tests/hlsl: Add an SV_InstanceId test.

This commit is contained in:
Conor McCarthy 2024-04-22 12:55:44 +10:00 committed by Alexandre Julliard
parent fb730b11cf
commit 0bd6083785
Notes: Alexandre Julliard 2024-04-30 23:14:55 +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/814
9 changed files with 70 additions and 13 deletions

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@ -132,6 +132,7 @@ vkd3d_shader_tests = \
tests/hlsl/initializer-static-array.shader_test \ tests/hlsl/initializer-static-array.shader_test \
tests/hlsl/initializer-struct.shader_test \ tests/hlsl/initializer-struct.shader_test \
tests/hlsl/intrinsic-override.shader_test \ tests/hlsl/intrinsic-override.shader_test \
tests/hlsl/instance-id.shader_test \
tests/hlsl/invalid.shader_test \ tests/hlsl/invalid.shader_test \
tests/hlsl/inverse-trig.shader_test \ tests/hlsl/inverse-trig.shader_test \
tests/hlsl/is-front-face.shader_test \ tests/hlsl/is-front-face.shader_test \

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@ -0,0 +1,49 @@
[require]
shader model >= 4.0
[vertex shader]
struct vs_in
{
uint instance_id : SV_InstanceId;
uint vertex_id : SV_VertexId;
};
struct vs_out
{
float4 position : SV_Position;
float4 color : Color;
};
void main(vs_in i, out vs_out o)
{
float2 vertices[] =
{
{0.0, 0.0}, { 0.0, 2.0}, {-2.0, 0.0},
{0.0, 0.0}, { 2.0, 0.0}, { 0.0, 2.0},
{0.0, 0.0}, { 0.0, -2.0}, { 2.0, 0.0},
{0.0, 0.0}, {-2.0, 0.0}, { 0.0, -2.0},
};
uint pos = i.vertex_id % 3;
o.position = float4(vertices[pos + i.instance_id * 3], 0.0, 1.0);
float color = 0.25 + i.instance_id * 0.25;
o.color = float4(0.0, color, 0.0, color);
}
[pixel shader]
struct vs_out
{
float4 position : SV_Position;
float4 color : Color;
};
float4 main(vs_out i) : SV_Target
{
return i.color;
}
[test]
todo(sm>=6 | glsl) draw triangle list 3 4
probe rtv 0 (160, 120) rgba (0.0, 0.25, 0.0, 0.25)
probe rtv 0 (480, 120) rgba (0.0, 0.5, 0.0, 0.5)
probe rtv 0 (480, 360) rgba (0.0, 0.75, 0.0, 0.75)
probe rtv 0 (160, 360) rgba (0.0, 1.0, 0.0, 1.0)

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@ -930,13 +930,13 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
if (!runner->vs_source) if (!runner->vs_source)
runner->vs_source = strdup(vs_source); runner->vs_source = strdup(vs_source);
runner->last_render_failed = !runner->ops->draw(runner, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3); runner->last_render_failed = !runner->ops->draw(runner, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, 3, 1);
} }
else if (match_string(line, "draw", &line)) else if (match_string(line, "draw", &line))
{ {
unsigned int vertex_count, instance_count;
D3D_PRIMITIVE_TOPOLOGY topology; D3D_PRIMITIVE_TOPOLOGY topology;
struct resource_params params; struct resource_params params;
unsigned int vertex_count;
if (!runner->hs_source != !runner->ds_source) if (!runner->hs_source != !runner->ds_source)
fatal_error("Have a domain or hull shader but not both.\n"); fatal_error("Have a domain or hull shader but not both.\n");
@ -975,8 +975,11 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
vertex_count = strtoul(line, &rest, 10); vertex_count = strtoul(line, &rest, 10);
if (line == rest) if (line == rest)
fatal_error("Malformed vertex count '%s'.\n", line); fatal_error("Malformed vertex count '%s'.\n", line);
instance_count = strtoul(line = rest, &rest, 10);
if (line == rest)
instance_count = 1;
runner->last_render_failed = !runner->ops->draw(runner, topology, vertex_count); runner->last_render_failed = !runner->ops->draw(runner, topology, vertex_count, instance_count);
} }
else if (match_string(line, "probe", &line)) else if (match_string(line, "probe", &line))
{ {

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@ -196,7 +196,8 @@ struct shader_runner_ops
struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params); struct resource *(*create_resource)(struct shader_runner *runner, const struct resource_params *params);
void (*destroy_resource)(struct shader_runner *runner, struct resource *resource); void (*destroy_resource)(struct shader_runner *runner, struct resource *resource);
void (*clear)(struct shader_runner *runner, struct resource *resource, const struct vec4 *clear_value); void (*clear)(struct shader_runner *runner, struct resource *resource, const struct vec4 *clear_value);
bool (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count); bool (*draw)(struct shader_runner *runner, D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count,
unsigned int instance_count);
bool (*dispatch)(struct shader_runner *runner, unsigned int x, unsigned int y, unsigned int z); bool (*dispatch)(struct shader_runner *runner, unsigned int x, unsigned int y, unsigned int z);
struct resource_readback *(*get_resource_readback)(struct shader_runner *runner, struct resource *resource); struct resource_readback *(*get_resource_readback)(struct shader_runner *runner, struct resource *resource);
void (*release_readback)(struct shader_runner *runner, struct resource_readback *rb); void (*release_readback)(struct shader_runner *runner, struct resource_readback *rb);

