tests/hlsl: Add a tessellation test.

This commit is contained in:
Conor McCarthy
2024-04-08 14:37:32 +10:00
committed by Alexandre Julliard
parent 7d6f0f2592
commit 2379bda36f
Notes: Alexandre Julliard 2024-04-16 23:25:27 +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/767
8 changed files with 327 additions and 20 deletions

View File

@@ -589,24 +589,46 @@ static bool d3d11_runner_draw(struct shader_runner *r,
{
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);
ID3D11Device *device = runner->device;
ID3D10Blob *vs_code, *ps_code;
unsigned int rtv_count = 0;
ID3D11Buffer *cb = NULL;
ID3D11VertexShader *vs;
ID3D11DomainShader *ds;
ID3D11PixelShader *ps;
ID3D11HullShader *hs;
bool succeeded;
unsigned int i;
HRESULT hr;
if (!(vs_code = compile_shader(runner, runner->r.vs_source, "vs")))
return false;
vs_code = compile_shader(runner, runner->r.vs_source, "vs");
ps_code = compile_shader(runner, runner->r.ps_source, "ps");
succeeded = vs_code && ps_code;
if (!(ps_code = compile_shader(runner, runner->r.ps_source, "ps")))
if (runner->r.hs_source)
{
ID3D10Blob_Release(vs_code);
hs_code = compile_shader(runner, runner->r.hs_source, "hs");
succeeded = succeeded && hs_code;
}
if (runner->r.ds_source)
{
ds_code = compile_shader(runner, runner->r.ds_source, "ds");
succeeded = succeeded && ds_code;
}
if (!succeeded)
{
if (ps_code)
ID3D10Blob_Release(ps_code);
if (vs_code)
ID3D10Blob_Release(vs_code);
if (hs_code)
ID3D10Blob_Release(hs_code);
if (ds_code)
ID3D10Blob_Release(ds_code);
return false;
}
@@ -618,12 +640,35 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D10Blob_GetBufferSize(ps_code), NULL, &ps);
ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
if (hs_code)
{
hr = ID3D11Device_CreateHullShader(device, ID3D10Blob_GetBufferPointer(hs_code),
ID3D10Blob_GetBufferSize(hs_code), NULL, &hs);
ok(hr == S_OK, "Failed to create hull shader, hr %#lx.\n", hr);
}
if (ds_code)
{
hr = ID3D11Device_CreateDomainShader(device, ID3D10Blob_GetBufferPointer(ds_code),
ID3D10Blob_GetBufferSize(ds_code), NULL, &ds);
ok(hr == S_OK, "Failed to create domain shader, hr %#lx.\n", hr);
}
ID3D10Blob_Release(ps_code);
if (hs_code)
ID3D10Blob_Release(hs_code);
if (ds_code)
ID3D10Blob_Release(ds_code);
if (runner->r.uniform_count)
{
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER,
runner->r.uniform_count * sizeof(*runner->r.uniforms), 0, runner->r.uniforms);
ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &cb);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
if (hs_code)
ID3D11DeviceContext_HSSetConstantBuffers(context, 0, 1, &cb);
if (ds_code)
ID3D11DeviceContext_DSSetConstantBuffers(context, 0, 1, &cb);
}
for (i = 0; i < runner->r.resource_count; ++i)
@@ -694,15 +739,25 @@ static bool d3d11_runner_draw(struct shader_runner *r,
ID3D11InputLayout_Release(input_layout);
}
ID3D10Blob_Release(vs_code);
ID3D11DeviceContext_IASetPrimitiveTopology(context, primitive_topology);
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
if (hs_code)
ID3D11DeviceContext_HSSetShader(context, hs, NULL, 0);
if (ds_code)
ID3D11DeviceContext_DSSetShader(context, ds, NULL, 0);
ID3D11DeviceContext_RSSetState(context, runner->rasterizer_state);
ID3D11DeviceContext_Draw(context, vertex_count, 0);
ID3D11PixelShader_Release(ps);
ID3D11VertexShader_Release(vs);
if (hs_code)
ID3D11HullShader_Release(hs);
if (ds_code)
ID3D11DomainShader_Release(ds);
if (cb)
ID3D11Buffer_Release(cb);