vkd3d/tests/hlsl/eval-attrib.shader_test

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[require]
shader model >= 5.0
[rtv 0]
format r32g32b32a32-float
size (2dms, 4, 640, 480)
[vertex shader]
% The pixels in the leftmost column lose their leftmost sample.
static const float epsilon = 0.25f * 2.0f / 640.0f;
static const float2 vertices[3] =
{
{-1.0f + epsilon, 1.0f},
{ 3.0f, 1.0f},
{-1.0f + epsilon, -3.0f},
};
void main(uint id : SV_VertexID, out float4 position : SV_Position, out float2 attr : ATTR)
{
position = float4(vertices[id], 0.0f, 1.0f);
attr = float2(position.x * 320.0f + 320.0f, -position.y * 240.0f + 240.0f);
}
% The multiplication by (sample_idx + 1) when computing the error is to
% introduce a dependency on the sample index which hopefully the compiler is not
% able to optimize; this way the shader is hopefully forced to execute for each
% sample. These tests depend on the implementation using the default sample
% positions.
% First let's check that we're getting the position interpolation right:
% center interpolation.
[pixel shader]
float4 main(float4 pos : SV_Position, uint sample_idx : SV_SampleIndex) : SV_Target
{
float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
float2 diff = pos.xy - ref;
float2 err = abs(diff) * (sample_idx + 1);
return floor(1000.0f * float4(err, 0.0f, 0.0f));
}
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(msl) draw triangle list 3
todo probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
todo probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
todo probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
todo probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
% Centroid interpolation, which means the pixel center if all samples are
% covered and the first covered sample if a least a sample is not covered (in
% general it has nothing to do with the actual centroid of the covered samples).
% The WARP driver seems to have problems with some corner pixels, which we
% avoid.
[pixel shader]
static const float2 positions[4] =
{
{-0.125f, -0.375f},
{ 0.375f, -0.125f},
{-0.375f, 0.125f},
{ 0.125f, 0.375f},
};
float4 main(centroid float4 pos : SV_Position, uint sample_idx : SV_SampleIndex) : SV_Target
{
bool first_col = floor(pos.x) == 0.0f;
float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
float2 diff = pos.xy - ref;
float2 expected = first_col ? positions[0] : 0.0f;
float2 err = abs(diff - expected) * (sample_idx + 1);
return floor(1000.0f * float4(err, 0.0f, 0.0f));
}
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(glsl | msl) draw triangle list 3
todo probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
todo probe (638, 0) rgba(0.0, 0.0, 0.0, 0.0)
todo probe ( 0, 478) rgba(0.25, 0.25, 0.25, 0.25)
todo probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
% Sample interpolation.
[pixel shader todo]
static const float2 positions[4] =
{
{-0.125f, -0.375f},
{ 0.375f, -0.125f},
{-0.375f, 0.125f},
{ 0.125f, 0.375f},
};
float4 main(sample float4 pos : SV_Position, uint sample_idx : SV_SampleIndex) : SV_Target
{
float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
float2 diff = pos.xy - ref;
float2 err = abs(diff - positions[sample_idx]) * (sample_idx + 1);
return floor(1000.0f * float4(err, 0.0f, 0.0f));
}
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle list 3
probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
% Same tests with a non-SV semantic: pixel center interpolation.
[pixel shader]
float4 main(float4 pos : SV_Position, float2 attr : ATTR, uint sample_idx : SV_SampleIndex) : SV_Target
{
float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
float2 diff = attr.xy - ref;
float2 err = abs(diff) * (sample_idx + 1);
return floor(1000.0f * float4(err, 0.0f, 0.0f));
}
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(msl) draw triangle list 3
probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
% Centroid interpolation, which means the pixel center if all samples are
% covered and the first covered sample if a least a sample is not covered (in
% general it has nothing to do with the actual centroid of the covered samples).
