizeof(unsigned int) / elemSize);
+ srvDesc.Buffer.ElementOffset = 0;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
+ srvDesc.Format = DXGI_FORMAT_UNKNOWN;
+ dxDevice->CreateShaderResourceView(bufferOut, &srvDesc, &srvOut);
+ }
+
+ void createInputTexture(const InputTextureDesc & inputDesc, ID3D11ShaderResourceView * &viewOut)
+ {
+ int arrLen = inputDesc.arrayLength;
+ if (arrLen == 0)
+ arrLen = 1;
+ List<D3D11_SUBRESOURCE_DATA> subRes;
+ List<List<unsigned int>> dataBuffer;
+ int arraySize = arrLen;
+ if (inputDesc.isCube)
+ arraySize *= 6;
+ int textureSize = inputDesc.size;
+ int textureMipLevels = Math::Log2Floor(textureSize) + 1;
+ subRes.SetSize(textureMipLevels * arraySize);
+ dataBuffer.SetSize(subRes.Count());
+
+ auto iteratePixels = [&](int dimension, int size, unsigned int * buffer, auto f)
+ {
+ if (dimension == 1)
+ for (int i = 0; i < size; i++)
+ buffer[i] = f(i, 0, 0);
+ else if (dimension == 2)
+ for (int i = 0; i < size; i++)
+ for (int j = 0; j < size; j++)
+ buffer[i*size + j] = f(j, i, 0);
+ else if (dimension == 3)
+ for (int i = 0; i < size; i++)
+ for (int j = 0; j < size; j++)
+ for (int k = 0; k < size; k++)
+ buffer[i*size*size + j*size + k] = f(k, j, i);
+ };
+
+ int slice = 0;
+ for (int i = 0; i < arraySize; i++)
+ {
+ for (int j = 0; j < textureMipLevels; j++)
+ {
+ int size = textureSize >> j;
+ int bufferLen = size;
+ if (inputDesc.dimension == 2)
+ bufferLen *= size;
+ else if (inputDesc.dimension == 3)
+ bufferLen *= size*size;
+ dataBuffer[slice].SetSize(bufferLen);
+ subRes[slice].pSysMem = dataBuffer[slice].Buffer();
+ subRes[slice].SysMemPitch = sizeof(unsigned int) * size;
+ subRes[slice].SysMemSlicePitch = sizeof(unsigned int) * size * size;
+
+ iteratePixels(inputDesc.dimension, size, dataBuffer[slice].Buffer(), [&](int x, int y, int z) -> unsigned int
+ {
+ if (inputDesc.content == InputTextureContent::Zero)
+ {
+ return 0x0;
+ }
+ else if (inputDesc.content == InputTextureContent::One)
+ {
+ return 0xFFFFFFFF;
+ }
+ else if (inputDesc.content == InputTextureContent::Gradient)
+ {
+ unsigned char r = (unsigned char)(x / (float)(size - 1) * 255.0f);
+ unsigned char g = (unsigned char)(y / (float)(size - 1) * 255.0f);
+ unsigned char b = (unsigned char)(z / (float)(size - 1) * 255.0f);
+ return 0xFF000000 + r + (g << 8) + (b << 16);
+ }
+ else if (inputDesc.content == InputTextureContent::ChessBoard)
+ {
+ unsigned int xSig = x < (size >> 1) ? 1 : 0;
+ unsigned int ySig = y < (size >> 1) ? 1 : 0;
+ unsigned int zSig = z < (size >> 1) ? 1 : 0;
+ auto sig = xSig ^ ySig ^ zSig;
+ if (sig)
+ return 0xFFFFFFFF;
+ else
+ return 0xFF808080;
+ }
+ return 0x0;
+ });
+ slice++;
+ }
+ }
+ if (inputDesc.dimension == 1)
+ {
+ D3D11_TEXTURE1D_DESC desc = { 0 };
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET | D3D11_BIND_UNORDERED_ACCESS;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
+ desc.MipLevels = textureMipLevels;
+ desc.ArraySize = arraySize;
+ desc.Width = textureSize;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+
+ ID3D11Texture1D * texture;
+ dxDevice->CreateTexture1D(&desc, subRes.Buffer(), &texture);
+ D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
+
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
+ if (inputDesc.arrayLength != 0)
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1DARRAY;
