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tests: Add test for discard instruction.
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parent
e0cb3776c1
commit
a1819eb3ca
139
tests/d3d12.c
139
tests/d3d12.c
@ -7293,10 +7293,6 @@ static void test_shader_instructions(void)
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update_buffer_data(cb, 0, sizeof(tests[i].input), &tests[i].input);
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if (i)
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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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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@ -7314,6 +7310,8 @@ static void test_shader_instructions(void)
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output.f, 2);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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ID3D12Resource_Release(context.render_target);
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@ -7339,10 +7337,6 @@ static void test_shader_instructions(void)
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update_buffer_data(cb, 0, sizeof(uint_tests[i].input), &uint_tests[i].input);
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if (i)
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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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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@ -7373,12 +7367,140 @@ static void test_shader_instructions(void)
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release_resource_readback(&rb);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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ID3D12Resource_Release(cb);
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destroy_test_context(&context);
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}
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static void test_discard_instruction(void)
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{
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ID3D12PipelineState *pso_discard_nz, *pso_discard_z;
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ID3D12GraphicsCommandList *command_list;
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struct test_context_desc desc;
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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 *cb;
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unsigned int i;
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static const DWORD ps_discard_nz_code[] =
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{
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#if 0
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uint data;
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float4 main() : SV_Target
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{
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if (data)
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discard;
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return float4(0.0f, 0.5f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0xfa7e5758, 0xd8716ffc, 0x5ad6a940, 0x2b99bba2, 0x00000001, 0x000000d0, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058, 0x00000040, 0x00000016,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0404000d,
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0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
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0x3f000000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_discard_nz = {ps_discard_nz_code, sizeof(ps_discard_nz_code)};
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static const DWORD ps_discard_z_code[] =
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{
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#if 0
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uint data;
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float4 main() : SV_Target
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{
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if (!data)
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discard;
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x5c4dd108, 0x1eb43558, 0x7c02c98c, 0xd81eb34c, 0x00000001, 0x000000d0, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058, 0x00000040, 0x00000016,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0400000d,
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0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
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0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_discard_z = {ps_discard_z_code, sizeof(ps_discard_z_code)};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const struct uvec4 values[] =
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{
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{0x0000000},
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{0x0000001},
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{0x8000000},
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{0xfffffff},
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};
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memset(&desc, 0, sizeof(desc));
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desc.no_root_signature = 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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context.root_signature = create_cb_root_signature(device,
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0, D3D12_SHADER_VISIBILITY_PIXEL, D3D12_ROOT_SIGNATURE_FLAG_NONE);
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pso_discard_nz = create_pipeline_state(device, context.root_signature,
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context.render_target_desc.Format, NULL, &ps_discard_nz, NULL);
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pso_discard_z = create_pipeline_state(device, context.root_signature,
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context.render_target_desc.Format, NULL, &ps_discard_z, NULL);
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cb = create_upload_buffer(device, sizeof(*values), NULL);
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for (i = 0; i < ARRAY_SIZE(values); ++i)
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{
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update_buffer_data(cb, 0, sizeof(values[i]), &values[i]);
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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_SetGraphicsRootConstantBufferView(command_list, 0,
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ID3D12Resource_GetGPUVirtualAddress(cb));
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ID3D12GraphicsCommandList_SetPipelineState(command_list, pso_discard_nz);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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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_DrawInstanced(command_list, 3, 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,
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values[i].x ? 0xffffffff : 0xff007f00, 1);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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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_SetGraphicsRootConstantBufferView(command_list, 0,
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ID3D12Resource_GetGPUVirtualAddress(cb));
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ID3D12GraphicsCommandList_SetPipelineState(command_list, pso_discard_z);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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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_DrawInstanced(command_list, 3, 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,
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values[i].x ? 0xff00ff00 : 0xffffffff, 1);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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ID3D12Resource_Release(cb);
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ID3D12PipelineState_Release(pso_discard_nz);
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ID3D12PipelineState_Release(pso_discard_z);
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destroy_test_context(&context);
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}
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static void test_shader_interstage_interface(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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@ -16812,6 +16934,7 @@ START_TEST(d3d12)
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run_test(test_map_resource);
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run_test(test_bundle_state_inheritance);
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run_test(test_shader_instructions);
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run_test(test_discard_instruction);
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run_test(test_shader_interstage_interface);
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run_test(test_root_signature_byte_code);
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run_test(test_cs_constant_buffer);
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