diff --git a/tests/d3d12.c b/tests/d3d12.c index 6bdb5f7a..e0fc3cf6 100644 --- a/tests/d3d12.c +++ b/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); }