mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
tests: Add test for fractional viewports.
This commit is contained in:
parent
99d82668a0
commit
fe61e0ba22
237
tests/d3d12.c
237
tests/d3d12.c
@ -51,6 +51,11 @@ typedef int HRESULT;
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# include "vkd3d_utils.h"
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#endif
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struct vec2
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{
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float x, y;
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};
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struct vec4
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{
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float x, y, z, w;
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@ -489,6 +494,8 @@ static ID3D12Device *create_device(void)
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struct draw_test_context_desc
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{
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DXGI_FORMAT rt_format;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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const D3D12_SHADER_BYTECODE *vs;
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const D3D12_SHADER_BYTECODE *ps;
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};
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@ -528,25 +535,30 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
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static const DWORD vs_code[] =
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{
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#if 0
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void main(uint id : SV_VertexID, out float4 position : SV_Position)
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void main(uint id : SV_VertexID, out float4 position : SV_Position,
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out float2 texcoord : Texcoord)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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texcoord = float2((id << 1) & 2, id & 2);
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position = float4(texcoord * float2(2, -2) + float2(-1, 1), 0, 1);
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texcoord.y = 1.0 - texcoord.y;
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}
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#endif
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0x43425844, 0xf900d25e, 0x68bfefa7, 0xa63ac0a7, 0xa476af7a, 0x00000001, 0x0000018c, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x43425844, 0x67dfa8f5, 0x122d22ee, 0x711ad39f, 0x70a2910f, 0x00000001, 0x000001f0, 0x00000003,
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0x0000002c, 0x00000060, 0x000000b8, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000f0, 0x00010050,
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0x0000003c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2,
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0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001,
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0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001,
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0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032,
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0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000,
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0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000,
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0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
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0x00000000, 0x3f800000, 0x0100003e,
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0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03,
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0x505f5653, 0x7469736f, 0x006e6f69, 0x63786554, 0x64726f6f, 0xababab00, 0x58454853, 0x00000130,
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0x00010050, 0x0000004c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067,
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0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x02000068, 0x00000001,
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0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001, 0x0010100a,
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0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100082, 0x00000000, 0x0010100a, 0x00000000,
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0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x001000c6, 0x00000000, 0x0f000032,
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0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, 0xc0000000, 0x00000000,
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0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x08000000, 0x00100042,
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0x00000000, 0x8010001a, 0x00000041, 0x00000000, 0x00004001, 0x3f800000, 0x05000036, 0x00102032,
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0x00000001, 0x00100086, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000,
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0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const DWORD ps_code[] =
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{
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@ -636,12 +648,17 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
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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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if (desc && desc->input_layout.NumElements)
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root_signature_desc.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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hr = create_root_signature(device, &root_signature_desc, &context->root_signature);
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ok_(line)(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
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pipeline_state_desc.pRootSignature = context->root_signature;
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pipeline_state_desc.VS = shader_bytecode(vs_code, sizeof(vs_code));
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if (desc && desc->vs)
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pipeline_state_desc.VS = *desc->vs;
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else
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pipeline_state_desc.VS = shader_bytecode(vs_code, sizeof(vs_code));
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if (desc && desc->ps)
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pipeline_state_desc.PS = *desc->ps;
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else
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@ -650,6 +667,8 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
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pipeline_state_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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pipeline_state_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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pipeline_state_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
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if (desc)
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pipeline_state_desc.InputLayout = desc->input_layout;
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pipeline_state_desc.SampleMask = ~(UINT)0;
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pipeline_state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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pipeline_state_desc.NumRenderTargets = 1;
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@ -2731,6 +2750,191 @@ static void test_fragment_coords(void)
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destroy_draw_test_context(&context);
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}
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static void test_fractional_viewports(void)
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{
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static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
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ID3D12GraphicsCommandList *command_list;
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D3D12_HEAP_PROPERTIES heap_properties;
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struct draw_test_context_desc desc;
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D3D12_RESOURCE_DESC resource_desc;
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struct draw_test_context context;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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struct resource_readback rb;
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ID3D12CommandQueue *queue;
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D3D12_VIEWPORT viewport;
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unsigned int i, x, y;
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ID3D12Resource *vb;
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RECT scissor_rect;
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HRESULT hr;
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void *ptr;
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static const DWORD vs_code[] =
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{
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#if 0
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void main(in float4 in_position : POSITION,
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in float2 in_texcoord : TEXCOORD,
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out float4 position : SV_Position,
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out float2 texcoord : TEXCOORD)
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{
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position = in_position;
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texcoord = in_texcoord;
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}
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#endif
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0x43425844, 0x4df282ca, 0x85c8bbfc, 0xd44ad19f, 0x1158be97, 0x00000001, 0x00000148, 0x00000003,
