cleanup: remove unused shader/model/image folders from RHI integration tests

This commit is contained in:
2026-03-22 20:15:17 +08:00
parent 0eadc7cfd1
commit 74adeb74a0
11 changed files with 1 additions and 387 deletions

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# D3D12 Integration Tests
## minimal
**后端**: D3D12Device, DXGIFactory, CommandQueue, CommandList, SwapChain
**内容**: 最小 D3D12 初始化流程,创建窗口和交换链,无渲染输出
---
## triangle
**后端**: D3D12Device, DXGIFactory, CommandQueue, CommandList, SwapChain, Buffer, Shader, RootSignature, PipelineState, RenderTargetView, DepthStencilView, Screenshot
**内容**:
- 基础三角形渲染
- 顶点 buffer 上传
- HLSL shader 编译 (vs_5_1, ps_5_1)
- Root signature + PSO 创建
- RenderTarget 切换 (Present ↔ RenderTarget)
- 截图功能验证
---
## quad
**后端**: triangle 的全部 + Texture, DescriptorHeap, ShaderResourceView
**内容**:
- 四边形纹理采样渲染
- Texture 加载与初始化 (stb_image)
- DescriptorHeap (CBV_SRV_UAV) + SRV 创建
- 静态采样器配置
- Root signature descriptor table
- SetDescriptorHeaps + SetGraphicsRootDescriptorTable
- 截图功能验证
---
## render_model
**后端**: (TODO)
**内容**: 模型渲染 (待实现)

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struct VertexData{
float4 position:POSITION;
float4 texcoord:TEXCOORD0;
float4 normal:NORMAL;
float4 tangent:TANGENT;
};
struct VSOut{
float4 position:SV_POSITION;
float4 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
static const float PI=3.141592;
cbuffer globalConstants:register(b0){
float4 misc;
};
Texture2D T_DiffuseTexture:register(t0);
SamplerState samplerState:register(s0);
struct MaterialData{
float r;
};
StructuredBuffer<MaterialData> materialData:register(t0,space1);
cbuffer DefaultVertexCB:register(b1){
float4x4 ProjectionMatrix;
float4x4 ViewMatrix;
float4x4 ModelMatrix;
float4x4 IT_ModelMatrix;
float4x4 ReservedMemory[1020];
};
VSOut MainVS(VertexData inVertexData){
VSOut vo;
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
float4 positionWS=mul(ModelMatrix,inVertexData.position);
float4 positionVS=mul(ViewMatrix,positionWS);
vo.position=mul(ProjectionMatrix,positionVS);
//vo.position=float4(positionWS.xyz+vo.normal.xyz*sin(misc.x)*0.2f,1.0f);
vo.texcoord=inVertexData.texcoord;
return vo;
}
[maxvertexcount(4)]
void MainGS(triangle VSOut inPoint[3],uint inPrimitiveID:SV_PrimitiveID,
inout TriangleStream<VSOut> outTriangleStream){
outTriangleStream.Append(inPoint[0]);
outTriangleStream.Append(inPoint[1]);
outTriangleStream.Append(inPoint[2]);
/*VSOut vo;
float3 positionWS=inPoint[0].position.xyz;
float3 N=normalize(inPoint[0].normal.xyz);
vo.normal=float4(N,0.0f);
float3 helperVec=abs(N.y)>0.999?float3(0.0f,0.0f,1.0f):float3(0.0f,1.0f,0.0f);
float3 tangent=normalize(cross(N,helperVec));//u
float3 bitangent=normalize(cross(tangent,N));//v
float scale=materialData[inPrimitiveID].r;
float3 p0WS=positionWS-(bitangent*0.5f-tangent*0.5f)*scale;//left bottom
float4 p0VS=mul(ViewMatrix,float4(p0WS,1.0f));
vo.position=mul(ProjectionMatrix,p0VS);
vo.texcoord=float4(0.0f,1.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p1WS=positionWS-(bitangent*0.5f+tangent*0.5f)*scale;//right bottom
float4 p1VS=mul(ViewMatrix,float4(p1WS,1.0f));
vo.position=mul(ProjectionMatrix,p1VS);
vo.texcoord=float4(1.0f,1.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p2WS=positionWS+(bitangent*0.5f+tangent*0.5f)*scale;//left top
float4 p2VS=mul(ViewMatrix,float4(p2WS,1.0f));
vo.position=mul(ProjectionMatrix,p2VS);
vo.texcoord=float4(0.0f,0.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p3WS=positionWS+(bitangent*0.5f-tangent*0.5f)*scale;//right top
float4 p3VS=mul(ViewMatrix,float4(p3WS,1.0f));
vo.position=mul(ProjectionMatrix,p3VS);
vo.texcoord=float4(1.0f,0.0f,0.0f,0.0f);
outTriangleStream.Append(vo);*/
}
float4 MainPS(VSOut inPSInput):SV_TARGET{
float3 N=normalize(inPSInput.normal.xyz);
float3 bottomColor=float3(0.1f,0.4f,0.6f);
float3 topColor=float3(0.7f,0.7f,0.7f);
float theta=asin(N.y);//-PI/2 ~ PI/2
theta/=PI;//-0.5~0.5
theta+=0.5f;//0.0~1.0
float ambientColorIntensity=1.0;
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
float4 diffuseColor=T_DiffuseTexture.Sample(samplerState,inPSInput.texcoord.xy);
float3 surfaceColor=diffuseColor.rgb;
return float4(surfaceColor,1.0f);
}

