tests/d3d12: Test register relative addressing in vertex and pixel shaders.

This commit is contained in:
Conor McCarthy 2023-03-06 16:25:14 +10:00 committed by Alexandre Julliard
parent a0a18b1620
commit 7917a68241
Notes: Alexandre Julliard 2023-05-03 22:38:32 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/197

View File

@ -36303,6 +36303,164 @@ static void test_readback_map_stability(void)
ID3D12Resource_Unmap(buffer, 0, NULL);
ID3D12Resource_Release(buffer);
}
static void test_vs_ps_relative_addressing(void)
{
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_ROOT_PARAMETER root_parameters[1];
ID3D12GraphicsCommandList *command_list;
D3D12_INPUT_LAYOUT_DESC input_layout;
struct test_context_desc desc;
D3D12_VERTEX_BUFFER_VIEW vbv;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Resource *vb;
HRESULT hr;
static const struct
{
struct vec4 position;
uint32_t color[3];
}
vertices[] =
{
{{-1.0f, -1.0f, 0.0f, 1.0f}, {0xffffff00, 0xff00, 0xff00ff00}},
{{-1.0f, 1.0f, 0.0f, 1.0f}, {0xffffff00, 0xff00, 0xff00ff00}},
{{ 1.0f, -1.0f, 0.0f, 1.0f}, {0xffffff00, 0xff00, 0xff00ff00}},
{{ 1.0f, 1.0f, 0.0f, 1.0f}, {0xffffff00, 0xff00, 0xff00ff00}},
};
static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
{
{"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
{"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
{"COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
};
static const DWORD vs_code[] =
{
#if 0
uint3 index;
struct vs_data
{
float4 pos : SV_Position;
float4 color[3] : COLOR;
};
void main(in struct vs_data vs_input, out struct vs_data vs_output)
{
vs_output.pos = vs_input.pos;
vs_output.color[0] = vs_input.color[index.x];
vs_output.color[1] = vs_input.color[index.y];
vs_output.color[2] = vs_input.color[index.z];
}
#endif
0x43425844, 0x313cf242, 0x30e9b93c, 0xf8d3ed69, 0x0feecdca, 0x00000001, 0x00000288, 0x00000003,
0x0000002c, 0x000000b0, 0x00000134, 0x4e475349, 0x0000007c, 0x00000004, 0x00000008, 0x00000068,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000074, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000f0f, 0x00000074, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
0x00000f0f, 0x00000074, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x00000f0f, 0x505f5653,
0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000007c, 0x00000004, 0x00000008,
0x00000068, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000074, 0x00000000,
0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000074, 0x00000001, 0x00000000, 0x00000003,
0x00000002, 0x0000000f, 0x00000074, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x0000000f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x58454853, 0x0000014c, 0x00010050,
0x00000053, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005f, 0x001010f2,
0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002, 0x0300005f,
0x001010f2, 0x00000003, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2,
0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000003, 0x02000068,
0x00000001, 0x0400005b, 0x001010f2, 0x00000001, 0x00000003, 0x05000036, 0x001020f2, 0x00000000,
0x00101e46, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000,
0x07000036, 0x001020f2, 0x00000001, 0x00d01e46, 0x00000001, 0x0010000a, 0x00000000, 0x06000036,
0x00100012, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x07000036, 0x001020f2, 0x00000002,
0x00d01e46, 0x00000001, 0x0010000a, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020802a,
0x00000000, 0x00000000, 0x07000036, 0x001020f2, 0x00000003, 0x00d01e46, 0x00000001, 0x0010000a,
0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
static const DWORD ps_code[] =
{
#if 0
uint4 index;
struct ps_data
{
float4 pos : SV_Position;
float4 color[3] : COLOR;
};
float4 main(struct ps_data ps_input) : SV_Target
{
return ps_input.color[index.w];
}
#endif
0x43425844, 0x2b11c807, 0xf4f69d91, 0x983d18c9, 0x99ff2a5e, 0x00000001, 0x00000188, 0x00000003,
0x0000002c, 0x000000b0, 0x000000e4, 0x4e475349, 0x0000007c, 0x00000004, 0x00000008, 0x00000068,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000074, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000f0f, 0x00000074, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
0x00000f0f, 0x00000074, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x00000f0f, 0x505f5653,
0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008,
0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261,
0xabab0074, 0x58454853, 0x0000009c, 0x00000050, 0x00000027, 0x0100086a, 0x04000059, 0x00208e46,
0x00000000, 0x00000001, 0x03001062, 0x001010f2, 0x00000001, 0x03001062, 0x001010f2, 0x00000002,
0x03001062, 0x001010f2, 0x00000003, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001,
0x0400005b, 0x001010f2, 0x00000001, 0x00000003, 0x06000036, 0x00100012, 0x00000000, 0x0020803a,
0x00000000, 0x00000000, 0x07000036, 0x001020f2, 0x00000000, 0x00d01e46, 0x00000001, 0x0010000a,
0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
static const uint32_t indices[] = {1, 2, 0, 1};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
memset(&desc, 0, sizeof(desc));
desc.no_root_signature = true;
desc.no_pipeline = true;
if (!init_test_context(&context, &desc))
return;
command_list = context.list;
queue = context.queue;
root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameters[0].Constants.ShaderRegister = 0;
root_parameters[0].Constants.RegisterSpace = 0;
root_parameters[0].Constants.Num32BitValues = 4;
root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
memset(&root_signature_desc, 0, sizeof(root_signature_desc));
root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters);
root_signature_desc.pParameters = root_parameters;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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);
vb = create_upload_buffer(context.device, sizeof(vertices), vertices);
vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
vbv.StrideInBytes = sizeof(*vertices);
vbv.SizeInBytes = sizeof(vertices);
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_SetGraphicsRoot32BitConstants(command_list, 0, 4, &indices, 0);
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);
todo
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
ID3D12Resource_Release(vb);
destroy_test_context(&context);
}
@ -36484,4 +36642,5 @@ START_TEST(d3d12)
run_test(test_unbounded_samplers);
run_test(test_clock_calibration);
run_test(test_readback_map_stability);
run_test(test_vs_ps_relative_addressing);
}