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tests/hlsl: Add SV_Coverage tests.
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Notes:
Alexandre Julliard
2024-04-30 23:14:55 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/814
@ -84,6 +84,7 @@ vkd3d_shader_tests = \
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tests/hlsl/compute.shader_test \
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tests/hlsl/conditional.shader_test \
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tests/hlsl/const.shader_test \
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tests/hlsl/coverage.shader_test \
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tests/hlsl/cross.shader_test \
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tests/hlsl/d3dcolor-to-ubyte4.shader_test \
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tests/hlsl/ddxddy.shader_test \
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56
tests/hlsl/coverage.shader_test
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56
tests/hlsl/coverage.shader_test
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@ -0,0 +1,56 @@
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[require]
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shader model >= 5.0
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[rtv 0]
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format r32g32b32a32 float
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size (2dms, 4, 640, 480)
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[uav 1]
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format r32 uint
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size (2d, 4, 4)
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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[pixel shader todo]
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RWTexture2D<uint> u : register(u1);
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float4 main(float4 position : SV_Position, uint coverage : SV_Coverage) : SV_Target
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{
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InterlockedOr(u[uint2(position.x, position.y)], coverage);
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return float4(0.0, 1.0, 0.0, 1.0);
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}
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[test]
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sample mask 0x01
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todo draw quad
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probe all rgba (0.0, 0.25, 0.0, 0.25)
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probe uav 1 all rui (0x01)
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sample mask 0x03
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todo draw quad
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probe all rgba (0.0, 0.5, 0.0, 0.5)
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probe uav 1 all rui (0x03)
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sample mask 0x07
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todo draw quad
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probe all rgba (0.0, 0.75, 0.0, 0.75)
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probe uav 1 all rui (0x07)
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[uav 1]
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format r32 uint
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size (2d, 4, 4)
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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[test]
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clear rtv 0 0.0 0.0 0.0 0.0
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sample mask 0x09
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todo draw quad
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probe all rgba (0.0, 0.5, 0.0, 0.5)
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probe uav 1 all rui (0x09)
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sample mask 0x0f
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todo draw quad
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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probe uav 1 all rui (0x0f)
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@ -1231,6 +1231,13 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
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fatal_error("Unknown uniform type '%s'.\n", line);
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}
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}
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else if (match_string(line, "sample mask", &line))
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{
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unsigned int sample_mask;
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read_uint(&line, &sample_mask, false);
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runner->sample_mask = sample_mask;
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}
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else
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{
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fatal_error("Unknown test directive '%s'.\n", line);
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@ -175,6 +175,8 @@ struct shader_runner
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uint32_t *uniforms;
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size_t uniform_count, uniform_capacity;
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uint32_t sample_mask;
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struct resource *resources[MAX_RESOURCES];
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size_t resource_count;
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uint32_t failed_resources[RESOURCE_TYPE_VERTEX_BUFFER + 1][VKD3D_BITMAP_SIZE(MAX_RESOURCES)];
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@ -803,6 +803,8 @@ static bool d3d11_runner_draw(struct shader_runner *r,
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ID3D10Blob_Release(vs_code);
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if (r->sample_mask)
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ID3D11DeviceContext_OMSetBlendState(context, NULL, NULL, r->sample_mask);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, primitive_topology);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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@ -590,7 +590,7 @@ static bool d3d12_runner_draw(struct shader_runner *r,
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pso_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
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pso_desc.SampleDesc.Count = sample_count;
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pso_desc.SampleMask = ~(UINT)0;
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pso_desc.SampleMask = r->sample_mask ? r->sample_mask : ~(UINT)0;
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pso_desc.pRootSignature = test_context->root_signature;
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input_element_descs = calloc(runner->r.input_element_count, sizeof(*input_element_descs));
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@ -1119,6 +1119,8 @@ static bool gl_runner_draw(struct shader_runner *r,
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}
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}
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/* TODO: sample count and mask. */
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glViewport(0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT);
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glScissor(0, 0, RENDER_TARGET_WIDTH, RENDER_TARGET_HEIGHT);
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glDrawBuffers(rt_count, draw_buffers);
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@ -845,6 +845,7 @@ static VkPipeline create_graphics_pipeline(struct vulkan_shader_runner *runner,
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rs_desc.frontFace = VK_FRONT_FACE_CLOCKWISE;
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rs_desc.lineWidth = 1.0f;
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/* TODO: sample count and mask. */
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ms_desc.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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pipeline_desc.stageCount = stage_count;
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