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tests: Add test for oMask 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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@ -10991,7 +10991,6 @@ static void test_texture_ld(void)
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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.no_root_signature = true;
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if (!init_test_context(&context, &desc))
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return;
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@ -23061,6 +23060,91 @@ static void test_multisample_rendering(void)
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destroy_test_context(&context);
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}
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static void test_sample_mask(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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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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uint32_t sample_mask;
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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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uint mask;
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float4 main(in float4 pos : SV_Position, out uint sample_mask : SV_Coverage) : SV_Target
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{
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sample_mask = mask;
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return float4(0.0, 1.0, 0.0, 1.0);
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}
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#endif
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0x43425844, 0xfab05c6c, 0xeba1b017, 0xf4493502, 0x72ce5d05, 0x00000001, 0x00000128, 0x00000003,
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0x0000002c, 0x00000060, 0x000000b8, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x00000042, 0x00000000, 0x00000000, 0x00000001, 0xffffffff, 0x00000e01,
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0x545f5653, 0x65677261, 0x56530074, 0x766f435f, 0x67617265, 0xabab0065, 0x58454853, 0x00000068,
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0x00000050, 0x0000001a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065,
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0x001020f2, 0x00000000, 0x02000065, 0x0000f000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x05000036, 0x0000f001, 0x0020800a, 0x00000000,
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0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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memset(&desc, 0, sizeof(desc));
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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_32bit_constants_root_signature(context.device,
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0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
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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.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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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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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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sample_mask = 0xa;
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 1, &sample_mask, 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_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_DEST);
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ID3D12GraphicsCommandList_ResolveSubresource(command_list,
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context.render_target, 0, ms_render_target, 0, context.render_target_desc.Format);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff7fff7f, 2);
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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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@ -23461,6 +23545,7 @@ START_TEST(d3d12)
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run_test(test_blend_factor);
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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_primitive_restart);
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run_test(test_vertex_shader_stream_output);
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}
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