tests/hlsl: Add a geometry shader test.

This commit is contained in:
Conor McCarthy 2024-04-19 12:33:56 +10:00 committed by Alexandre Julliard
parent e6c802e713
commit 00b0b8d65c
Notes: Alexandre Julliard 2024-05-08 22:50:56 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/805
8 changed files with 179 additions and 8 deletions

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@ -117,6 +117,7 @@ vkd3d_shader_tests = \
tests/hlsl/fxgroup-syntax.shader_test \
tests/hlsl/gather-offset.shader_test \
tests/hlsl/gather.shader_test \
tests/hlsl/geometry.shader_test \
tests/hlsl/get-sample-pos.shader_test \
tests/hlsl/getdimensions.shader_test \
tests/hlsl/half.shader_test \

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@ -0,0 +1,67 @@
[require]
shader model >= 4.0
[input layout]
0 r32g32b32a32 float SV_POSITION
0 r32g32b32a32 float COLOR
[vb 0]
0.0 0.0 1.0 1.0 0.0 1.0 1.0 1.0
[vertex shader]
struct vs_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
void main(in struct vs_data vs_input, out struct vs_data vs_output)
{
vs_output.pos = vs_input.pos;
vs_output.color = vs_input.color;
}
[geometry shader todo]
struct gs_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
[maxvertexcount(4)]
void main(point struct gs_data vin[1], inout TriangleStream<gs_data> vout)
{
float offset = 0.2 * vin[0].pos.w;
gs_data v;
v.color = vin[0].color;
v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
vout.Append(v);
}
[pixel shader]
struct ps_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
float4 main(struct ps_data ps_input) : SV_Target
{
return ps_input.color;
}
[test]
todo draw point list 1
probe rtv 0 (320, 190) rgba (0.0, 0.0, 0.0, 0.0)
probe rtv 0 (255, 240) rgba (0.0, 0.0, 0.0, 0.0)
probe rtv 0 (320, 240) rgba (0.0, 1.0, 1.0, 1.0)
probe rtv 0 (385, 240) rgba (0.0, 0.0, 0.0, 0.0)
probe rtv 0 (320, 290) rgba (0.0, 0.0, 0.0, 0.0)