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struct VertexData{
float4 position:POSITION;
float4 texcoord:TEXCOORD0;
float4 normal:NORMAL;
float4 tangent:TANGENT;
};
struct VSOut{
float4 position:SV_POSITION;
float4 normal:NORMAL;
float4 texcoord:TEXCOORD0;
float4 positionWS:TEXCOORD1;
};
static const float PI=3.141592;
cbuffer globalConstants:register(b0){
float4 misc;
};
cbuffer DefaultVertexCB:register(b1){
float4x4 ProjectionMatrix;
float4x4 ViewMatrix;
float4x4 ModelMatrix;
float4x4 IT_ModelMatrix;
float4x4 ReservedMemory[1020];
};
VSOut MainVS(VertexData inVertexData){
VSOut vo;
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
float3 positionMS=inVertexData.position.xyz+vo.normal*sin(misc.x);
float4 positionWS=mul(ModelMatrix,float4(positionMS,1.0));
float4 positionVS=mul(ViewMatrix,positionWS);
vo.position=mul(ProjectionMatrix,positionVS);
vo.positionWS=positionWS;
vo.texcoord=inVertexData.texcoord;
return vo;
}
float4 MainPS(VSOut inPSInput):SV_TARGET{
float3 N=normalize(inPSInput.normal.xyz);
float3 bottomColor=float3(0.1f,0.4f,0.6f);
float3 topColor=float3(0.7f,0.7f,0.7f);
float theta=asin(N.y);//-PI/2 ~ PI/2
theta/=PI;//-0.5~0.5
theta+=0.5f;//0.0~1.0
float ambientColorIntensity=0.2;
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
float3 L=normalize(float3(1.0f,1.0f,-1.0f));
float diffuseIntensity=max(0.0f,dot(N,L));
float3 diffuseLightColor=float3(0.1f,0.4f,0.6f);
float3 diffuseColor=diffuseLightColor*diffuseIntensity;
float3 specularColor=float3(0.0f,0.0f,0.0f);
if(diffuseIntensity>0.0f){
float3 cameraPositionWS=float3(0.0f,0.0f,0.0f);
float3 V=normalize(cameraPositionWS.xyz-inPSInput.positionWS.xyz);
float3 R=normalize(reflect(-L,N));
float specularIntensity=pow(max(0.0f,dot(V,R)),128.0f);
specularColor=float3(1.0f,1.0f,1.0f)*specularIntensity;
}
float3 surfaceColor=ambientColor+diffuseColor+specularColor;
return float4(surfaceColor,1.0f);
}

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struct VertexData{
float4 position:POSITION;
float4 texcoord:TEXCOORD0;
float4 normal:NORMAL;
float4 tangent:TANGENT;
};
struct VSOut{
float4 position:SV_POSITION;
float4 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
static const float PI=3.141592;
cbuffer globalConstants:register(b0){
float4 misc;
};
Texture2D T_DiffuseTexture:register(t0);
SamplerState samplerState:register(s0);
struct MaterialData{
float r;
};
StructuredBuffer<MaterialData> materialData:register(t0,space1);
cbuffer DefaultVertexCB:register(b1){
float4x4 ProjectionMatrix;
float4x4 ViewMatrix;
float4x4 ModelMatrix;
float4x4 IT_ModelMatrix;
float4x4 ReservedMemory[1020];
};
VSOut MainVS(VertexData inVertexData){
VSOut vo;
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
float4 positionWS=mul(ModelMatrix,inVertexData.position);
float4 positionVS=mul(ViewMatrix,positionWS);
vo.position=mul(ProjectionMatrix,positionVS);
//vo.position=float4(positionWS.xyz+vo.normal.xyz*sin(misc.x)*0.2f,1.0f);
vo.texcoord=inVertexData.texcoord;
return vo;
}
[maxvertexcount(4)]
void MainGS(triangle VSOut inPoint[3],uint inPrimitiveID:SV_PrimitiveID,
inout TriangleStream<VSOut> outTriangleStream){
outTriangleStream.Append(inPoint[0]);
outTriangleStream.Append(inPoint[1]);
outTriangleStream.Append(inPoint[2]);
/*VSOut vo;
float3 positionWS=inPoint[0].position.xyz;
float3 N=normalize(inPoint[0].normal.xyz);
vo.normal=float4(N,0.0f);
float3 helperVec=abs(N.y)>0.999?float3(0.0f,0.0f,1.0f):float3(0.0f,1.0f,0.0f);
float3 tangent=normalize(cross(N,helperVec));//u
float3 bitangent=normalize(cross(tangent,N));//v
float scale=materialData[inPrimitiveID].r;
float3 p0WS=positionWS-(bitangent*0.5f-tangent*0.5f)*scale;//left bottom
float4 p0VS=mul(ViewMatrix,float4(p0WS,1.0f));
vo.position=mul(ProjectionMatrix,p0VS);
vo.texcoord=float4(0.0f,1.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p1WS=positionWS-(bitangent*0.5f+tangent*0.5f)*scale;//right bottom
float4 p1VS=mul(ViewMatrix,float4(p1WS,1.0f));
vo.position=mul(ProjectionMatrix,p1VS);
vo.texcoord=float4(1.0f,1.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p2WS=positionWS+(bitangent*0.5f+tangent*0.5f)*scale;//left top
float4 p2VS=mul(ViewMatrix,float4(p2WS,1.0f));
vo.position=mul(ProjectionMatrix,p2VS);
vo.texcoord=float4(0.0f,0.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p3WS=positionWS+(bitangent*0.5f-tangent*0.5f)*scale;//right top
float4 p3VS=mul(ViewMatrix,float4(p3WS,1.0f));
vo.position=mul(ProjectionMatrix,p3VS);
vo.texcoord=float4(1.0f,0.0f,0.0f,0.0f);
outTriangleStream.Append(vo);*/
}
float4 MainPS(VSOut inPSInput):SV_TARGET{
float3 N=normalize(inPSInput.normal.xyz);
float3 bottomColor=float3(0.1f,0.4f,0.6f);
float3 topColor=float3(0.7f,0.7f,0.7f);
float theta=asin(N.y);//-PI/2 ~ PI/2
theta/=PI;//-0.5~0.5
theta+=0.5f;//0.0~1.0
float ambientColorIntensity=1.0;
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
float4 diffuseColor=T_DiffuseTexture.Sample(samplerState,inPSInput.texcoord.xy);
float3 surfaceColor=diffuseColor.rgb;
return float4(surfaceColor,1.0f);
}

