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tests: Test using SV_RenderTargetArrayIndex in the vertex shader.
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Alexandre Julliard
2024-01-22 22:53:41 +01:00
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/546
@ -576,6 +576,21 @@ static bool are_typed_uav_load_additional_formats_supported(ID3D12Device *device
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return options.TypedUAVLoadAdditionalFormats;
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}
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static bool is_vs_array_index_supported(ID3D12Device *device)
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{
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D3D12_FEATURE_DATA_D3D12_OPTIONS options;
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HRESULT hr;
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if (FAILED(hr = ID3D12Device_CheckFeatureSupport(device,
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D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options))))
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{
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trace("Failed to check feature support, hr %#x.\n", hr);
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return false;
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}
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return options.VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation;
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}
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#define create_cb_root_signature(a, b, c, e) create_cb_root_signature_(__LINE__, a, b, c, e)
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static ID3D12RootSignature *create_cb_root_signature_(unsigned int line,
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ID3D12Device *device, unsigned int reg_idx, D3D12_SHADER_VISIBILITY shader_visibility,
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@ -28143,59 +28158,22 @@ static void test_ps_layer(void)
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const char vs_code[] =
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"void main(in uint vertex_id : SV_VertexID, out uint layer : LAYER)\n"
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"float4 main(in uint vertex_id : SV_VertexID, in uint instance_id : SV_InstanceID,\n"
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" out uint layer : SV_RenderTargetArrayIndex) : SV_Position\n"
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"{\n"
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" layer = vertex_id;\n"
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" layer = instance_id;\n"
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" switch (vertex_id)\n"
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" {\n"
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" case 0:\n"
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" return float4(-1, 1, 0, 1);\n"
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" case 1:\n"
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" return float4(3, 1, 0, 1);\n"
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" case 2:\n"
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" return float4(-1, -3, 0, 1);\n"
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" default:\n"
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" return float4(0, 0, 0, 0);\n"
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" }\n"
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"}\n";
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static const DWORD gs_code[] =
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{
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#if 0
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struct gs_in
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{
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uint layer : LAYER;
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};
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struct gs_out
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{
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float4 position : SV_Position;
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uint layer : SV_RenderTargetArrayIndex;
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};
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[maxvertexcount(3)]
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void main(point gs_in vin[1], inout TriangleStream<gs_out> vout)
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{
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gs_out o;
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o.layer = vin[0].layer;
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o.position = float4(-1, 1, 0, 1);
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vout.Append(o);
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o.position = float4(3, 1, 0, 1);
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vout.Append(o);
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o.position = float4(-1, -3, 0, 1);
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vout.Append(o);
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}
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#endif
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0x43425844, 0x2589d822, 0x7557587c, 0x7d7e9cc0, 0x6bad86aa, 0x00000001, 0x000001fc, 0x00000003,
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0x0000002c, 0x0000005c, 0x000000cc, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000101, 0x4559414c, 0xabab0052, 0x3547534f,
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0x00000068, 0x00000002, 0x00000008, 0x00000000, 0x00000040, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x00000000, 0x0000004c, 0x00000000, 0x00000004, 0x00000001, 0x00000001,
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0x00000e01, 0x505f5653, 0x7469736f, 0x006e6f69, 0x525f5653, 0x65646e65, 0x72615472, 0x41746567,
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0x79617272, 0x65646e49, 0xabab0078, 0x58454853, 0x00000128, 0x00020050, 0x0000004a, 0x0100086a,
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0x0400005f, 0x00201012, 0x00000001, 0x00000000, 0x0100085d, 0x0300008f, 0x00110000, 0x00000000,
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0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x04000067, 0x00102012, 0x00000001,
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0x00000004, 0x0200005e, 0x00000003, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0xbf800000,
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0x3f800000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000000,
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0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x40400000, 0x3f800000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a,
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0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
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0x00004002, 0xbf800000, 0xc0400000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001,
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0x0020100a, 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE gs = {gs_code, sizeof(gs_code)};
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static const char ps_code[] =
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"float4 main(float4 p : SV_Position, uint layer : SV_RenderTargetArrayIndex) : SV_Target0\n"
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"{\n"
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@ -28226,14 +28204,21 @@ static void test_ps_layer(void)
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ID3D10Blob_Release(ps_bytecode);
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return;
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}
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if (!is_vs_array_index_supported(context.device))
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{
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skip("The device does not support SV_RenderTargetArrayIndex in VS.\n");
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destroy_test_context(&context);
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return;
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}
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, &vs, &ps, NULL);
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pso_desc.GS = gs;
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
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@ -28245,8 +28230,8 @@ static void test_ps_layer(void)
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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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_POINTLIST);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 6, 1, 0, 0);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 6, 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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