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tests: Accumulate coverage mask from all fragments.
Clipping may divide the triangle and produce multiple fragments per pixel. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
7858eb6a83
commit
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164
tests/d3d12.c
164
tests/d3d12.c
@ -24965,74 +24965,60 @@ static void test_sample_mask(void)
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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_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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D3D12_DESCRIPTOR_RANGE descriptor_ranges[1];
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ID3D12DescriptorHeap *cpu_heap, *gpu_heap;
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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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D3D12_ROOT_PARAMETER root_parameters[1];
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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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ID3D12Resource *texture;
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unsigned int i;
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HRESULT hr;
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static const float black[4];
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static const unsigned int zero[4];
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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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RWTexture2D<uint> u;
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uint4 main(float4 position : SV_Position) : SV_Target
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float4 main(float4 position : SV_Position, uint coverage : SV_Coverage) : SV_Target
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{
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return t.Load((int2)position.xy, 0);
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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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#endif
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0x43425844, 0x280a495f, 0x88543834, 0x1fd0597d, 0xe7ed74ac, 0x00000001, 0x00000154, 0x00000003,
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0x43425844, 0x53236006, 0x68a61a42, 0x5d0a06e7, 0x05a9405b, 0x00000001, 0x00000134, 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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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000098, 0x00000050,
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0x00000026, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00004444, 0x04002064, 0x00101032,
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0x00000000, 0x00000001, 0x0200005f, 0x00023001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x0500001c, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x060000aa, 0x0011e000,
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0x00000001, 0x00100046, 0x00000000, 0x0002300a, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 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 D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_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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unsigned int expected_color;
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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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{0x01, 0x40004000},
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{0x03, 0x7f007f00},
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{0x07, 0xbf00bf00},
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{0x09, 0x7f007f00},
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{0x0d, 0xbf00bf00},
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{0x0f, 0xff00ff00},
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{0xff, 0xff00ff00},
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{ ~0u, 0xff00ff00},
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};
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if (use_warp_device)
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@ -25043,27 +25029,41 @@ static void test_coverage(void)
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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.sample_desc.Count = 4;
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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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descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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descriptor_ranges[0].NumDescriptors = 1;
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descriptor_ranges[0].BaseShaderRegister = 1;
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descriptor_ranges[0].RegisterSpace = 0;
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descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0;
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root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameters[0].DescriptorTable.NumDescriptorRanges = ARRAY_SIZE(descriptor_ranges);
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root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges;
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root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters);
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root_signature_desc.pParameters = root_parameters;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = NULL;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
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ok(hr == S_OK, "Failed to create root signature, 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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texture = create_default_texture(context.device, desc.rt_width, desc.rt_height, DXGI_FORMAT_R32_UINT,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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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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cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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gpu_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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ID3D12Device_CreateUnorderedAccessView(context.device, texture, NULL, NULL,
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get_cpu_descriptor_handle(&context, cpu_heap, 0));
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ID3D12Device_CopyDescriptorsSimple(context.device, 1,
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get_cpu_descriptor_handle(&context, gpu_heap, 0),
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get_cpu_descriptor_handle(&context, cpu_heap, 0),
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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@ -25075,50 +25075,50 @@ static void test_coverage(void)
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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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pso_desc.SampleDesc.Count = desc.sample_desc.Count;
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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_ClearUnorderedAccessViewUint(command_list,
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get_gpu_descriptor_handle(&context, gpu_heap, 0),
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get_cpu_descriptor_handle(&context, cpu_heap, 0),
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texture, zero, 0, NULL);
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uav_barrier(command_list, texture);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, black, 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_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_SetDescriptorHeaps(command_list, 1, &gpu_heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list,
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0, get_gpu_descriptor_handle(&context, gpu_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_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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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, tests[i].expected_color, 2);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(texture, 0, queue, command_list, tests[i].sample_mask & 0xf, 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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D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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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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ID3D12DescriptorHeap_Release(cpu_heap);
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ID3D12DescriptorHeap_Release(gpu_heap);
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ID3D12Resource_Release(texture);
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destroy_test_context(&context);
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}
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@ -315,14 +315,14 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
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&resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
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&resource_desc, D3D12_RESOURCE_STATE_RESOLVE_DEST, NULL,
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&IID_ID3D12Resource, (void **)&src_resource);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_ResolveSubresource(command_list,
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src_resource, 0, texture, sub_resource, resource_desc.Format);
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transition_resource_state(command_list, src_resource,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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sub_resource = 0;
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}
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@ -637,7 +637,7 @@ static void create_render_target_(unsigned int line, struct test_context *contex
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resource_desc.MipLevels = 1;
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resource_desc.Format = desc && desc->rt_format ? desc->rt_format : DXGI_FORMAT_R8G8B8A8_UNORM;
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resource_desc.SampleDesc.Count = desc && desc->sample_desc.Count ? desc->sample_desc.Count : 1;
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resource_desc.SampleDesc.Quality = desc ? desc->sample_desc.Quality : 0;
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resource_desc.SampleDesc.Quality = desc && desc->sample_desc.Count ? desc->sample_desc.Quality : 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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clear_value.Format = resource_desc.Format;
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@ -649,7 +649,7 @@ static void create_render_target_(unsigned int line, struct test_context *contex
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
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&IID_ID3D12Resource, (void **)render_target);
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ok_(line)(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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ok_(line)(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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context->render_target_desc = resource_desc;
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