D3D12: Add Quad integration test with texture sampling

- Add quad test that renders a textured quad with earth texture
- Add quad.hlsl shader with texture sampling (Texture2D + SamplerState)
- Add SRV descriptor heap and root signature with SRV table
- Fix MessageBox errors -> Log() console output
- Fix shader float2->float4 type mismatch
- Fix texture initialization to use proper command list handling
- Add shader error output to stderr in D3D12Shader
- Add Map error logging in D3D12Screenshot
This commit is contained in:
2026-03-21 12:38:16 +08:00
parent 91291b2075
commit c563db3123
7 changed files with 519 additions and 0 deletions

View File

@@ -0,0 +1,23 @@
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);
}