tests/hlsl: Add a test for branching in a hull shader patch constant function.

This commit is contained in:
Conor McCarthy
2024-05-27 14:29:11 +10:00
committed by Henri Verbeet
parent 0f9a2bdf34
commit a5a8a4cc99
Notes: Henri Verbeet 2025-10-03 00:55:37 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1763

View File

@@ -291,3 +291,85 @@ void main(patch_constant_data input,
[test]
if(!llvmpipe) todo(glsl | mvk & vulkan) draw 3 control point patch list 3
if(!llvmpipe) todo(mvk) probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
[require]
shader model >= 5.0
tessellation-shader
[hull shader]
uniform uint foo;
struct data
{
float4 position : SV_Position;
float r : RED;
float g : GREEN;
float b : BLUE;
};
struct patch_constant_data
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
void patch_constant(InputPatch<data, 3> input, out patch_constant_data output)
{
if (foo)
{
output.edges[0] = output.edges[1] = output.edges[2] = 1.0f;
output.inside = 1.0f;
}
else
{
output.edges[0] = output.edges[1] = output.edges[2] = 3.0f;
output.inside = 2.0f;
}
}
[domain("tri")]
[outputcontrolpoints(3)]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[patchconstantfunc("patch_constant")]
data main(InputPatch<data, 3> input, uint i : SV_OutputControlPointID)
{
return input[i];
}
[domain shader]
struct data
{
float4 position : SV_Position;
float r : RED;
float g : GREEN;
float b : BLUE;
};
struct patch_constant_data
{
float edges[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
[domain("tri")]
void main(patch_constant_data input,
float3 tess_coord : SV_DomainLocation,
const OutputPatch<data, 3> patch,
out data output)
{
output.position = tess_coord.x * patch[0].position
+ tess_coord.y * patch[1].position
+ tess_coord.z * patch[2].position;
output.r = input.edges[0] / 4.0f;
output.g = input.inside / 4.0f;
output.b = tess_coord.x * patch[0].b + tess_coord.y * patch[1].b + tess_coord.z * patch[2].b;
}
[test]
uniform 0 uint 0
if(!llvmpipe) todo(glsl | mvk & vulkan | sm>=6) draw 3 control point patch list 3
if(!llvmpipe) todo(mvk) probe (0, 0, 640, 480) f32(0.75, 0.5, 0.0, 1.0)
uniform 0 uint 1
if(!llvmpipe) todo(glsl | mvk & vulkan | sm>=6) draw 3 control point patch list 3
if(!llvmpipe) todo(mvk) probe (0, 0, 640, 480) f32(0.25, 0.25, 0.0, 1.0)