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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>
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24320fa04f
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00a0958526
@ -2542,6 +2542,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_swizzle_ext(struct vkd3d_dxbc_compiler
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{
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{
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component_idx = vkd3d_write_mask_get_component_idx(write_mask);
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component_idx = vkd3d_write_mask_get_component_idx(write_mask);
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component_idx = vkd3d_swizzle_get_component(swizzle, component_idx);
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component_idx = vkd3d_swizzle_get_component(swizzle, component_idx);
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component_idx -= vkd3d_write_mask_get_component_idx(val_write_mask);
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return vkd3d_spirv_build_op_composite_extract1(builder, type_id, val_id, component_idx);
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return vkd3d_spirv_build_op_composite_extract1(builder, type_id, val_id, component_idx);
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}
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}
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@ -8505,6 +8505,42 @@ static void test_shader_input_output_components(void)
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0x00000000, 0x0100003e,
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0x00000000, 0x0100003e,
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};
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};
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static const D3D12_SHADER_BYTECODE ps2 = {ps2_code, sizeof(ps2_code)};
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static const D3D12_SHADER_BYTECODE ps2 = {ps2_code, sizeof(ps2_code)};
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static const DWORD ps3_code[] =
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{
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#if 0
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void main(float4 position : Sv_Position,
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float2 texcoord0 : TEXCOORD0, float2 texcoord1 : TEXCOORD1,
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float4 texcoord2 : TEXCOORD2, float3 texcoord3 : TEXCOORD3,
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out float4 target0 : Sv_Target0, out uint4 target1 : SV_Target1)
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{
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target0.x = texcoord0.x;
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target0.y = texcoord1.y;
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target0.z = texcoord3.z;
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target0.w = texcoord3.z;
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target1.x = texcoord2.x;
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target1.y = 0;
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target1.w = texcoord2.w;
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target1.z = 0;
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}
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#endif
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0x43425844, 0x2df3a11d, 0x885fc859, 0x332d922b, 0xf8e01020, 0x00000001, 0x000001d8, 0x00000003,
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0x0000002c, 0x000000cc, 0x00000120, 0x4e475349, 0x00000098, 0x00000005, 0x00000008, 0x00000080,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000008c, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000103, 0x0000008c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
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0x0000080c, 0x0000008c, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000090f, 0x0000008c,
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0x00000003, 0x00000000, 0x00000003, 0x00000003, 0x00000407, 0x505f7653, 0x7469736f, 0x006e6f69,
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0x43584554, 0x44524f4f, 0xababab00, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000042, 0x00000001, 0x00000000,
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0x00000001, 0x00000001, 0x0000000f, 0x545f7653, 0x65677261, 0x56530074, 0x7261545f, 0x00746567,
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0x52444853, 0x000000b0, 0x00000040, 0x0000002c, 0x03001062, 0x00101012, 0x00000001, 0x03001062,
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0x00101082, 0x00000001, 0x03001062, 0x00101092, 0x00000002, 0x03001062, 0x00101042, 0x00000003,
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0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x00102032,
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0x00000000, 0x001010c6, 0x00000001, 0x05000036, 0x001020c2, 0x00000000, 0x00101aa6, 0x00000003,
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0x0500001c, 0x00102092, 0x00000001, 0x00101c06, 0x00000002, 0x08000036, 0x00102062, 0x00000001,
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0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps3 = {ps3_code, sizeof(ps3_code)};
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static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
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static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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@ -8523,13 +8559,23 @@ static void test_shader_input_output_components(void)
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}
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}
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quad[] =
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quad[] =
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{
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{
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{{-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}},
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{{-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}},
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{{-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}},
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{{-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}},
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{{ 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}},
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{{ 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}},
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{{ 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}},
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{{ 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}},
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};
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static const struct vec4 expected_vec4[] =
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{
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{1.0f, 2.0f, 3.0f, 0.0f},
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{6.0f, 4.0f, 7.0f, 8.0f},
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{3.0f, 8.0f, 7.0f, 7.0f},
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};
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static const struct uvec4 expected_uvec4[] =
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{
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{0xdeadbeef, 0, 2, 3},
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{ 9, 5, 0, 1},
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{ 9, 0, 0, 1},
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};
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};
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static const struct vec4 expected_vec4[] = {{1.0f, 2.0f, 3.0f, 0.0f}, {6.0f, 4.0f, 7.0f, 8.0f}};
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static const struct uvec4 expected_uvec4[] = {{0xdeadbeef, 0, 2, 3}, {9, 5, 0, 1}};
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memset(&desc, 0, sizeof(desc));
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memset(&desc, 0, sizeof(desc));
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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@ -8580,18 +8626,17 @@ static void test_shader_input_output_components(void)
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[0]);
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check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[0]);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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transition_resource_state(command_list, uint_render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12PipelineState_Release(context.pipeline_state);
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ID3D12PipelineState_Release(context.pipeline_state);
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pso_desc.VS = vs2;
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pso_desc.VS = vs2;
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pso_desc.PS = ps2;
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pso_desc.PS = ps2;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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transition_resource_state(command_list, uint_render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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@ -8610,6 +8655,35 @@ static void test_shader_input_output_components(void)
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[1]);
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check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[1]);
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ID3D12PipelineState_Release(context.pipeline_state);
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pso_desc.VS = vs2;
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pso_desc.PS = ps3;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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transition_resource_state(command_list, uint_render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4[2], 0);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, uint_render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[2]);
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ID3D12Resource_Release(vb);
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ID3D12Resource_Release(vb);
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ID3D12Resource_Release(uint_render_target);
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ID3D12Resource_Release(uint_render_target);
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destroy_test_context(&context);
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destroy_test_context(&context);
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