mirror of
https://gitlab.winehq.org/wine/vkd3d.git
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tests: Add more tessellation tests.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
a0069d9fb7
commit
992dfb1a55
255
tests/d3d12.c
255
tests/d3d12.c
@ -21974,7 +21974,62 @@ static void test_nop_tessellation_shaders(void)
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0x00000000, 0x0001caa6, 0x00219e46, 0x00000002, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ds = {ds_code, sizeof(ds_code)};
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static const D3D12_SHADER_BYTECODE *hull_shaders[] = {&hs_cb, &hs};
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static const DWORD hs_index_range_code[] =
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{
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#if 0
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float4 tess_factor;
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struct data
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{
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float4 position : SV_Position;
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};
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struct patch_constant_data
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{
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float edges[3] : SV_TessFactor;
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float inside : SV_InsideTessFactor;
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};
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void patch_constant(InputPatch<data, 3> input, out patch_constant_data output)
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{
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output.edges[0] = tess_factor.x;
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output.edges[1] = 1.0f;
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output.edges[2] = 1.0f;
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output.inside = tess_factor.y;
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}
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[domain("tri")]
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[outputcontrolpoints(3)]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[patchconstantfunc("patch_constant")]
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data hs_main(InputPatch<data, 3> input, uint i : SV_OutputControlPointID)
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{
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return input[i];
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}
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#endif
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0x43425844, 0xf9d52cfc, 0xb299036a, 0x66bf56b7, 0x6161e921, 0x00000001, 0x00000244, 0x00000004,
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0x00000030, 0x00000064, 0x00000098, 0x0000012c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008,
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0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x7469736f,
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0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001,
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0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x47534350, 0x0000008c,
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0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x0000000d, 0x00000003, 0x00000000, 0x00000e01,
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0x00000068, 0x00000001, 0x0000000d, 0x00000003, 0x00000001, 0x00000e01, 0x00000068, 0x00000002,
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0x0000000d, 0x00000003, 0x00000002, 0x00000e01, 0x00000076, 0x00000000, 0x0000000e, 0x00000003,
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0x00000003, 0x00000e01, 0x545f5653, 0x46737365, 0x6f746361, 0x56530072, 0x736e495f, 0x54656469,
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0x46737365, 0x6f746361, 0xabab0072, 0x58454853, 0x00000110, 0x00030050, 0x00000044, 0x01000071,
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0x01001893, 0x01001894, 0x01001095, 0x01000896, 0x01001897, 0x0100086a, 0x04000059, 0x00208e46,
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0x00000000, 0x00000001, 0x01000073, 0x04000067, 0x00102012, 0x00000000, 0x00000011, 0x06000036,
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0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x02000099,
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0x00000002, 0x0200005f, 0x00017000, 0x04000067, 0x00102012, 0x00000001, 0x00000012, 0x04000067,
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0x00102012, 0x00000002, 0x00000013, 0x02000068, 0x00000001, 0x0400005b, 0x00102012, 0x00000001,
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0x00000002, 0x04000036, 0x00100012, 0x00000000, 0x0001700a, 0x07000036, 0x00d02012, 0x00000001,
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0x0010000a, 0x00000000, 0x00004001, 0x3f800000, 0x0100003e, 0x01000073, 0x04000067, 0x00102012,
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0x00000003, 0x00000014, 0x06000036, 0x00102012, 0x00000003, 0x0020801a, 0x00000000, 0x00000000,
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0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE hs_index_range = {hs_index_range_code, sizeof(hs_index_range_code)};
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static const D3D12_SHADER_BYTECODE *hull_shaders[] = {&hs_cb, &hs, &hs_index_range};
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memset(&desc, 0, sizeof(desc));
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desc.no_root_signature = true;
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@ -22362,7 +22417,7 @@ static void test_quad_tessellation(void)
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pso_desc.StreamOutput.RasterizedStream = 0;
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
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vb = create_upload_buffer(context.device, sizeof(quad), quad);
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vb = create_upload_buffer(device, sizeof(quad), quad);
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vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
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vbv.StrideInBytes = sizeof(*quad);
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@ -22388,7 +22443,7 @@ static void test_quad_tessellation(void)
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constant.inside_tess_factors[i] = 1.0f;
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pso_desc.HS = hs_quad_ccw;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
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@ -22427,7 +22482,7 @@ static void test_quad_tessellation(void)
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ID3D12PipelineState_Release(context.pipeline_state);
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pso_desc.HS = hs_quad_cw;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
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@ -22518,6 +22573,197 @@ static void test_quad_tessellation(void)
