tests/hlsl: Add a test for SV_PrimitiveId inputs and outputs.

This commit is contained in:
Conor McCarthy
2024-05-10 00:51:05 +10:00
committed by Henri Verbeet
parent bd3d0f3495
commit 1293db7536
Notes: Henri Verbeet 2025-08-04 15:08:07 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/843
2 changed files with 77 additions and 0 deletions

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@@ -215,6 +215,7 @@ vkd3d_shader_tests = \
tests/hlsl/pointer-cast.shader_test \ tests/hlsl/pointer-cast.shader_test \
tests/hlsl/pow.shader_test \ tests/hlsl/pow.shader_test \
tests/hlsl/precise-modifier.shader_test \ tests/hlsl/precise-modifier.shader_test \
tests/hlsl/primitive-id.shader_test \
tests/hlsl/rasteriser-ordered-views.shader_test \ tests/hlsl/rasteriser-ordered-views.shader_test \
tests/hlsl/rcp.shader_test \ tests/hlsl/rcp.shader_test \
tests/hlsl/reflect.shader_test \ tests/hlsl/reflect.shader_test \

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@@ -0,0 +1,76 @@
[require]
shader model >= 4.0
geometry-shader
[vertex shader]
struct vs_data
{
float4 pos : SV_Position;
float4 color : COLOR;
};
void main(out struct vs_data vs_output)
{
vs_output.pos = float4(0.0, 0.0, 1.0, 1.0);
vs_output.color = float4(0.0, 0.0, 1.0, 1.0);
}
[geometry shader]
struct gs_data
{
float4 pos : SV_Position;
float4 color : COLOR;
};
struct gs_out
{
float4 pos : SV_Position;
float4 color : COLOR;
uint prim_id : SV_PrimitiveId;
};
[maxvertexcount(4)]
void main(point struct gs_data vin[1], in uint prim_id : SV_PrimitiveId, inout TriangleStream<gs_out> vout)
{
float offset = 0.2 * vin[0].pos.w;
gs_out v;
v.color = vin[0].color;
/* This only confirms that prim_id is zero. */
v.color.x = prim_id * 0.25f;
v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
v.prim_id = 0;
vout.Append(v);
v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
v.prim_id = 1;
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;
uint prim_id : SV_PrimitiveId;
};
float4 main(struct ps_data ps_input) : SV_Target
{
float4 color = ps_input.color;
color.y = ps_input.prim_id * 0.25f;
return color;
}
[test]
todo(glsl | sm>=6) bug(mvk) draw point list 1
probe rtv 0 (320, 190) f32(0.0, 0.0, 0.0, 0.0)
probe rtv 0 (255, 240) f32(0.0, 0.0, 0.0, 0.0)
probe rtv 0 (319, 241) f32(0.0, 0.0, 1.0, 1.0)
probe rtv 0 (321, 239) f32(0.0, 0.25, 1.0, 1.0)
probe rtv 0 (385, 240) f32(0.0, 0.0, 0.0, 0.0)
probe rtv 0 (320, 290) f32(0.0, 0.0, 0.0, 0.0)