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@ -634,7 +634,7 @@ static void d3d11_runner_clear(struct shader_runner *r, struct resource *res, co
} }
static bool d3d11_runner_draw(struct shader_runner *r, static bool d3d11_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count) D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
{ {
ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0}; ID3D11UnorderedAccessView *uavs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
ID3D11RenderTargetView *rtvs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0}; ID3D11RenderTargetView *rtvs[D3D11_PS_CS_UAV_REGISTER_COUNT] = {0};
@ -812,7 +812,7 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D11DeviceContext_DSSetShader(context, ds, NULL, 0); ID3D11DeviceContext_DSSetShader(context, ds, NULL, 0);
ID3D11DeviceContext_RSSetState(context, runner->rasterizer_state); ID3D11DeviceContext_RSSetState(context, runner->rasterizer_state);
ID3D11DeviceContext_Draw(context, vertex_count, 0); ID3D11DeviceContext_DrawInstanced(context, vertex_count, instance_count, 0, 0);
ID3D11PixelShader_Release(ps); ID3D11PixelShader_Release(ps);
ID3D11VertexShader_Release(vs); ID3D11VertexShader_Release(vs);

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@ -494,7 +494,7 @@ static void d3d12_runner_clear(struct shader_runner *r, struct resource *resourc
} }
static bool d3d12_runner_draw(struct shader_runner *r, static bool d3d12_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count) D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
{ {
struct d3d12_shader_runner *runner = d3d12_shader_runner(r); struct d3d12_shader_runner *runner = d3d12_shader_runner(r);
struct test_context *test_context = &runner->test_context; struct test_context *test_context = &runner->test_context;
@ -676,7 +676,7 @@ static bool d3d12_runner_draw(struct shader_runner *r,
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &test_context->viewport);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, primitive_topology); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, primitive_topology);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, 1, 0, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, vertex_count, instance_count, 0, 0);
/* Finish the command list so that we can destroy objects. */ /* Finish the command list so that we can destroy objects. */
hr = ID3D12GraphicsCommandList_Close(command_list); hr = ID3D12GraphicsCommandList_Close(command_list);

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@ -330,7 +330,7 @@ static void d3d9_runner_clear(struct shader_runner *r, struct resource *resource
} }
static bool d3d9_runner_draw(struct shader_runner *r, static bool d3d9_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count) D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
{ {
static const D3DVERTEXELEMENT9 decl_element_end = D3DDECL_END(); static const D3DVERTEXELEMENT9 decl_element_end = D3DDECL_END();
struct d3d9_shader_runner *runner = d3d9_shader_runner(r); struct d3d9_shader_runner *runner = d3d9_shader_runner(r);
@ -343,6 +343,9 @@ static bool d3d9_runner_draw(struct shader_runner *r,
unsigned int i, j; unsigned int i, j;
HRESULT hr; HRESULT hr;
if (instance_count > 1)
fatal_error("Unhandled instance count %u.\n", instance_count);
if (!(vs_code = compile_shader(runner, runner->r.vs_source, "vs"))) if (!(vs_code = compile_shader(runner, runner->r.vs_source, "vs")))
return false; return false;

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@ -974,7 +974,7 @@ static void gl_runner_clear(struct shader_runner *r, struct resource *res, const
} }
static bool gl_runner_draw(struct shader_runner *r, static bool gl_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY topology, unsigned int vertex_count) D3D_PRIMITIVE_TOPOLOGY topology, unsigned int vertex_count, unsigned int instance_count)
{ {
struct vkd3d_shader_signature vs_input_signature; struct vkd3d_shader_signature vs_input_signature;
unsigned int attribute_idx, rt_count, i, j; unsigned int attribute_idx, rt_count, i, j;
@ -1159,7 +1159,7 @@ static bool gl_runner_draw(struct shader_runner *r,
glDisableVertexAttribArray(attribute_idx); glDisableVertexAttribArray(attribute_idx);
} }
glDrawArrays(get_topology_gl(topology), 0, vertex_count); glDrawArraysInstanced(get_topology_gl(topology), 0, vertex_count, instance_count);
for (i = 0; i < runner->r.sampler_count; ++i) for (i = 0; i < runner->r.sampler_count; ++i)
{ {

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@ -1293,7 +1293,7 @@ static void vulkan_runner_clear(struct shader_runner *r, struct resource *res, c
} }
static bool vulkan_runner_draw(struct shader_runner *r, static bool vulkan_runner_draw(struct shader_runner *r,
D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count) D3D_PRIMITIVE_TOPOLOGY primitive_topology, unsigned int vertex_count, unsigned int instance_count)
{ {
struct vulkan_shader_runner *runner = vulkan_shader_runner(r); struct vulkan_shader_runner *runner = vulkan_shader_runner(r);
@ -1330,7 +1330,7 @@ static bool vulkan_runner_draw(struct shader_runner *r,
bind_resources(runner, VK_PIPELINE_BIND_POINT_GRAPHICS, set_layout, pipeline_layout); bind_resources(runner, VK_PIPELINE_BIND_POINT_GRAPHICS, set_layout, pipeline_layout);
VK_CALL(vkCmdDraw(cmd_buffer, vertex_count, 1, 0, 0)); VK_CALL(vkCmdDraw(cmd_buffer, vertex_count, instance_count, 0, 0));
VK_CALL(vkCmdEndRenderPass(cmd_buffer)); VK_CALL(vkCmdEndRenderPass(cmd_buffer));
end_command_buffer(runner); end_command_buffer(runner);