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@ -113,6 +113,8 @@ enum parse_state
STATE_SHADER_HULL_TODO,
STATE_SHADER_DOMAIN,
STATE_SHADER_DOMAIN_TODO,
STATE_SHADER_GEOMETRY,
STATE_SHADER_GEOMETRY_TODO,
STATE_TEST,
};
@ -965,6 +967,8 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
else if (match_string(line, "triangle strip", &line))
topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
else if (match_string(line, "point list", &line))
topology = D3D_PRIMITIVE_TOPOLOGY_POINTLIST;
else if (match_string(line, "1 control point patch list", &line))
topology = D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST;
else if (match_string(line, "2 control point patch list", &line))
@ -1306,6 +1310,7 @@ const char *shader_type_string(enum shader_type type)
[SHADER_TYPE_VS] = "vs",
[SHADER_TYPE_HS] = "hs",
[SHADER_TYPE_DS] = "ds",
[SHADER_TYPE_GS] = "gs",
[SHADER_TYPE_FX] = "fx",
};
assert(type < ARRAY_SIZE(shader_types));
@ -1369,6 +1374,7 @@ HRESULT dxc_compiler_compile_shader(void *dxc_compiler, enum shader_type type, u
[SHADER_TYPE_VS] = L"vs_6_0",
[SHADER_TYPE_HS] = L"hs_6_0",
[SHADER_TYPE_DS] = L"ds_6_0",
[SHADER_TYPE_GS] = L"gs_6_0",
};
const WCHAR *args[] =
{
@ -1500,6 +1506,8 @@ static enum parse_state get_parse_state_todo(enum parse_state state)
return STATE_SHADER_HULL_TODO;
else if (state == STATE_SHADER_DOMAIN)
return STATE_SHADER_DOMAIN_TODO;
else if (state == STATE_SHADER_GEOMETRY)
return STATE_SHADER_GEOMETRY_TODO;
else
return STATE_SHADER_EFFECT_TODO;
}
@ -1760,6 +1768,21 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
shader_source_size = 0;
break;
case STATE_SHADER_GEOMETRY:
case STATE_SHADER_GEOMETRY_TODO:
if (!skip_tests)
{
todo_if (state == STATE_SHADER_GEOMETRY_TODO)
compile_shader(runner, dxc_compiler, shader_source, shader_source_len, SHADER_TYPE_GS,
expect_hr);
}
free(runner->gs_source);
runner->gs_source = shader_source;
shader_source = NULL;
shader_source_len = 0;
shader_source_size = 0;
break;
case STATE_PREPROC_INVALID:
{
ID3D10Blob *blob = NULL, *errors = NULL;
@ -1972,6 +1995,12 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
expect_hr = S_OK;
state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
}
else if (match_directive_substring(line, "[geometry shader", &line))
{
state = STATE_SHADER_GEOMETRY;
expect_hr = S_OK;
state = read_shader_directive(runner, state, line_buffer, line, &expect_hr);
}
else if (!strcmp(line, "[input layout]\n"))
{
state = STATE_INPUT_LAYOUT;
@ -2009,6 +2038,8 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
case STATE_SHADER_HULL_TODO:
case STATE_SHADER_DOMAIN:
case STATE_SHADER_DOMAIN_TODO:
case STATE_SHADER_GEOMETRY:
case STATE_SHADER_GEOMETRY_TODO:
{
size_t len = strlen(line);
@ -2051,6 +2082,7 @@ void run_shader_tests(struct shader_runner *runner, const struct shader_runner_c
free(runner->cs_source);
free(runner->hs_source);
free(runner->ds_source);
free(runner->gs_source);
free(runner->fx_source);
free(runner->uniforms);
for (i = 0; i < runner->resource_count; ++i)

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@ -47,6 +47,7 @@ enum shader_type
SHADER_TYPE_VS,
SHADER_TYPE_HS,
SHADER_TYPE_DS,
SHADER_TYPE_GS,
SHADER_TYPE_FX,
};
@ -165,6 +166,7 @@ struct shader_runner
char *fx_source;
char *hs_source;
char *ds_source;
char *gs_source;
enum shader_model minimum_shader_model;
enum shader_model maximum_shader_model;
bool require_float64;

