From 154c48000d7f4cab3efbb895d41b5bec2475f95f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Thu, 25 Oct 2018 11:24:02 +0200 Subject: [PATCH] tests: Add test for multisample rendering. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- tests/d3d12.c | 177 +++++++++++++++++++++++++++++++++++++++ tests/vkd3d_d3d12_test.h | 5 +- 2 files changed, 180 insertions(+), 2 deletions(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index f5104a5e..6801b3b8 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -20605,6 +20605,182 @@ static void test_blend_factor(void) destroy_test_context(&context); } +static void test_multisample_rendering(void) +{ + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12GraphicsCommandList *command_list; + ID3D12PipelineState *ms_pipeline_state; + D3D12_CPU_DESCRIPTOR_HANDLE ms_rtv; + ID3D12Resource *ms_render_target; + struct test_context_desc desc; + struct test_context context; + ID3D12DescriptorHeap *heap; + ID3D12CommandQueue *queue; + uint32_t sample; + unsigned int i; + HRESULT hr; + + static const DWORD ps_color_code[] = + { +#if 0 + float4 main(uint id : SV_SampleIndex) : SV_Target + { + switch (id) + { + case 0: return float4(1.0f, 0.0f, 0.0f, 1.0f); + case 1: return float4(0.0f, 1.0f, 0.0f, 1.0f); + case 2: return float4(0.0f, 0.0f, 1.0f, 1.0f); + default: return float4(0.0f, 0.0f, 0.0f, 1.0f); + } + } +#endif + 0x43425844, 0x94c35f48, 0x04c6b0f7, 0x407d8214, 0xc24f01e5, 0x00000001, 0x00000194, 0x00000003, + 0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x0000000a, 0x00000001, 0x00000000, 0x00000101, 0x535f5653, 0x6c706d61, 0x646e4965, + 0xab007865, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f4, + 0x00000050, 0x0000003d, 0x0100086a, 0x04000863, 0x00101012, 0x00000000, 0x0000000a, 0x03000065, + 0x001020f2, 0x00000000, 0x0300004c, 0x0010100a, 0x00000000, 0x03000006, 0x00004001, 0x00000000, + 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, + 0x0100003e, 0x03000006, 0x00004001, 0x00000001, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, + 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x03000006, 0x00004001, 0x00000002, + 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, + 0x0100003e, 0x0100000a, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, + 0x00000000, 0x3f800000, 0x0100003e, 0x01000017, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_color = {ps_color_code, sizeof(ps_color_code)}; + static const DWORD ps_resolve_code[] = + { +#if 0 + Texture2DMS t; + + uint sample; + uint rt_size; + + float4 main(float4 position : SV_Position) : SV_Target + { + float3 p; + t.GetDimensions(p.x, p.y, p.z); + p *= float3(position.x / rt_size, position.y / rt_size, 0); + return t.Load((int2)p.xy, sample); + } +#endif + 0x43425844, 0x68a4590b, 0xc1ec3070, 0x1b957c43, 0x0c080741, 0x00000001, 0x000001c8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000012c, 0x00000050, + 0x0000004b, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002058, 0x00107000, + 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, + 0x00000000, 0x02000068, 0x00000001, 0x06000056, 0x00100012, 0x00000000, 0x0020801a, 0x00000000, + 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00100006, 0x00000000, + 0x8900003d, 0x80000102, 0x00155543, 0x001000c2, 0x00000000, 0x00004001, 0x00000000, 0x001074e6, + 0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00100ae6, 0x00000000, + 0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, + 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8c00002e, 0x80000102, 0x00155543, + 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0020800a, 0x00000000, + 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_resolve = {ps_resolve_code, sizeof(ps_resolve_code)}; + static const unsigned int expected_colors[] = {0xff0000ff, 0xff00ff00, 0xffff0000, 0xff000000}; + + if (use_warp_device) + { + skip("Sample shading tests fail on WARP.\n"); + return; + } + + memset(&desc, 0, sizeof(desc)); + desc.rt_width = desc.rt_height = 32; + desc.rt_descriptor_count = 2; + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + context.root_signature = create_texture_root_signature(context.device, + D3D12_SHADER_VISIBILITY_PIXEL, 2, 0); + + init_pipeline_state_desc(&pso_desc, context.root_signature, + context.render_target_desc.Format, NULL, &ps_resolve, NULL); + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); + + pso_desc.PS = ps_color; + pso_desc.SampleDesc.Count = 4; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&ms_pipeline_state); + ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); + + ms_rtv = get_cpu_rtv_handle(&context, context.rtv_heap, 1); + desc.sample_desc.Count = 4; + create_render_target(&context, &desc, &ms_render_target, &ms_rtv); + + heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); + ID3D12Device_CreateShaderResourceView(context.device, ms_render_target, NULL, + get_cpu_descriptor_handle(&context, heap, 0)); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, ms_rtv, white, 0, NULL); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &ms_rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, ms_pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + get_gpu_descriptor_handle(&context, heap, 0)); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, ms_render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_DEST); + ID3D12GraphicsCommandList_ResolveSubresource(command_list, + context.render_target, 0, ms_render_target, 0, context.render_target_desc.Format); + transition_resource_state(command_list, ms_render_target, + D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff404040, 2); + + for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) + { + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + get_gpu_descriptor_handle(&context, heap, 0)); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 1, &desc.rt_width, 1); + + sample = i; + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 1, &sample, 0); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(context.render_target, 0, queue, command_list, expected_colors[i], 0); + } + + ID3D12DescriptorHeap_Release(heap); + ID3D12Resource_Release(ms_render_target); + ID3D12PipelineState_Release(ms_pipeline_state); + destroy_test_context(&context); +} + START_TEST(d3d12) { bool enable_debug_layer = false; @@ -20731,4 +20907,5 @@ START_TEST(d3d12) run_test(test_suballocate_small_textures); run_test(test_command_list_initial_pipeline_state); run_test(test_blend_factor); + run_test(test_multisample_rendering); } diff --git a/tests/vkd3d_d3d12_test.h b/tests/vkd3d_d3d12_test.h index b7fd5ebc..596a9b8b 100644 --- a/tests/vkd3d_d3d12_test.h +++ b/tests/vkd3d_d3d12_test.h @@ -513,6 +513,7 @@ struct test_context_desc { unsigned int rt_width, rt_height, rt_array_size; DXGI_FORMAT rt_format; + DXGI_SAMPLE_DESC sample_desc; unsigned int rt_descriptor_count; unsigned int root_signature_flags; bool no_render_target; @@ -562,8 +563,8 @@ static void create_render_target_(unsigned int line, struct test_context *contex resource_desc.DepthOrArraySize = desc && desc->rt_array_size ? desc->rt_array_size : 1; resource_desc.MipLevels = 1; resource_desc.Format = desc && desc->rt_format ? desc->rt_format : DXGI_FORMAT_R8G8B8A8_UNORM; - resource_desc.SampleDesc.Count = 1; - resource_desc.SampleDesc.Quality = 0; + resource_desc.SampleDesc.Count = desc && desc->sample_desc.Count ? desc->sample_desc.Count : 1; + resource_desc.SampleDesc.Quality = desc ? desc->sample_desc.Quality : 0; resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; clear_value.Format = resource_desc.Format;