vkd3d/tests/hlsl/clip-cull-distance.shader_test
2024-12-19 20:54:56 +01:00

633 lines
16 KiB
Plaintext

[require]
shader model >= 4.0
[input layout]
0 r32g32-float POSITION
1 r32-float CLIP_DISTANCE
[vb 0]
-1.0 -1.0
-1.0 1.0
1.0 -1.0
1.0 1.0
[vb 1]
1.0
1.0
1.0
1.0
[rtv 0]
format r32g32b32a32-float
size (2d, 640, 480)
[vertex shader todo]
struct input
{
float4 position : POSITION;
float distance : CLIP_DISTANCE;
};
struct vertex
{
float4 position : SV_POSITION;
float clip : SV_ClipDistance;
};
void main(input vin, out vertex vertex)
{
vertex.position = vin.position;
vertex.clip = vin.distance;
}
[pixel shader]
float4 main(const in float4 position : SV_Position) : SV_Target
{
return float4(0.0f, 1.0f, 0.0f, 1.0f);
}
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4
probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
[vb 1]
0.0
0.0
0.0
0.0
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4
probe (0, 0, 640, 480) rgba(0.0, 1.0, 0.0, 1.0)
[vb 1]
-1.0
-1.0
-1.0
-1.0
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4
probe (0, 0, 640, 480) rgba(1.0, 1.0, 1.0, 1.0)
[vb 1]
1.0
1.0
-1.0
-1.0
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (160, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(1.0, 1.0, 1.0, 1.0)
[vb 1]
-1.0
1.0
-1.0
1.0
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 1.0, 1.0)
% A single clip distance.
[vertex shader todo]
static const float2 vertices[3] =
{
{-1.0f, 1.0f},
{ 3.0f, 1.0f},
{-1.0f, -3.0f},
};
struct vs_out
{
float4 position : SV_Position;
float clip : SV_ClipDistance;
};
void main(uint id : SV_VertexID, out vs_out o)
{
const float2 pos = vertices[id];
o.position = float4(pos, 0.0f, 1.0f);
o.clip = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
}
[test]
clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 360) rgba(0.0, 1.0, 0.0, 1.0)
% A single clip distance, disguised as an array.
[vertex shader todo]
static const float2 vertices[3] =
{
{-1.0f, 1.0f},
{ 3.0f, 1.0f},
{-1.0f, -3.0f},
};
struct vs_out
{
float4 position : SV_Position;
float clip[1] : SV_ClipDistance1;
};
void main(uint id : SV_VertexID, out vs_out o)
{
const float2 pos = vertices[id];
o.position = float4(pos, 0.0f, 1.0f);
o.clip[0] = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
}
[test]
clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 360) rgba(0.0, 1.0, 0.0, 1.0)
% Two clip distances.
[vertex shader todo]
static const float2 vertices[3] =
{
{-1.0f, 1.0f},
{ 3.0f, 1.0f},
{-1.0f, -3.0f},
};
struct vs_out
{
float4 position : SV_Position;
float2 clip : SV_ClipDistance;
};
void main(uint id : SV_VertexID, out vs_out o)
{
const float2 pos = vertices[id];
o.position = float4(pos, 0.0f, 1.0f);
o.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
o.clip.y = 0.15f + 0.6f * pos.x - 0.4f * pos.y;
}
[test]
clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 360) rgba(0.0, 1.0, 0.0, 1.0)
% Five clip distances.
[vertex shader todo]
static const float2 vertices[3] =
{
{-1.0f, 1.0f},
{ 3.0f, 1.0f},
{-1.0f, -3.0f},
};
struct vs_out
{
float4 position : SV_Position;
float2 clip : SV_ClipDistance;
float3 clip2 : SV_ClipDistance1;
};
void main(uint id : SV_VertexID, out vs_out o)
{
const float2 pos = vertices[id];
o.position = float4(pos, 0.0f, 1.0f);
o.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
o.clip.y = 0.15f + 0.6f * pos.x - 0.4f * pos.y;
o.clip2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
o.clip2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
o.clip2.z = 0.25f - 0.6f * pos.x - 0.4f * pos.y;
}
[test]
clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 360) rgba(1.0, 1.0, 0.0, 1.0)
% Now it works. Here all the cull distances are effectively ignored, because
% they do not leave the only triangle entirely on one side. (Also, they
% coincide with other clip distances.)