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destroy_test_context(&context);
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}
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static void test_tessellation_dcl_index_range(void)
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{
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static const DWORD vs_code[] =
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{
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#if 0
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void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION)
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{
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out_position = in_position;
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}
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#endif
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0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
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#if 0
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struct point_data
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{
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float4 position : SV_POSITION;
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};
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struct patch_constant_data
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{
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float edges[4] : SV_TessFactor;
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float inside[2] : SV_InsideTessFactor;
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};
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patch_constant_data patch_constant(InputPatch<point_data, 4> input)
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{
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patch_constant_data output;
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output.edges[0] = 1.0f;
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output.edges[1] = 1.0f;
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output.edges[2] = 1.0f;
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output.edges[3] = 1.0f;
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output.inside[0] = 1.0f;
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output.inside[1] = 1.0f;
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return output;
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}
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[domain("quad")]
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[outputcontrolpoints(4)]
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[outputtopology("triangle_cw")]
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[partitioning("integer")]
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[patchconstantfunc("patch_constant")]
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point_data hs_main(InputPatch<point_data, 4> input,
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uint i : SV_OutputControlPointID)
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{
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return input[i];
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}
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[domain("quad")]
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point_data ds_main(patch_constant_data input,
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float2 tess_coord : SV_DomainLocation,
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const OutputPatch<point_data, 4> patch)
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{
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point_data output;
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float4 a = lerp(patch[0].position, patch[1].position, tess_coord.x);
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float4 b = lerp(patch[2].position, patch[3].position, tess_coord.x);
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output.position = lerp(a, b, tess_coord.y);
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return output;
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}
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#endif
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static const DWORD hs_code[] =
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{
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0x43425844, 0x0a619042, 0x424471f9, 0x9f0f4ff1, 0x065efacc, 0x00000001, 0x0000029c, 0x00000004,
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0x00000030, 0x00000064, 0x00000098, 0x0000015c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008,
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0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001,
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0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x47534350, 0x000000bc,
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0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x0000000b, 0x00000003, 0x00000000, 0x00000e01,
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0x00000098, 0x00000001, 0x0000000b, 0x00000003, 0x00000001, 0x00000e01, 0x00000098, 0x00000002,
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0x0000000b, 0x00000003, 0x00000002, 0x00000e01, 0x00000098, 0x00000003, 0x0000000b, 0x00000003,
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0x00000003, 0x00000e01, 0x000000a6, 0x00000000, 0x0000000c, 0x00000003, 0x00000004, 0x00000e01,
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0x000000a6, 0x00000001, 0x0000000c, 0x00000003, 0x00000005, 0x00000e01, 0x545f5653, 0x46737365,
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0x6f746361, 0x56530072, 0x736e495f, 0x54656469, 0x46737365, 0x6f746361, 0xabab0072, 0x58454853,
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0x00000138, 0x00030050, 0x0000004e, 0x01000071, 0x01002093, 0x01002094, 0x01001895, 0x01000896,
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0x01001897, 0x0100086a, 0x01000073, 0x02000099, 0x00000004, 0x0200005f, 0x00017000, 0x04000067,
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0x00102012, 0x00000000, 0x0000000b, 0x04000067, 0x00102012, 0x00000001, 0x0000000c, 0x04000067,
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0x00102012, 0x00000002, 0x0000000d, 0x04000067, 0x00102012, 0x00000003, 0x0000000e, 0x02000068,
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0x00000001, 0x0400005b, 0x00102012, 0x00000000, 0x00000004, 0x04000036, 0x00100012, 0x00000000,
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0x0001700a, 0x06000036, 0x00902012, 0x0010000a, 0x00000000, 0x00004001, 0x3f800000, 0x0100003e,
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0x01000073, 0x02000099, 0x00000002, 0x0200005f, 0x00017000, 0x04000067, 0x00102012, 0x00000004,
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0x0000000f, 0x04000067, 0x00102012, 0x00000005, 0x00000010, 0x02000068, 0x00000001, 0x0400005b,
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0x00102012, 0x00000004, 0x00000002, 0x04000036, 0x00100012, 0x00000000, 0x0001700a, 0x07000036,