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struct VertexData{
float4 position:POSITION;
float4 texcoord:TEXCOORD0;
float4 normal:NORMAL;
float4 tangent:TANGENT;
};
struct VSOut{
float4 position:SV_POSITION;
float4 normal:NORMAL;
float4 texcoord:TEXCOORD0;
float4 positionWS:TEXCOORD1;
};
static const float PI=3.141592;
cbuffer globalConstants:register(b0){
float4 misc;
};
cbuffer DefaultVertexCB:register(b1){
float4x4 ProjectionMatrix;
float4x4 ViewMatrix;
float4x4 ModelMatrix;
float4x4 IT_ModelMatrix;
float4x4 ReservedMemory[1020];
};
VSOut MainVS(VertexData inVertexData){
VSOut vo;
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
float3 positionMS=inVertexData.position.xyz+vo.normal*sin(misc.x);
float4 positionWS=mul(ModelMatrix,float4(positionMS,1.0));
float4 positionVS=mul(ViewMatrix,positionWS);
vo.position=mul(ProjectionMatrix,positionVS);
vo.positionWS=positionWS;
vo.texcoord=inVertexData.texcoord;
return vo;
}
float4 MainPS(VSOut inPSInput):SV_TARGET{
float3 N=normalize(inPSInput.normal.xyz);
float3 bottomColor=float3(0.1f,0.4f,0.6f);
float3 topColor=float3(0.7f,0.7f,0.7f);
float theta=asin(N.y);//-PI/2 ~ PI/2
theta/=PI;//-0.5~0.5
theta+=0.5f;//0.0~1.0
float ambientColorIntensity=0.2;
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
float3 L=normalize(float3(1.0f,1.0f,-1.0f));
float diffuseIntensity=max(0.0f,dot(N,L));
float3 diffuseLightColor=float3(0.1f,0.4f,0.6f);
float3 diffuseColor=diffuseLightColor*diffuseIntensity;
float3 specularColor=float3(0.0f,0.0f,0.0f);
if(diffuseIntensity>0.0f){
float3 cameraPositionWS=float3(0.0f,0.0f,0.0f);
float3 V=normalize(cameraPositionWS.xyz-inPSInput.positionWS.xyz);
float3 R=normalize(reflect(-L,N));
float specularIntensity=pow(max(0.0f,dot(V,R)),128.0f);
specularColor=float3(1.0f,1.0f,1.0f)*specularIntensity;
}
float3 surfaceColor=ambientColor+diffuseColor+specularColor;
return float4(surfaceColor,1.0f);
}

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struct Vertex {
float4 pos : POSITION;
float4 texcoord : TEXCOORD0;
};
struct VSOut {
float4 pos : SV_POSITION;
float4 texcoord : TEXCOORD0;
};
VSOut MainVS(Vertex v) {
VSOut o;
o.pos = v.pos;
o.texcoord = v.texcoord;
return o;
}
Texture2D T_DiffuseTexture : register(t0);
SamplerState samplerState : register(s0);
float4 MainPS(VSOut i) : SV_TARGET {
return T_DiffuseTexture.Sample(samplerState, i.texcoord.xy);
}