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tests: Add test for vCoverage shader register.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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639693de86
commit
abe857d2de
160
tests/d3d12.c
160
tests/d3d12.c
@ -23145,6 +23145,165 @@ static void test_sample_mask(void)
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destroy_test_context(&context);
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}
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static void test_coverage(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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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE ms_rtv;
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ID3D12Resource *ms_render_target;
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ID3D12PipelineState *pso_resolve;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12DescriptorHeap *heap;
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ID3D12CommandQueue *queue;
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unsigned int i;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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uint4 main(uint coverage : SV_Coverage) : SV_Target
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{
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return coverage;
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}
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#endif
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0x43425844, 0x0d652986, 0x6144c247, 0x743bacfa, 0x95068994, 0x00000001, 0x000000ac, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000034, 0x00000050, 0x0000000d,
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0x0100086a, 0x0200005f, 0x00023001, 0x03000065, 0x001020f2, 0x00000000, 0x04000036, 0x001020f2,
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0x00000000, 0x00023006, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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static const DWORD ps_resolve_code[] =
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{
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#if 0
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Texture2DMS<uint> t;
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uint4 main(float4 position : SV_Position) : SV_Target
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{
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return t.Load((int2)position.xy, 0);
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}
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#endif
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0x43425844, 0x280a495f, 0x88543834, 0x1fd0597d, 0xe7ed74ac, 0x00000001, 0x00000154, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000b8, 0x00000050,
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0x0000002e, 0x0100086a, 0x04002058, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032,
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0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0500001b,
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0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8b00002e, 0x80000102, 0x00111103, 0x00100012,
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0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x00004001, 0x00000000, 0x05000036,
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0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_resolve = {ps_resolve_code, sizeof(ps_resolve_code)};
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static const struct
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{
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unsigned int sample_mask;
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unsigned int expected_result;
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}
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tests[] =
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{
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{0x01, 0x1},
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{0x03, 0x3},
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{0x07, 0x7},
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{0x09, 0x9},
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{0x0d, 0xd},
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{0x0f, 0xf},
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{0xff, 0xf},
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{ ~0u, 0xf},
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};
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if (use_warp_device)
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{
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skip("Sample shading tests fail on WARP.\n");
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return;
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}
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memset(&desc, 0, sizeof(desc));
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desc.rt_width = desc.rt_height = 32;
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desc.rt_format = DXGI_FORMAT_R32_UINT;
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desc.rt_descriptor_count = 2;
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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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command_list = context.list;
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queue = context.queue;
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context.root_signature = create_texture_root_signature(context.device,
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D3D12_SHADER_VISIBILITY_PIXEL, 1, 0);
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ms_rtv = get_cpu_rtv_handle(&context, context.rtv_heap, 1);
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desc.sample_desc.Count = 4;
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create_render_target(&context, &desc, &ms_render_target, &ms_rtv);
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heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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ID3D12Device_CreateShaderResourceView(context.device, ms_render_target, NULL,
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get_cpu_descriptor_handle(&context, heap, 0));
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pso_resolve = create_pipeline_state(context.device,
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context.root_signature, context.render_target_desc.Format, NULL, &ps_resolve, NULL);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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vkd3d_test_set_context("sample mask %#x", tests[i].sample_mask);
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if (context.pipeline_state)
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ID3D12PipelineState_Release(context.pipeline_state);
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, NULL, &ps, NULL);
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pso_desc.SampleMask = tests[i].sample_mask;
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pso_desc.SampleDesc.Count = 4;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, ms_rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &ms_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_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, ms_render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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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, pso_resolve);
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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_SetDescriptorHeaps(command_list, 1, &heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
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get_gpu_descriptor_handle(&context, heap, 0));
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, ms_render_target,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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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, tests[i].expected_result, 0);
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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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vkd3d_test_set_context(NULL);
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ID3D12DescriptorHeap_Release(heap);
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ID3D12PipelineState_Release(pso_resolve);
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ID3D12Resource_Release(ms_render_target);
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destroy_test_context(&context);
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}
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static void test_primitive_restart(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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@ -23546,6 +23705,7 @@ START_TEST(d3d12)
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run_test(test_dual_source_blending);
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run_test(test_multisample_rendering);
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run_test(test_sample_mask);
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run_test(test_coverage);
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run_test(test_primitive_restart);
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run_test(test_vertex_shader_stream_output);
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}
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