[vertex shader todo]
static const float2 vertices[3] =
{
{-1.0f, 1.0f},
{ 3.0f, 1.0f},
{-1.0f, -3.0f},
};
struct vs_out
{
float4 position : SV_Position;
float2 clip : SV_ClipDistance;
float3 clip2 : SV_ClipDistance1;
float2 cull2 : SV_CullDistance1;
float1 cull : SV_CullDistance;
};
void main(uint id : SV_VertexID, out vs_out o)
{
const float2 pos = vertices[id];
o.position = float4(pos, 0.0f, 1.0f);
o.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
o.clip.y = 0.15f + 0.6f * pos.x - 0.4f * pos.y;
o.clip2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
o.clip2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
o.clip2.z = 0.25f - 0.6f * pos.x - 0.4f * pos.y;
o.cull.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
o.cull2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
o.cull2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
}
[test]
clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 360) rgba(1.0, 1.0, 0.0, 1.0)
% Let clip and cull distances go through a geometry shader.
[geometry shader todo]
struct vs_out
{
float4 position : SV_Position;
float2 clip : SV_ClipDistance;
float3 clip2 : SV_ClipDistance1;
float2 cull2 : SV_CullDistance1;
float1 cull : SV_CullDistance;
};
[maxvertexcount(3)]
void main(triangle vs_out input[3], inout TriangleStream<vs_out> stream)
{
unsigned int i;
vs_out output;
for (i = 0; i < 3; ++i)
{
output = input[i];
stream.Append(output);
}
}
[test]
clear rtv 0 1.0 1.0 0.0 1.0
todo draw triangle strip 4
probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 360) rgba(1.0, 1.0, 0.0, 1.0)
% Generate clip and cull distances in the geometry shader.
[vertex shader]
static const float2 vertices[3] =
{
{-1.0f, 1.0f},
{ 3.0f, 1.0f},
{-1.0f, -3.0f},
};
struct vs_out
{
float4 position : SV_Position;
uint id : VERTEXID;
};
void main(uint id : SV_VertexID, out vs_out o)
{
const float2 pos = vertices[id];
o.position = float4(pos, 0.0f, 1.0f);
o.id = id;
}
[geometry shader todo]
struct vs_out
{
float4 position : SV_Position;
uint id : VERTEXID;
};
struct gs_out
{
float4 position : SV_Position;
float2 clip : SV_ClipDistance;
float3 clip2 : SV_ClipDistance1;
float2 cull2 : SV_CullDistance1;
float1 cull : SV_CullDistance;
};
void emit_position(float4 pos, inout TriangleStream<gs_out> stream)
{
gs_out output;
output.position = pos;
output.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
output.clip.y = 0.15f + 0.6f * pos.x - 0.4f * pos.y;
output.clip2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
output.clip2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
output.clip2.z = 0.25f - 0.6f * pos.x - 0.4f * pos.y;
output.cull.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
output.cull2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
output.cull2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
stream.Append(output);
}
[maxvertexcount(3)]
void main(triangle vs_out input[3], inout TriangleStream<gs_out> stream)
{
unsigned int i;
for (i = 0; i < 3; ++i)
emit_position(input[i].position, stream);
}
[test]
clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 360) rgba(1.0, 1.0, 0.0, 1.0)
% Now let's test cull distances for real: we remove the clip distances they
% duplicate and use the geometry shader to create many little triangles around
% the test points; first we check that we're drawing properly disabling all
% clipping and culling.
[geometry shader todo]
struct vs_out
{
float4 position : SV_Position;
uint id : VERTEXID;
};
struct gs_out
{
float4 position : SV_Position;
float2 clip : SV_ClipDistance;
float2 cull2 : SV_CullDistance1;
float1 cull : SV_CullDistance;
};
void emit_position(float4 pos, inout TriangleStream<gs_out> stream)
{
gs_out output;
output.position = pos;
output.clip = 1.0f;
output.cull = 1.0f;
output.cull2 = 1.0f;
stream.Append(output);
}
static const float4 displacements[3] =
{
{ 0.01f, 0.01f, 0.0f, 0.0f},
{-0.02f, 0.01f, 0.0f, 0.0f},
{ 0.01f, -0.02f, 0.0f, 0.0f},
};
[maxvertexcount(27)]
void main(triangle vs_out input[3], inout TriangleStream<gs_out> stream)
{
unsigned int i, j;
for (i = 0; i < 3; ++i)
{
for (j = 0; j < 3; ++j)
{
float4 pos = float4(0.0f, 0.0f, 0.0f, 1.0f);
pos.x = 0.5f - 0.5f * i;
pos.y = 0.5f - 0.5f * j;
emit_position(pos + displacements[0], stream);
emit_position(pos + displacements[1], stream);
emit_position(pos + displacements[2], stream);
stream.RestartStrip();
}
}
}
[test]
clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 360) rgba(0.0, 1.0, 0.0, 1.0)
% Then we add clipping and culling: at first only a few distances.