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0x0000002c, 0x00000080, 0x000000d8, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x49534f50, 0x4e4f4954, 0x58455400, 0x524f4f43, 0xabab0044,
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0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03,
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0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, 0xababab00, 0x52444853, 0x00000068,
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0x00010040, 0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101032, 0x00000001,
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0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x05000036,
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0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
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0x00000001, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
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static const DWORD ps_code[] =
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{
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#if 0
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float4 main(float4 position : SV_Position,
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float2 texcoord : TEXCOORD) : SV_Target
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{
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return float4(position.xy, texcoord);
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}
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#endif
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0x43425844, 0xa15616bc, 0x6862ab1c, 0x28b915c0, 0xdb0df67c, 0x00000001, 0x0000011c, 0x00000003,
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0x0000002c, 0x00000084, 0x000000b8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x00000044, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
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0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000005c,
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0x00000040, 0x00000017, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03001062, 0x00101032,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x00102032, 0x00000000, 0x00101046,
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0x00000000, 0x05000036, 0x001020c2, 0x00000000, 0x00101406, 0x00000001, 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 D3D12_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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};
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static const struct
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{
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struct vec2 position;
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struct vec2 texcoord;
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}
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quad[] =
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{
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{{-1.0f, -1.0f}, {0.0f, 0.0f}},
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{{-1.0f, 1.0f}, {0.0f, 1.0f}},
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{{ 1.0f, -1.0f}, {1.0f, 0.0f}},
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{{ 1.0f, 1.0f}, {1.0f, 1.0f}},
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};
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static const float viewport_offsets[] =
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{
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0.0f, 1.0f / 2.0f, 1.0f / 4.0f, 1.0f / 8.0f, 1.0f / 16.0f, 1.0f / 32.0f,
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1.0f / 64.0f, 1.0f / 128.0f, 1.0f / 256.0f, 63.0f / 128.0f,
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};
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memset(&desc, 0, sizeof(desc));
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.input_layout.pInputElementDescs = layout_desc;
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desc.input_layout.NumElements = ARRAY_SIZE(layout_desc);
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desc.vs = &vs;
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desc.ps = &ps;
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if (!init_draw_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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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_UPLOAD;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resource_desc.Alignment = 0;
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resource_desc.Width = sizeof(quad);
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resource_desc.Height = 1;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_UNKNOWN;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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hr = ID3D12Device_CreateCommittedResource(context.device, &heap_properties,
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D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
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NULL, &IID_ID3D12Resource, (void **)&vb);
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ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
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hr = ID3D12Resource_Map(vb, 0, NULL, (void **)&ptr);
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ok(SUCCEEDED(hr), "Failed to map vertex buffer, hr %#x.\n", hr);
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memcpy(ptr, quad, sizeof(quad));
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ID3D12Resource_Unmap(vb, 0, NULL);
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vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
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vbv.StrideInBytes = sizeof(*quad);
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vbv.SizeInBytes = sizeof(quad);
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scissor_rect.left = scissor_rect.top = 0;
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scissor_rect.right = context.render_target_desc.Width;
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scissor_rect.bottom = context.render_target_desc.Height;
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for (i = 0; i < ARRAY_SIZE(viewport_offsets); ++i)
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{
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viewport.TopLeftX = viewport_offsets[i];
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viewport.TopLeftY = viewport_offsets[i];
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viewport.Width = context.render_target_desc.Width;
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viewport.Height = context.render_target_desc.Height;
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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if (i)
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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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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, green, 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_TRIANGLESTRIP);
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
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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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get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
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for (y = 0; y < context.render_target_desc.Height; ++y)
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{
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for (x = 0; x < context.render_target_desc.Width; ++x)
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{
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const struct vec4 *v = get_readback_vec4(&rb, x, y);
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struct vec4 expected = {x + 0.5f, y + 0.5f,
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(x + 0.5f - viewport_offsets[i]) / context.render_target_desc.Width,
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1.0f - (y + 0.5f - viewport_offsets[i]) / context.render_target_desc.Height};
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ok(compare_float(v->x, expected.x, 0) && compare_float(v->y, expected.y, 0),
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"Got fragcoord {%.8e, %.8e}, expected {%.8e, %.8e} at (%u, %u), offset %.8e.\n",
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v->x, v->y, expected.x, expected.y, x, y, viewport_offsets[i]);
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ok(compare_float(v->z, expected.z, 2) && compare_float(v->w, expected.w, 2),
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"Got texcoord {%.8e, %.8e}, expected {%.8e, %.8e} at (%u, %u), offset %.8e.\n",
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v->z, v->w, expected.z, expected.w, x, y, viewport_offsets[i]);
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}
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}
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release_resource_readback(&rb);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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}
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ID3D12Resource_Release(vb);
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destroy_draw_test_context(&context);
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}
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static void test_texture_resource_barriers(void)
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{
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D3D12_COMMAND_QUEUE_DESC command_queue_desc;
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@ -3411,6 +3615,7 @@ START_TEST(d3d12)
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run_test(test_draw_instanced);
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run_test(test_draw_indexed_instanced);
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run_test(test_fragment_coords);
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run_test(test_fractional_viewports);
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run_test(test_texture_resource_barriers);
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run_test(test_invalid_texture_resource_barriers);
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run_test(test_device_removed_reason);
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