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@ -636,9 +636,9 @@ static void d3d11_runner_clear(struct shader_runner *r, struct resource *res, co
static bool d3d11_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
{
ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL, *gs_code = NULL;
ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
ID3D11RenderTargetView *rtvs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL;
struct d3d11_shader_runner *runner = d3d11_shader_runner(r);
ID3D11DeviceContext *context = runner->immediate_context;
unsigned int min_uav_slot = ARRAY_SIZE(uavs);
@ -647,6 +647,7 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D11Device *device = runner->device;
ID3D11DepthStencilView *dsv = NULL;
unsigned int rtv_count = 0;
ID3D11GeometryShader *gs;
ID3D11Buffer *cb = NULL;
ID3D11VertexShader *vs;
ID3D11DomainShader *ds;
@ -670,6 +671,11 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ds_code = compile_shader(runner, runner->r.ds_source, "ds");
succeeded = succeeded && ds_code;
}
if (runner->r.gs_source)
{
gs_code = compile_shader(runner, runner->r.gs_source, "gs");
succeeded = succeeded && gs_code;
}
if (!succeeded)
{
@ -681,6 +687,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D10Blob_Release(hs_code);
if (ds_code)
ID3D10Blob_Release(ds_code);
if (gs_code)
ID3D10Blob_Release(gs_code);
return false;
}
@ -704,12 +712,20 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D10Blob_GetBufferSize(ds_code), NULL, &ds);
ok(hr == S_OK, "Failed to create domain shader, hr %#lx.\n", hr);
}
if (gs_code)
{
hr = ID3D11Device_CreateGeometryShader(device, ID3D10Blob_GetBufferPointer(gs_code),
ID3D10Blob_GetBufferSize(gs_code), NULL, &gs);
ok(hr == S_OK, "Failed to create geometry shader, hr %#lx.\n", hr);
}
ID3D10Blob_Release(ps_code);
if (hs_code)
ID3D10Blob_Release(hs_code);
if (ds_code)
ID3D10Blob_Release(ds_code);
if (gs_code)
ID3D10Blob_Release(gs_code);
if (runner->r.uniform_count)
{
@ -721,6 +737,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D11DeviceContext_HSSetConstantBuffers(context, 0, 1, &cb);
if (ds_code)
ID3D11DeviceContext_DSSetConstantBuffers(context, 0, 1, &cb);
if (gs_code)
ID3D11DeviceContext_GSSetConstantBuffers(context, 0, 1, &cb);
}
for (i = 0; i < runner->r.resource_count; ++i)
@ -812,6 +830,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D11DeviceContext_HSSetShader(context, hs, NULL, 0);
if (ds_code)
ID3D11DeviceContext_DSSetShader(context, ds, NULL, 0);
if (gs_code)
ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0);
ID3D11DeviceContext_RSSetState(context, runner->rasterizer_state);
ID3D11DeviceContext_DrawInstanced(context, vertex_count, instance_count, 0, 0);
@ -822,6 +842,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D11HullShader_Release(hs);
if (ds_code)
ID3D11DomainShader_Release(ds);
if (gs_code)
ID3D11GeometryShader_Release(gs);
if (cb)
ID3D11Buffer_Release(cb);
if (ds_state)

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@ -493,14 +493,39 @@ static void d3d12_runner_clear(struct shader_runner *r, struct resource *resourc
reset_command_list(command_list, test_context->allocator);
}
static D3D12_PRIMITIVE_TOPOLOGY_TYPE d3d12_primitive_topology_type_from_primitive_topology(
D3D_PRIMITIVE_TOPOLOGY primitive_topology)
{
switch (primitive_topology)
{
case D3D_PRIMITIVE_TOPOLOGY_POINTLIST:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
case D3D_PRIMITIVE_TOPOLOGY_LINELIST:
case D3D_PRIMITIVE_TOPOLOGY_LINESTRIP:
case D3D_PRIMITIVE_TOPOLOGY_LINELIST_ADJ:
case D3D_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE;
case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP:
case D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ:
case D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ:
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
default:
if (primitive_topology >= D3D_PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST
&& primitive_topology <= D3D_PRIMITIVE_TOPOLOGY_32_CONTROL_POINT_PATCHLIST)
return D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
fatal_error("Unhandled primitive topology %u.\n", primitive_topology);
}
}
static bool d3d12_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
{
struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context;
ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL, *gs_code = NULL;
D3D12_CPU_DESCRIPTOR_HANDLE rtvs[D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT] = {0};
ID3D10Blob *vs_code, *ps_code, *hs_code = NULL, *ds_code = NULL;
ID3D12GraphicsCommandList *command_list = test_context->list;
unsigned int uniform_index, sample_count, rtv_count = 0;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc = {0};
@ -527,6 +552,11 @@ static bool d3d12_runner_draw(struct shader_runner *r,
ds_code = compile_shader(runner, runner->r.ds_source, SHADER_TYPE_DS);
succeeded = succeeded && ds_code;
}
if (runner->r.gs_source)
{
gs_code = compile_shader(runner, runner->r.gs_source, SHADER_TYPE_GS);
succeeded = succeeded && gs_code;
}
todo_if(runner->r.is_todo && runner->r.minimum_shader_model < SHADER_MODEL_6_0)
ok(succeeded, "Failed to compile shaders.\n");
@ -541,6 +571,8 @@ static bool d3d12_runner_draw(struct shader_runner *r,
ID3D10Blob_Release(hs_code);
if (ds_code)
ID3D10Blob_Release(ds_code);
if (gs_code)
ID3D10Blob_Release(gs_code);
return false;
}
@ -581,12 +613,13 @@ static bool d3d12_runner_draw(struct shader_runner *r,
pso_desc.HS.BytecodeLength = ID3D10Blob_GetBufferSize(hs_code);
pso_desc.DS.pShaderBytecode = ID3D10Blob_GetBufferPointer(ds_code);
pso_desc.DS.BytecodeLength = ID3D10Blob_GetBufferSize(ds_code);
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
}
else
if (gs_code)
{
pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pso_desc.GS.pShaderBytecode = ID3D10Blob_GetBufferPointer(gs_code);
pso_desc.GS.BytecodeLength = ID3D10Blob_GetBufferSize(gs_code);
}
pso_desc.PrimitiveTopologyType = d3d12_primitive_topology_type_from_primitive_topology(primitive_topology);
pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pso_desc.SampleDesc.Count = sample_count;
@ -619,6 +652,8 @@ static bool d3d12_runner_draw(struct shader_runner *r,
ID3D10Blob_Release(hs_code);
if (ds_code)
ID3D10Blob_Release(ds_code);
if (gs_code)
ID3D10Blob_Release(gs_code);
free(input_element_descs);
if (FAILED(hr))

