tests/hlsl: Add tests for SV_DepthLessEqual and SV_DepthGreaterEqual.

This commit is contained in:
Conor McCarthy 2024-04-15 10:37:37 +10:00 committed by Alexandre Julliard
parent b68a9ae3ec
commit 7eeca3fa39
Notes: Alexandre Julliard 2024-04-19 22:27:07 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/777
6 changed files with 114 additions and 1 deletions

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@ -33,3 +33,78 @@ depth less
clear dsv 0.5
todo(sm>=6 | glsl) draw quad
probe dsv all r (0.5)
[require]
shader model >= 5.0
[rtv 0]
format r32g32b32a32 float
size (2d, 640, 480)
[vertex shader]
float2 depth;
void main(float4 in_position : POSITION, out float4 out_position : SV_Position)
{
out_position = in_position;
out_position.z = depth.x;
}
[pixel shader todo]
float2 depth;
float4 main(out float out_depth : SV_DepthLessEqual) : SV_Target
{
out_depth = depth.y;
return float4(0.0f, 1.0f, 0.0f, 1.0f);
}
[test]
uniform 0 float4 0.75 0.75 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
depth greater equal
todo draw quad
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe dsv all r (0.75)
uniform 0 float4 0.75 0.375 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
todo draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe dsv all r (0.5)
[pixel shader todo]
float2 depth;
float4 main(out float out_depth : SV_DepthGreaterEqual) : SV_Target
{
out_depth = depth.y;
return float4(0.0f, 1.0f, 0.0f, 1.0f);
}
[test]
uniform 0 float4 0.75 0.75 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
depth greater equal
todo draw quad
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe dsv all r (0.75)
uniform 0 float4 0.375 0.625 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
todo draw quad
probe all rgba (0.0, 1.0, 0.0, 1.0)
probe dsv all r (0.625)
uniform 0 float4 0.375 0.375 0.0 0.0
clear rtv 0 1.0 1.0 1.0 1.0
clear dsv 0.5
todo draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
probe dsv all r (0.5)

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@ -834,6 +834,19 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
runner->last_render_failed = !runner->ops->dispatch(runner, x, y, z);
}
else if (match_string(line, "clear rtv", &line))
{
struct resource *resource;
unsigned int slot;
struct vec4 v;
if (sscanf(line, "%u %f %f %f %f", &slot, &v.x, &v.y, &v.z, &v.w) < 5)
fatal_error("Malformed rtv clear arguments '%s'.\n", line);
if (!(resource = shader_runner_get_resource(runner, RESOURCE_TYPE_RENDER_TARGET, slot)))
fatal_error("Resource not found.\n");
runner->ops->clear(runner, resource, &v);
}
else if (match_string(line, "clear dsv", &line))
{
struct resource *resource;

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@ -620,6 +620,10 @@ static void d3d11_runner_clear(struct shader_runner *r, struct resource *res, co
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
ID3D11DeviceContext_ClearRenderTargetView(context, resource->rtv, (const float *)clear_value);
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
ID3D11DeviceContext_ClearDepthStencilView(context, resource->dsv, D3D11_CLEAR_DEPTH, clear_value->x, 0);
break;

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@ -468,6 +468,11 @@ static void d3d12_runner_clear(struct shader_runner *r, struct resource *resourc
switch (resource->type)
{
case RESOURCE_TYPE_RENDER_TARGET:
view = get_cpu_rtv_handle(test_context, runner->rtv_heap, resource->slot);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, view, (const float *)clear_value, 0, NULL);
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
view = get_cpu_dsv_handle(test_context, runner->dsv_heap, 0);
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, view,

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@ -940,6 +940,7 @@ static void gl_runner_clear(struct shader_runner *r, struct resource *res, const
{
struct gl_resource *resource = gl_resource(res);
struct gl_runner *runner = gl_runner(r);
GLbitfield clear_mask;
if (!runner->fbo_id)
glGenFramebuffers(1, &runner->fbo_id);
@ -947,10 +948,18 @@ static void gl_runner_clear(struct shader_runner *r, struct resource *res, const
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, resource->id, 0);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(clear_value->x, clear_value->y, clear_value->z, clear_value->w);
clear_mask = GL_COLOR_BUFFER_BIT;
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, resource->id, 0);
glDepthMask(GL_TRUE);
glClearDepthf(clear_value->x);
clear_mask = GL_DEPTH_BUFFER_BIT;
break;
default:
@ -958,7 +967,7 @@ static void gl_runner_clear(struct shader_runner *r, struct resource *res, const
}
glScissor(0, 0, res->width, res->height);
glClear(GL_DEPTH_BUFFER_BIT);
glClear(clear_mask);
}
static bool gl_runner_draw(struct shader_runner *r,

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@ -1225,6 +1225,13 @@ static void vulkan_runner_clear(struct shader_runner *r, struct resource *res, c
switch (resource->r.type)
{
case RESOURCE_TYPE_RENDER_TARGET:
attachment_desc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
sub_pass_desc.colorAttachmentCount = 1;
sub_pass_desc.pColorAttachments = &attachment_ref;
memcpy(vk_clear_value.color.float32, clear_value, sizeof(vk_clear_value.color.float32));
break;
case RESOURCE_TYPE_DEPTH_STENCIL:
attachment_desc.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
sub_pass_desc.pDepthStencilAttachment = &attachment_ref;