+ viewDesc.Texture1D.MipLevels = textureMipLevels;
+ viewDesc.Texture1D.MostDetailedMip = 0;
+ viewDesc.Texture1DArray.ArraySize = arraySize;
+ viewDesc.Texture1DArray.FirstArraySlice = 0;
+ viewDesc.Texture1DArray.MipLevels = textureMipLevels;
+ viewDesc.Texture1DArray.MostDetailedMip = 0;
+ dxDevice->CreateShaderResourceView(texture, &viewDesc, &viewOut);
+ }
+ else if (inputDesc.dimension == 2)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
+ D3D11_TEXTURE2D_DESC desc = { 0 };
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET | D3D11_BIND_UNORDERED_ACCESS;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
+ desc.MipLevels = textureMipLevels;
+ desc.ArraySize = arraySize;
+ if (inputDesc.isCube)
+ {
+ desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ viewDesc.TextureCube.MipLevels = textureMipLevels;
+ viewDesc.TextureCube.MostDetailedMip = 0;
+ viewDesc.TextureCubeArray.MipLevels = textureMipLevels;
+ viewDesc.TextureCubeArray.MostDetailedMip = 0;
+ viewDesc.TextureCubeArray.First2DArrayFace = 0;
+ viewDesc.TextureCubeArray.NumCubes = inputDesc.arrayLength;
+ }
+ else
+ {
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ viewDesc.Texture2D.MipLevels = textureMipLevels;
+ viewDesc.Texture2D.MostDetailedMip = 0;
+ viewDesc.Texture2DArray.ArraySize = arraySize;
+ viewDesc.Texture2DArray.FirstArraySlice = 0;
+ viewDesc.Texture2DArray.MipLevels = textureMipLevels;
+ viewDesc.Texture2DArray.MostDetailedMip = 0;
+ }
+ if (inputDesc.arrayLength != 0)
+ viewDesc.ViewDimension = (D3D11_SRV_DIMENSION)(int)(viewDesc.ViewDimension + 1);
+ desc.Width = textureSize;
+ desc.Height = textureSize;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ ID3D11Texture2D * texture;
+ dxDevice->CreateTexture2D(&desc, subRes.Buffer(), &texture);
+ dxDevice->CreateShaderResourceView(texture, &viewDesc, &viewOut);
+ }
+ else if (inputDesc.dimension == 3)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
+ D3D11_TEXTURE3D_DESC desc = { 0 };
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET | D3D11_BIND_UNORDERED_ACCESS;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
+ desc.MipLevels = textureMipLevels;
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ desc.Width = textureSize;
+ desc.Height = textureSize;
+ desc.Depth = textureSize;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ ID3D11Texture3D * texture;
+ dxDevice->CreateTexture3D(&desc, subRes.Buffer(), &texture);
+ if (inputDesc.arrayLength != 0)
+ viewDesc.ViewDimension = (D3D11_SRV_DIMENSION)(int)(viewDesc.ViewDimension + 1);
+ viewDesc.Texture3D.MipLevels = textureMipLevels;
+ viewDesc.Texture3D.MostDetailedMip = 0;
+ dxDevice->CreateShaderResourceView(texture, &viewDesc, &viewOut);
+ }
+ }
+
+ void createInputSampler(const InputSamplerDesc & inputDesc, ID3D11SamplerState * & stateOut)
+ {
+ D3D11_SAMPLER_DESC desc;
+ memset(&desc, 0, sizeof(desc));
+ desc.AddressU = desc.AddressV = desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ if (inputDesc.isCompareSampler)
+ {
+ desc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
+ desc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
+ }
+ else
+ desc.Filter = D3D11_FILTER_ANISOTROPIC;
+ desc.MaxAnisotropy = 16;
+ desc.MinLOD = 0.0f;
+ desc.MaxLOD = 100.0f;
+ dxDevice->CreateSamplerState(&desc, &stateOut);
