mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests: Test an interpolated PS input where component x is unused.
FXC does not emit an interpolation mode for unused elements.
This commit is contained in:
parent
b8280e4210
commit
759362b527
Notes:
Alexandre Julliard
2024-01-18 23:20:00 +01:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/536
125
tests/d3d12.c
125
tests/d3d12.c
@ -37827,6 +37827,130 @@ static void test_hull_shader_punned_array(void)
|
||||
destroy_test_context(&context);
|
||||
}
|
||||
|
||||
static void test_unused_interpolated_input(void)
|
||||
{
|
||||
ID3D12GraphicsCommandList *command_list;
|
||||
D3D12_INPUT_LAYOUT_DESC input_layout;
|
||||
struct d3d12_resource_readback rb;
|
||||
struct test_context_desc desc;
|
||||
D3D12_VERTEX_BUFFER_VIEW vbv;
|
||||
struct test_context context;
|
||||
ID3D12CommandQueue *queue;
|
||||
ID3D12Resource *buffer;
|
||||
|
||||
static const DWORD vs_code[] =
|
||||
{
|
||||
#if 0
|
||||
void main(float4 in_position : POSITION, float4 in_color : COLOR,
|
||||
out float4 out_position : SV_POSITION, out float2 out_color_xy : COLOR0,
|
||||
out float2 out_color_zw : COLOR1)
|
||||
{
|
||||
out_position = in_position;
|
||||
out_color_xy = in_color.xy;
|
||||
out_color_zw = in_color.zw;
|
||||
}
|
||||
#endif
|
||||
0x43425844, 0x300ab133, 0x7ab911f3, 0x18c8bc61, 0x7a2eb5e9, 0x00000001, 0x00000168, 0x00000003,
|
||||
0x0000002c, 0x0000007c, 0x000000e8, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038,
|
||||
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
|
||||
0x00000003, 0x00000001, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
||||
0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
|
||||
0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x0000005c,
|
||||
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000030c, 0x505f5653, 0x5449534f, 0x004e4f49,
|
||||
0x4f4c4f43, 0xabab0052, 0x58454853, 0x00000078, 0x00010050, 0x0000001e, 0x0100086a, 0x0300005f,
|
||||
0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067, 0x001020f2, 0x00000000,
|
||||
0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x03000065, 0x001020c2, 0x00000001, 0x05000036,
|
||||
0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46,
|
||||
0x00000001, 0x0100003e,
|
||||
};
|
||||
static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
|
||||
static const DWORD ps_code[] =
|
||||
{
|
||||
/* Compiled with fxc, this results in a single input register split into two signature
|
||||
* elements, xy and zw, where xy is unused and has default interpolation. */
|
||||
#if 0
|
||||
void main(float4 in_position : SV_POSITION, nointerpolation float2 in_color_xy : COLOR0,
|
||||
nointerpolation float2 in_color_zw : COLOR1, out float4 out_color : SV_TARGET)
|
||||
{
|
||||
/* in_color_xy is unused */
|
||||
out_color.xy = in_color_zw;
|
||||
out_color.zw = in_color_zw;
|
||||
}
|
||||
#endif
|
||||
0x43425844, 0xeb0d015d, 0x5dc78d0f, 0x0e0a87d1, 0x93ea3988, 0x00000001, 0x00000110, 0x00000003,
|
||||
0x0000002c, 0x00000098, 0x000000cc, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050,
|
||||
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
|
||||
0x00000003, 0x00000001, 0x00000003, 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
|
||||
0x00000c0c, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
|
||||
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f,
|
||||
0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x0000003c, 0x00000050, 0x0000000f, 0x0100086a,
|
||||
0x03000862, 0x001010c2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2,
|
||||
0x00000000, 0x00101ee6, 0x00000001, 0x0100003e,
|
||||
};
|
||||
static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
|
||||
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
static const D3D12_BOX box = {8, 8, 0, 9, 9, 1};
|
||||
static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
|
||||
{
|
||||
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
|
||||
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
|
||||
};
|
||||
static const struct
|
||||
{
|
||||
struct vec2 position;
|
||||
struct vec4 color;
|
||||
}
|
||||
quad[] =
|
||||
{
|
||||
{{-1.0f, -1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}},
|
||||
{{-1.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}},
|
||||
{{ 1.0f, -1.0f}, {1.0f, 0.0f, 1.0f, 0.0f}},
|
||||
{{ 1.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}},
|
||||
};
|
||||
|
||||
memset(&desc, 0, sizeof(desc));
|
||||
desc.no_root_signature = true;
|
||||
if (!init_test_context(&context, &desc))
|
||||
return;
|
||||
command_list = context.list;
|
||||
queue = context.queue;
|
||||
|
||||
context.root_signature = create_empty_root_signature(context.device,
|
||||
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
|
||||
input_layout.pInputElementDescs = layout_desc;
|
||||
input_layout.NumElements = ARRAY_SIZE(layout_desc);
|
||||
context.pipeline_state = create_pipeline_state(context.device,
|
||||
context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout);
|
||||
|
||||
buffer = create_upload_buffer(context.device, sizeof(quad), quad);
|
||||
|
||||
vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(buffer);
|
||||
vbv.StrideInBytes = sizeof(*quad);
|
||||
vbv.SizeInBytes = sizeof(quad);
|
||||
|
||||
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_TRIANGLESTRIP);
|
||||
ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
|
||||
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
|
||||
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
|
||||
ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
|
||||
|
||||
transition_resource_state(command_list, context.render_target,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
|
||||
get_resource_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
|
||||
todo
|
||||
check_readback_data_uint(&rb.rb, &box, 0xff00ff00, 0);
|
||||
release_resource_readback(&rb);
|
||||
|
||||
ID3D12Resource_Release(buffer);
|
||||
destroy_test_context(&context);
|
||||
}
|
||||
|
||||
START_TEST(d3d12)
|
||||
{
|
||||
parse_args(argc, argv);
|
||||
@ -38009,4 +38133,5 @@ START_TEST(d3d12)
|
||||
run_test(test_vs_ps_relative_addressing);
|
||||
run_test(test_get_resource_tiling);
|
||||
run_test(test_hull_shader_punned_array);
|
||||
run_test(test_unused_interpolated_input);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user