vkd3d-shader: Fix swizzling for scalars.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-11-01 22:39:29 +01:00 committed by Alexandre Julliard
parent 24320fa04f
commit 00a0958526
2 changed files with 87 additions and 12 deletions

View File

@ -2542,6 +2542,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_swizzle_ext(struct vkd3d_dxbc_compiler
{ {
component_idx = vkd3d_write_mask_get_component_idx(write_mask); component_idx = vkd3d_write_mask_get_component_idx(write_mask);
component_idx = vkd3d_swizzle_get_component(swizzle, component_idx); component_idx = vkd3d_swizzle_get_component(swizzle, component_idx);
component_idx -= vkd3d_write_mask_get_component_idx(val_write_mask);
return vkd3d_spirv_build_op_composite_extract1(builder, type_id, val_id, component_idx); return vkd3d_spirv_build_op_composite_extract1(builder, type_id, val_id, component_idx);
} }

View File

@ -8505,6 +8505,42 @@ static void test_shader_input_output_components(void)
0x00000000, 0x0100003e, 0x00000000, 0x0100003e,
}; };
static const D3D12_SHADER_BYTECODE ps2 = {ps2_code, sizeof(ps2_code)}; static const D3D12_SHADER_BYTECODE ps2 = {ps2_code, sizeof(ps2_code)};
static const DWORD ps3_code[] =
{
#if 0
void main(float4 position : Sv_Position,
float2 texcoord0 : TEXCOORD0, float2 texcoord1 : TEXCOORD1,
float4 texcoord2 : TEXCOORD2, float3 texcoord3 : TEXCOORD3,
out float4 target0 : Sv_Target0, out uint4 target1 : SV_Target1)
{
target0.x = texcoord0.x;
target0.y = texcoord1.y;
target0.z = texcoord3.z;
target0.w = texcoord3.z;
target1.x = texcoord2.x;
target1.y = 0;
target1.w = texcoord2.w;
target1.z = 0;
}
#endif
0x43425844, 0x2df3a11d, 0x885fc859, 0x332d922b, 0xf8e01020, 0x00000001, 0x000001d8, 0x00000003,
0x0000002c, 0x000000cc, 0x00000120, 0x4e475349, 0x00000098, 0x00000005, 0x00000008, 0x00000080,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000008c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000103, 0x0000008c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
0x0000080c, 0x0000008c, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000090f, 0x0000008c,
0x00000003, 0x00000000, 0x00000003, 0x00000003, 0x00000407, 0x505f7653, 0x7469736f, 0x006e6f69,
0x43584554, 0x44524f4f, 0xababab00, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000042, 0x00000001, 0x00000000,
0x00000001, 0x00000001, 0x0000000f, 0x545f7653, 0x65677261, 0x56530074, 0x7261545f, 0x00746567,
0x52444853, 0x000000b0, 0x00000040, 0x0000002c, 0x03001062, 0x00101012, 0x00000001, 0x03001062,
0x00101082, 0x00000001, 0x03001062, 0x00101092, 0x00000002, 0x03001062, 0x00101042, 0x00000003,
0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x00102032,
0x00000000, 0x001010c6, 0x00000001, 0x05000036, 0x001020c2, 0x00000000, 0x00101aa6, 0x00000003,
0x0500001c, 0x00102092, 0x00000001, 0x00101c06, 0x00000002, 0x08000036, 0x00102062, 0x00000001,
0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps3 = {ps3_code, sizeof(ps3_code)};
static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
{ {
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
@ -8523,13 +8559,23 @@ static void test_shader_input_output_components(void)
} }
quad[] = quad[] =
{ {
{{-1.0f, -1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f}}, {{-1.0f, -1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f, 5.0f}},
{{-1.0f, 1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f}}, {{-1.0f, 1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f, 5.0f}},
{{ 1.0f, -1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f}}, {{ 1.0f, -1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f, 5.0f}},
{{ 1.0f, 1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f}}, {{ 1.0f, 1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f, 5.0f}},
};
static const struct vec4 expected_vec4[] =
{
{1.0f, 2.0f, 3.0f, 0.0f},
{6.0f, 4.0f, 7.0f, 8.0f},
{3.0f, 8.0f, 7.0f, 7.0f},
};
static const struct uvec4 expected_uvec4[] =
{
{0xdeadbeef, 0, 2, 3},
{ 9, 5, 0, 1},
{ 9, 0, 0, 1},
}; };
static const struct vec4 expected_vec4[] = {{1.0f, 2.0f, 3.0f, 0.0f}, {6.0f, 4.0f, 7.0f, 8.0f}};
static const struct uvec4 expected_uvec4[] = {{0xdeadbeef, 0, 2, 3}, {9, 5, 0, 1}};
memset(&desc, 0, sizeof(desc)); memset(&desc, 0, sizeof(desc));
desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
@ -8580,18 +8626,17 @@ static void test_shader_input_output_components(void)
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[0]); check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[0]);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
transition_resource_state(command_list, uint_render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12PipelineState_Release(context.pipeline_state); ID3D12PipelineState_Release(context.pipeline_state);
pso_desc.VS = vs2; pso_desc.VS = vs2;
pso_desc.PS = ps2; pso_desc.PS = ps2;
hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
&IID_ID3D12PipelineState, (void **)&context.pipeline_state); &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
transition_resource_state(command_list, uint_render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
@ -8610,6 +8655,35 @@ static void test_shader_input_output_components(void)
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[1]); check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[1]);
ID3D12PipelineState_Release(context.pipeline_state);
pso_desc.VS = vs2;
pso_desc.PS = ps3;
hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
transition_resource_state(command_list, uint_render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4[2], 0);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, uint_render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[2]);
ID3D12Resource_Release(vb); ID3D12Resource_Release(vb);
ID3D12Resource_Release(uint_render_target); ID3D12Resource_Release(uint_render_target);
destroy_test_context(&context); destroy_test_context(&context);