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0x00d02012, 0x00000004, 0x0010000a, 0x00000000, 0x00004001, 0x3f800000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE hs = {hs_code, sizeof(hs_code)};
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static const DWORD ds_code[] =
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{
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0x43425844, 0xeb6b7631, 0x07f5469e, 0xed0cbf4a, 0x7158b3a6, 0x00000001, 0x00000284, 0x00000004,
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0x00000030, 0x00000064, 0x00000128, 0x0000015c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008,
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0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x5449534f,
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0x004e4f49, 0x47534350, 0x000000bc, 0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x0000000b,
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0x00000003, 0x00000000, 0x00000001, 0x00000098, 0x00000001, 0x0000000b, 0x00000003, 0x00000001,
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0x00000001, 0x00000098, 0x00000002, 0x0000000b, 0x00000003, 0x00000002, 0x00000001, 0x00000098,
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0x00000003, 0x0000000b, 0x00000003, 0x00000003, 0x00000001, 0x000000a6, 0x00000000, 0x0000000c,
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0x00000003, 0x00000004, 0x00000001, 0x000000a6, 0x00000001, 0x0000000c, 0x00000003, 0x00000005,
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0x00000001, 0x545f5653, 0x46737365, 0x6f746361, 0x56530072, 0x736e495f, 0x54656469, 0x46737365,
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0x6f746361, 0xabab0072, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000,
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0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x58454853,
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0x00000120, 0x00040050, 0x00000048, 0x01002093, 0x01001895, 0x0100086a, 0x0200005f, 0x0001c032,
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0x0400005f, 0x002190f2, 0x00000004, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x02000068, 0x00000002, 0x0a000000, 0x001000f2, 0x00000000, 0x80219e46, 0x00000041, 0x00000002,
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0x00000000, 0x00219e46, 0x00000003, 0x00000000, 0x09000032, 0x001000f2, 0x00000000, 0x0001c006,
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0x00100e46, 0x00000000, 0x00219e46, 0x00000002, 0x00000000, 0x0a000000, 0x001000f2, 0x00000001,
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0x80219e46, 0x00000041, 0x00000000, 0x00000000, 0x00219e46, 0x00000001, 0x00000000, 0x09000032,
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0x001000f2, 0x00000001, 0x0001c006, 0x00100e46, 0x00000001, 0x00219e46, 0x00000000, 0x00000000,
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0x08000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x80100e46, 0x00000041, 0x00000001,
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0x08000032, 0x001020f2, 0x00000000, 0x0001c556, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001,
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0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ds = {ds_code, sizeof(ds_code)};
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static const struct vec4 quad[] =
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{
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{-1.0f, -1.0f, 0.0f, 1.0f},
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{-1.0f, 1.0f, 0.0f, 1.0f},
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{ 1.0f, -1.0f, 0.0f, 1.0f},
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{ 1.0f, 1.0f, 0.0f, 1.0f},
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};
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static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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struct test_context_desc desc;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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ID3D12Resource *vb;
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HRESULT hr;
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memset(&desc, 0, sizeof(desc));
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desc.root_signature_flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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desc.no_pipeline = true;
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if (!init_test_context(&context, &desc))
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return;
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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input_layout.pInputElementDescs = layout_desc;
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input_layout.NumElements = ARRAY_SIZE(layout_desc);
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, NULL, NULL, &input_layout);
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pso_desc.VS = vs;
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pso_desc.HS = hs;
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pso_desc.DS = ds;
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pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
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hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
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vb = create_upload_buffer(device, sizeof(quad), quad);
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vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
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vbv.StrideInBytes = sizeof(*quad);
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vbv.SizeInBytes = sizeof(quad);
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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_4_CONTROL_POINT_PATCHLIST);
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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_IASetVertexBuffers(command_list, 0, 1, &vbv);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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ID3D12Resource_Release(vb);
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destroy_test_context(&context);
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}
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static void test_render_a8(void)
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{
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static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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@ -24864,6 +25110,7 @@ START_TEST(d3d12)
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run_test(test_layered_rendering);
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run_test(test_nop_tessellation_shaders);
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run_test(test_quad_tessellation);
|
||||
run_test(test_tessellation_dcl_index_range);
|
||||
run_test(test_render_a8);
|
||||
run_test(test_cpu_descriptors_lifetime);
|
||||
run_test(test_clip_distance);
|
||||
|
Loading…
Reference in New Issue
Block a user