+ }
+ virtual BindingState * createBindingState(const ShaderInputLayout & layout)
+ {
+ D3DBindingState * rs = new D3DBindingState();
+ for (auto & entry : layout.entries)
+ {
+ D3DBinding rsEntry;
+ rsEntry.type = entry.type;
+ rsEntry.binding = entry.hlslBinding;
+ rsEntry.isOutput = entry.isOutput;
+ switch (entry.type)
+ {
+ case ShaderInputType::Buffer:
+ {
+ createInputBuffer(entry.bufferDesc, entry.bufferData, rsEntry.buffer, rsEntry.uav, rsEntry.srv);
+ rsEntry.bufferLength = entry.bufferData.Count() * sizeof(unsigned int);
+ }
+ break;
+ case ShaderInputType::Texture:
+ {
+ createInputTexture(entry.textureDesc, rsEntry.srv);
+ }
+ break;
+ case ShaderInputType::Sampler:
+ {
+ createInputSampler(entry.samplerDesc, rsEntry.samplerState);
+ }
+ break;
+ case ShaderInputType::CombinedTextureSampler:
+ {
+ throw "not implemented";
+ }
+ break;
+ }
+ rs->bindings.Add(rsEntry);
+ }
+
+ return (BindingState*)rs;
+ }
+
+ void applyBindingState(bool isCompute)
+ {
+ auto dxContext = dxImmediateContext;
+ for (auto & binding : currentBindings->bindings)
+ {
+ if (binding.type == ShaderInputType::Buffer)
+ {
+ if (binding.uav)
+ {
+ if (isCompute)
+ dxContext->CSSetUnorderedAccessViews(binding.binding, 1, &binding.uav, nullptr);
+ else
+ dxContext->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL,
+ nullptr, nullptr, binding.binding, 1, &binding.uav, nullptr);
+ }
+ else
+ {
+ if (isCompute)
+ dxContext->CSSetShaderResources(binding.binding, 1, &binding.srv);
+ else
+ {
+ dxContext->PSSetShaderResources(binding.binding, 1, &binding.srv);
+ dxContext->VSSetShaderResources(binding.binding, 1, &binding.srv);
+ }
+ }
+ }
+ else if (binding.type == ShaderInputType::Texture)
+ {
+ if (binding.uav)
+ {
+ if (isCompute)
+ dxContext->CSSetUnorderedAccessViews(binding.binding, 1, &binding.uav, nullptr);
+ else
+ dxContext->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL,
+ nullptr, nullptr, binding.binding, 1, &binding.uav, nullptr);
+ }
+ else
+ {
+ if (isCompute)
+ dxContext->CSSetShaderResources(binding.binding, 1, &binding.srv);
+ else
+ {
+ dxContext->PSSetShaderResources(binding.binding, 1, &binding.srv);
+ dxContext->VSSetShaderResources(binding.binding, 1, &binding.srv);
+ }
+ }
+ }
+ else if (binding.type == ShaderInputType::Sampler)
+ {
+ if (isCompute)
+ dxContext->CSSetSamplers(binding.binding, 1, &binding.samplerState);
+ else
+ {
+ dxContext->PSSetSamplers(binding.binding, 1, &binding.samplerState);
+ dxContext->VSSetSamplers(binding.binding, 1, &binding.samplerState);
+ }
+ }
+ else
+ throw "not implemented";
+ }
+ }
+
+ virtual void setBindingState(BindingState * state)
+ {
+ auto dxBindingState = (D3DBindingState*) state;
+ currentBindings = dxBindingState;
+ }
+
+ virtual void serializeOutput(BindingState* state, const char * fileName)
+ {
+ auto dxContext = dxImmediateContext;
+ auto dxBindingState = (D3DBindingState*)state;
+ FILE * f = fopen(fileName, "wt");
+ for (auto & binding : dxBindingState->bindings)
+ {
+ if (binding.isOutput)
+ {
+ if (binding.buffer)
+ {
+ auto ptr = (unsigned int *)map(binding.buffer, MapFlavor::HostRead);
+ for (auto i = 0u; i < binding.bufferLength / sizeof(unsigned int); i++)
+ fprintf(f, "%X\n", ptr[i]);
+ unmap(binding.buffer);
+ }
+ else
+ {
+ throw "not implemented";
+ }
+ }
+ }
+ fclose(f);
+ }
};