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tests: Add test for sample positions.
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
3393719692
commit
698e0d086d
130
tests/d3d12.c
130
tests/d3d12.c
@ -27607,6 +27607,135 @@ static void test_shader_get_render_target_sample_count(void)
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destroy_test_context(&context);
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}
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static void test_shader_sample_position(void)
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{
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D3D12_TEXTURE_COPY_LOCATION src_location, dst_location;
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ID3D12Resource *texture, *readback_texture;
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ID3D12GraphicsCommandList *command_list;
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_RESOURCE_DESC resource_desc;
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struct test_context_desc desc;
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struct resource_readback rb;
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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_index;
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unsigned int i;
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D3D12_BOX box;
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HRESULT hr;
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const DWORD ps_code[] =
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{
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#if 0
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uint index;
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Texture2DMS<float4> t;
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float4 main() : SV_Target
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{
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return float4(t.GetSamplePosition(index), 0, 0);
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}
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#endif
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0x43425844, 0x89611945, 0x2b7e06f0, 0x953a72bb, 0x1590618f, 0x00000001, 0x000000f8, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000080, 0x00000050, 0x00000020,
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0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002058, 0x00107000, 0x00000000,
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0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x0900006e, 0x00102032, 0x00000000, 0x00107046,
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0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000,
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0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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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 = 1;
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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, 1, 0);
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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resource_desc = ID3D12Resource_GetDesc(context.render_target);
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resource_desc.SampleDesc.Count = 4;
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hr = ID3D12Device_CreateCommittedResource(context.device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, (void **)&texture);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 16);
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readback_texture = create_default_texture(context.device, 4, 1, DXGI_FORMAT_R32G32B32A32_FLOAT,
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D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
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ID3D12Device_CreateShaderResourceView(context.device, texture, NULL,
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap));
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transition_resource_state(command_list,
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texture, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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for (sample_index = 0; sample_index < resource_desc.SampleDesc.Count; ++sample_index)
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{
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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, &sample_index, 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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src_location.pResource = context.render_target;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src_location.SubresourceIndex = 0;
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dst_location.pResource = readback_texture;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst_location.SubresourceIndex = 0;
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set_box(&box, 0, 0, 0, 1, 1, 1);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, sample_index, 0, 0, &src_location, &box);
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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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}
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transition_resource_state(command_list, readback_texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_texture_readback_with_command_list(readback_texture, 0, &rb, queue, command_list);
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for (i = 0; i < resource_desc.SampleDesc.Count; ++i)
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{
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const struct vec4 *position = get_readback_vec4(&rb, i, 0);
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vkd3d_test_set_context("Sample %u", i);
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ok(-1.0f <= position->x && position->x <= 1.0f, "Unexpected x %.8e.\n", position->x);
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ok(-1.0f <= position->y && position->y <= 1.0f, "Unexpected y %.8e.\n", position->y);
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ok(!position->z, "Unexpected z %.8e.\n", position->z);
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ok(!position->w, "Unexpected w %.8e.\n", position->w);
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if (vkd3d_test_state.debug_level > 0)
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trace("Sample %u position {%.8e, %.8e}.\n", i, position->x, position->y);
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vkd3d_test_set_context(NULL);
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}
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release_resource_readback(&rb);
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ID3D12DescriptorHeap_Release(heap);
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ID3D12Resource_Release(texture);
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ID3D12Resource_Release(readback_texture);
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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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@ -28623,6 +28752,7 @@ START_TEST(d3d12)
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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_get_render_target_sample_count);
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run_test(test_shader_sample_position);
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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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