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@ -827,7 +827,7 @@ static GLenum get_compare_op_gl(D3D12_COMPARISON_FUNC op)
static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Blob **vs_blob)
{
ID3D10Blob *fs_blob, *hs_blob = NULL, *ds_blob = NULL;
ID3D10Blob *fs_blob, *hs_blob = NULL, *ds_blob = NULL, *gs_blob = NULL;
struct vkd3d_shader_code vs_code, fs_code;
GLuint program_id, vs_id, fs_id;
const GLchar *source;
@ -850,6 +850,11 @@ static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Bl
ds_blob = compile_hlsl(&runner->r, runner->r.ds_source, "ds");
succeeded = succeeded && ds_blob;
}
if (runner->r.gs_source)
{
gs_blob = compile_hlsl(&runner->r, runner->r.gs_source, "gs");
succeeded = succeeded && gs_blob;
}
if (!succeeded)
{
@ -861,6 +866,8 @@ static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Bl
ID3D10Blob_Release(hs_blob);
if (ds_blob)
ID3D10Blob_Release(ds_blob);
if (gs_blob)
ID3D10Blob_Release(gs_blob);
return false;
}
@ -880,7 +887,7 @@ static GLuint compile_graphics_shader_program(struct gl_runner *runner, ID3D10Bl
}
ID3D10Blob_Release(fs_blob);
/* TODO: compile and use the hs and ds blobs too, but currently this
/* TODO: compile and use the hs, ds and/or gs blobs too, but currently this
* point is not reached because compile_hlsl() fails on these. */
if (hs_blob)
ID3D10Blob_Release(hs_blob);

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@ -728,7 +728,7 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
VkVertexInputAttributeDescription input_attributes[32];
VkPipelineDepthStencilStateCreateInfo ds_desc = {0};
VkVertexInputBindingDescription input_bindings[32];
VkPipelineShaderStageCreateInfo stage_desc[4];
VkPipelineShaderStageCreateInfo stage_desc[5];
struct vkd3d_shader_code vs_dxbc;
VkDevice device = runner->device;
unsigned int stage_count = 0;
@ -750,6 +750,11 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
ret &= create_shader_stage(runner, &stage_desc[stage_count++], "ds",
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, runner->r.ds_source, NULL);
}
if (runner->r.gs_source)
ret &= create_shader_stage(runner, &stage_desc[stage_count++], "gs",
VK_SHADER_STAGE_GEOMETRY_BIT, runner->r.gs_source, NULL);
todo_if (runner->r.is_todo) ok(ret, "Failed to compile shaders.\n");
if (!ret)
{