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tests: Add test for eval attribute shader instructions.
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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c6477964a3
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152
tests/d3d12.c
152
tests/d3d12.c
@ -25410,6 +25410,157 @@ static void test_coverage(void)
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destroy_test_context(&context);
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}
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static void test_shader_eval_attribute(void)
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{
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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HRESULT hr;
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static const DWORD vs_code[] =
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{
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#if 0
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void main(uint id : SV_VertexID, out float4 position : SV_Position,
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out float2 attr : ATTR, out centroid float2 ref : REF)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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attr = ref = position.xy;
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}
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#endif
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0x43425844, 0x9289815f, 0xc6ff580d, 0xa7184c61, 0x4920e2eb, 0x00000001, 0x0000021c, 0x00000003,
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0x0000002c, 0x00000060, 0x000000d0, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
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0x4e47534f, 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03,
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0x00000061, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000c03, 0x505f5653, 0x7469736f,
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0x006e6f69, 0x52545441, 0x46455200, 0xababab00, 0x58454853, 0x00000144, 0x00010050, 0x00000051,
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0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000,
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0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x03000065, 0x00102032, 0x00000002, 0x02000068,
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0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001,
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0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100042, 0x00000000, 0x0010100a,
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0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086, 0x00000000,
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0x0f000032, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, 0xc0000000,
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0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x05000036,
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0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002,
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0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x05000036, 0x00102032, 0x00000001, 0x00100046,
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0x00000000, 0x05000036, 0x00102032, 0x00000002, 0x00100046, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
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static const DWORD ps_eval_sample_index_code[] =
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{
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#if 0
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float4 main(float4 p : SV_Position, float2 attr : ATTR,
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sample float2 ref : REF, uint sample_id : SV_SampleIndex) : SV_Target
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{
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return float4(EvaluateAttributeAtSample(attr, sample_id) - ref, 0, 1);
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}
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#endif
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0x43425844, 0x65f268a1, 0x2c1a3d53, 0xd39689a5, 0x2f556a12, 0x00000001, 0x000001a4, 0x00000003,
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0x0000002c, 0x000000c0, 0x000000f4, 0x4e475349, 0x0000008c, 0x00000004, 0x00000008, 0x00000068,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000074, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x00000079, 0x00000000, 0x00000000, 0x00000003, 0x00000002,
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0x00000303, 0x0000007d, 0x00000000, 0x0000000a, 0x00000001, 0x00000003, 0x00000101, 0x505f5653,
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0x7469736f, 0x006e6f69, 0x52545441, 0x46455200, 0x5f565300, 0x706d6153, 0x6e49656c, 0x00786564,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a8, 0x00000050,
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0x0000002a, 0x0100086a, 0x03001062, 0x00101032, 0x00000001, 0x03003062, 0x00101032, 0x00000002,
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0x04000863, 0x00101012, 0x00000003, 0x0000000a, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x070000cc, 0x00100032, 0x00000000, 0x00101046, 0x00000001, 0x0010100a, 0x00000003,
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0x08000000, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x80101046, 0x00000041, 0x00000002,
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0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000,
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0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_eval_sample_index = {ps_eval_sample_index_code, sizeof(ps_eval_sample_index_code)};
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static const DWORD ps_eval_centroid_code[] =
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{
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#if 0
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float4 main(float4 p : SV_Position, float2 attr : ATTR, centroid float2 ref : REF) : SV_Target
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{
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return float4(EvaluateAttributeCentroid(attr) - ref, 0, 1);
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}
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#endif
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0x43425844, 0x77f3381c, 0x9cf9ef7c, 0xefc86041, 0x1ab6e047, 0x00000001, 0x00000168, 0x00000003,
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0x0000002c, 0x0000009c, 0x000000d0, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x00000061, 0x00000000, 0x00000000, 0x00000003, 0x00000002,
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0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52545441, 0x46455200, 0xababab00, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000090, 0x00000050, 0x00000024,
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0x0100086a, 0x03001062, 0x00101032, 0x00000001, 0x03001862, 0x00101032, 0x00000002, 0x03000065,
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0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x050000cd, 0x00100032, 0x00000000, 0x00101046,
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0x00000001, 0x08000000, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x80101046, 0x00000041,
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0x00000002, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
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0x3f800000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_eval_centroid = {ps_eval_centroid_code, sizeof(ps_eval_centroid_code)};
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static const struct vec4 expected_vec4 = {0.0f, 0.0f, 0.0f, 1.0f};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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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_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.rt_width = desc.rt_height = 32;
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desc.sample_desc.Count = 4;
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desc.no_pipeline = 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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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, &vs, &ps_eval_sample_index, NULL);
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pso_desc.SampleDesc.Count = desc.sample_desc.Count;
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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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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_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_RESOLVE_SOURCE);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0);
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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_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12PipelineState_Release(context.pipeline_state);
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pso_desc.PS = ps_eval_centroid;
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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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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_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_RESOLVE_SOURCE);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0);
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destroy_test_context(&context);
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}
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static void test_primitive_restart(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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@ -25821,6 +25972,7 @@ START_TEST(d3d12)
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run_test(test_multisample_rendering);
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run_test(test_sample_mask);
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run_test(test_coverage);
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run_test(test_shader_eval_attribute);
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run_test(test_primitive_restart);
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run_test(test_vertex_shader_stream_output);
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}
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