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tests: Add test for multisample rendering.
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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parent
6d4e661336
commit
154c48000d
177
tests/d3d12.c
177
tests/d3d12.c
@ -20605,6 +20605,182 @@ static void test_blend_factor(void)
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destroy_test_context(&context);
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}
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static void test_multisample_rendering(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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ID3D12PipelineState *ms_pipeline_state;
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D3D12_CPU_DESCRIPTOR_HANDLE ms_rtv;
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ID3D12Resource *ms_render_target;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12DescriptorHeap *heap;
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ID3D12CommandQueue *queue;
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uint32_t sample;
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unsigned int i;
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HRESULT hr;
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static const DWORD ps_color_code[] =
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{
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#if 0
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float4 main(uint id : SV_SampleIndex) : SV_Target
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{
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switch (id)
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{
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case 0: return float4(1.0f, 0.0f, 0.0f, 1.0f);
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case 1: return float4(0.0f, 1.0f, 0.0f, 1.0f);
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case 2: return float4(0.0f, 0.0f, 1.0f, 1.0f);
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default: return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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}
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#endif
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0x43425844, 0x94c35f48, 0x04c6b0f7, 0x407d8214, 0xc24f01e5, 0x00000001, 0x00000194, 0x00000003,
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0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x0000000a, 0x00000001, 0x00000000, 0x00000101, 0x535f5653, 0x6c706d61, 0x646e4965,
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0xab007865, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f4,
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0x00000050, 0x0000003d, 0x0100086a, 0x04000863, 0x00101012, 0x00000000, 0x0000000a, 0x03000065,
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0x001020f2, 0x00000000, 0x0300004c, 0x0010100a, 0x00000000, 0x03000006, 0x00004001, 0x00000000,
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0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000,
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0x0100003e, 0x03000006, 0x00004001, 0x00000001, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x03000006, 0x00004001, 0x00000002,
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0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000,
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0x0100003e, 0x0100000a, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
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0x00000000, 0x3f800000, 0x0100003e, 0x01000017, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_color = {ps_color_code, sizeof(ps_color_code)};
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static const DWORD ps_resolve_code[] =
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{
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#if 0
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Texture2DMS<float4> t;
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uint sample;
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uint rt_size;
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float4 main(float4 position : SV_Position) : SV_Target
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{
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float3 p;
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t.GetDimensions(p.x, p.y, p.z);
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p *= float3(position.x / rt_size, position.y / rt_size, 0);
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return t.Load((int2)p.xy, sample);
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}
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#endif
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0x43425844, 0x68a4590b, 0xc1ec3070, 0x1b957c43, 0x0c080741, 0x00000001, 0x000001c8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000012c, 0x00000050,
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0x0000004b, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002058, 0x00107000,
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0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2,
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0x00000000, 0x02000068, 0x00000001, 0x06000056, 0x00100012, 0x00000000, 0x0020801a, 0x00000000,
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0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00100006, 0x00000000,
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0x8900003d, 0x80000102, 0x00155543, 0x001000c2, 0x00000000, 0x00004001, 0x00000000, 0x001074e6,
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0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00100ae6, 0x00000000,
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0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000,
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0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8c00002e, 0x80000102, 0x00155543,
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0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0020800a, 0x00000000,
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0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_resolve = {ps_resolve_code, sizeof(ps_resolve_code)};
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static const unsigned int expected_colors[] = {0xff0000ff, 0xff00ff00, 0xffff0000, 0xff000000};
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if (use_warp_device)
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{
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skip("Sample shading tests fail on WARP.\n");
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return;
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}
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memset(&desc, 0, sizeof(desc));
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desc.rt_width = desc.rt_height = 32;
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desc.rt_descriptor_count = 2;
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desc.no_root_signature = true;
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if (!init_test_context(&context, &desc))
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return;
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command_list = context.list;
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queue = context.queue;
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context.root_signature = create_texture_root_signature(context.device,
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D3D12_SHADER_VISIBILITY_PIXEL, 2, 0);
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, NULL, &ps_resolve, NULL);
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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 pipeline, hr %#x.\n", hr);
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pso_desc.PS = ps_color;
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pso_desc.SampleDesc.Count = 4;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&ms_pipeline_state);
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ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
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ms_rtv = get_cpu_rtv_handle(&context, context.rtv_heap, 1);
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desc.sample_desc.Count = 4;
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create_render_target(&context, &desc, &ms_render_target, &ms_rtv);
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heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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ID3D12Device_CreateShaderResourceView(context.device, ms_render_target, NULL,
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get_cpu_descriptor_handle(&context, heap, 0));
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, ms_rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &ms_rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, ms_pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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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_SetDescriptorHeaps(command_list, 1, &heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
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get_gpu_descriptor_handle(&context, heap, 0));
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, ms_render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_DEST);
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ID3D12GraphicsCommandList_ResolveSubresource(command_list,
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context.render_target, 0, ms_render_target, 0, context.render_target_desc.Format);
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transition_resource_state(command_list, ms_render_target,
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D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff404040, 2);
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for (i = 0; i < ARRAY_SIZE(expected_colors); ++i)
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{
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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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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, 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_TRIANGLELIST);
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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_SetDescriptorHeaps(command_list, 1, &heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
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get_gpu_descriptor_handle(&context, heap, 0));
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 1, &desc.rt_width, 1);
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sample = i;
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 1, &sample, 0);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 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_uint(context.render_target, 0, queue, command_list, expected_colors[i], 0);
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}
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ID3D12DescriptorHeap_Release(heap);
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ID3D12Resource_Release(ms_render_target);
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ID3D12PipelineState_Release(ms_pipeline_state);
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destroy_test_context(&context);
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}
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START_TEST(d3d12)
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{
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bool enable_debug_layer = false;
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@ -20731,4 +20907,5 @@ START_TEST(d3d12)
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run_test(test_suballocate_small_textures);
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run_test(test_command_list_initial_pipeline_state);
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run_test(test_blend_factor);
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run_test(test_multisample_rendering);
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}
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@ -513,6 +513,7 @@ struct test_context_desc
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{
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unsigned int rt_width, rt_height, rt_array_size;
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DXGI_FORMAT rt_format;
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DXGI_SAMPLE_DESC sample_desc;
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unsigned int rt_descriptor_count;
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unsigned int root_signature_flags;
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bool no_render_target;
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@ -562,8 +563,8 @@ static void create_render_target_(unsigned int line, struct test_context *contex
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resource_desc.DepthOrArraySize = desc && desc->rt_array_size ? desc->rt_array_size : 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = desc && desc->rt_format ? desc->rt_format : DXGI_FORMAT_R8G8B8A8_UNORM;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.SampleDesc.Count = desc && desc->sample_desc.Count ? desc->sample_desc.Count : 1;
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resource_desc.SampleDesc.Quality = desc ? desc->sample_desc.Quality : 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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clear_value.Format = resource_desc.Format;
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