[geometry shader todo]
struct vs_out
{
float4 position : SV_Position;
uint id : VERTEXID;
};
struct gs_out
{
float4 position : SV_Position;
float2 clip : SV_ClipDistance;
float2 cull2 : SV_CullDistance1;
float1 cull : SV_CullDistance;
};
void emit_position(float4 pos, inout TriangleStream<gs_out> stream)
{
gs_out output;
output.position = pos;
output.clip = 1.0f;
output.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
output.cull = 1.0f;
output.cull.x = 0.25f - 0.6f * pos.x - 0.4f * pos.y;
output.cull2 = 1.0f;
stream.Append(output);
}
static const float4 displacements[3] =
{
{ 0.01f, 0.01f, 0.0f, 0.0f},
{-0.02f, 0.01f, 0.0f, 0.0f},
{ 0.01f, -0.02f, 0.0f, 0.0f},
};
[maxvertexcount(27)]
void main(triangle vs_out input[3], inout TriangleStream<gs_out> stream)
{
unsigned int i, j;
for (i = 0; i < 3; ++i)
{
for (j = 0; j < 3; ++j)
{
float4 pos = float4(0.0f, 0.0f, 0.0f, 1.0f);
pos.x = 0.5f - 0.5f * i;
pos.y = 0.5f - 0.5f * j;
emit_position(pos + displacements[0], stream);
emit_position(pos + displacements[1], stream);
emit_position(pos + displacements[2], stream);
stream.RestartStrip();
}
}
}
[test]
clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (160, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 120) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 360) rgba(0.0, 1.0, 0.0, 1.0)
% Then enough to get rid of nearly all test points.
[geometry shader todo]
struct vs_out
{
float4 position : SV_Position;
uint id : VERTEXID;
};
struct gs_out
{
float4 position : SV_Position;
float2 clip : SV_ClipDistance;
float2 cull2 : SV_CullDistance1;
float1 cull : SV_CullDistance;
};
void emit_position(float4 pos, inout TriangleStream<gs_out> stream)
{
gs_out output;
output.position = pos;
output.clip.x = 0.15f + 0.6f * pos.x + 0.4f * pos.y;
output.clip.y = 0.15f + 0.6f * pos.x - 0.4f * pos.y;
output.cull.x = 0.25f - 0.6f * pos.x - 0.4f * pos.y;
output.cull2.x = 0.55f - 0.6f * pos.x + 0.4f * pos.y;
output.cull2.y = 0.25f - 0.6f * pos.x + 0.4f * pos.y;
stream.Append(output);
}
static const float4 displacements[3] =
{
{ 0.05f, 0.05f, 0.0f, 0.0f},
{-0.1f, 0.05f, 0.0f, 0.0f},
{ 0.05f, -0.1f, 0.0f, 0.0f},
};
[maxvertexcount(27)]
void main(triangle vs_out input[3], inout TriangleStream<gs_out> stream)
{
unsigned int i, j;
for (i = 0; i < 3; ++i)
{
for (j = 0; j < 3; ++j)
{
float4 pos = float4(0.0f, 0.0f, 0.0f, 1.0f);
pos.x = 0.5f - 0.5f * i;
pos.y = 0.5f - 0.5f * j;
emit_position(pos + displacements[0], stream);
emit_position(pos + displacements[1], stream);
emit_position(pos + displacements[2], stream);
stream.RestartStrip();
}
}
}
[test]
clear rtv 0 1.0 1.0 0.0 1.0
todo(sm<6) draw triangle strip 4
probe rtv 0 (160, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 240) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (160, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 240) rgba(0.0, 1.0, 0.0, 1.0)
probe rtv 0 (320, 360) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 120) rgba(1.0, 1.0, 0.0, 1.0)
probe rtv 0 (480, 240) rgba(1.0, 1.0, 0.0, 1.0)
bug(mesa<23.3) probe rtv 0 (480, 360) rgba(1.0, 1.0, 0.0, 1.0)