% The WARP driver seems to have problems with some corner pixels, which we
% avoid.
%
% Since Vulkan has more relaxed specification for centroid interpolation than
% D3D12, not all drivers implement the behavior we need. llvmpipe is one of
% those, so is marked todo.
[pixel shader]
static const float2 positions[4] =
{
{-0.125f, -0.375f},
{ 0.375f, -0.125f},
{-0.375f, 0.125f},
{ 0.125f, 0.375f},
};
float4 main(float4 pos : SV_Position, centroid float2 attr : ATTR,
uint sample_idx : SV_SampleIndex) : SV_Target
{
bool first_col = floor(pos.x) == 0.0f;
float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
float2 diff = attr.xy - ref;
float2 expected = first_col ? positions[0] : 0.0f;
float2 err = abs(diff - expected) * (sample_idx + 1);
return floor(1000.0f * float4(err, 0.0f, 0.0f));
}
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(glsl | msl) draw triangle list 3
todo(llvmpipe) probe (0, 0) rgba(0.25, 0.25, 0.25, 0.25)
probe (638, 0) rgba(0.0, 0.0, 0.0, 0.0)
probe (0, 478) rgba(0.25, 0.25, 0.25, 0.25)
todo(llvmpipe) probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
% Sample interpolation.
[pixel shader todo]
static const float2 positions[4] =
{
{-0.125f, -0.375f},
{ 0.375f, -0.125f},
{-0.375f, 0.125f},
{ 0.125f, 0.375f},
};
float4 main(float4 pos : SV_Position, sample float2 attr : ATTR,
uint sample_idx : SV_SampleIndex) : SV_Target
{
float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
float2 diff = attr.xy - ref;
float2 err = abs(diff - positions[sample_idx]) * (sample_idx + 1);
return floor(1000.0f * float4(err, 0.0f, 0.0f));
}
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle list 3
probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
% Using EvaluateAttributeCentroid().
[pixel shader todo]
static const float2 positions[4] =
{
{-0.125f, -0.375f},
{ 0.375f, -0.125f},
{-0.375f, 0.125f},
{ 0.125f, 0.375f},
};
float4 main(float4 pos : SV_Position, float2 attr : ATTR,
uint sample_idx : SV_SampleIndex) : SV_Target
{
bool first_col = floor(pos.x) == 0.0f;
float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
float2 eval = EvaluateAttributeCentroid(attr);
float2 diff = eval.xy - ref;
float2 expected = first_col ? positions[0] : 0.0f;
float2 err = abs(diff - expected) * (sample_idx + 1);
return floor(1000.0f * float4(err, 0.0f, 0.0f));
}
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle list 3
todo(llvmpipe) probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
probe (638, 0) rgba(0.0, 0.0, 0.0, 0.0)
probe ( 0, 478) rgba(0.25, 0.25, 0.25, 0.25)
todo(llvmpipe) probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)
% Using EvaluateAttributeAtSample().
[pixel shader todo]
static const float2 positions[4] =
{
{-0.125f, -0.375f},
{ 0.375f, -0.125f},
{-0.375f, 0.125f},
{ 0.125f, 0.375f},
};
static const uint mixer[4] = {1, 3, 2, 0};
float4 main(float4 pos : SV_Position, float2 attr : ATTR,
uint sample_idx : SV_SampleIndex) : SV_Target
{
/* Use a different sample index than the one we're evaluating, just in case
* the compiler tries to cheat and do a plain sample interpolation instead
* of using the specific sample we requested. */
float2 eval;
/* Older WARP versions do not like calling EvaluateAttributeAtSample() on
* anything that is not an immediate constant. */
switch (mixer[sample_idx])
{
case 0: eval = EvaluateAttributeAtSample(attr, 0); break;
case 1: eval = EvaluateAttributeAtSample(attr, 1); break;
case 2: eval = EvaluateAttributeAtSample(attr, 2); break;
case 3: eval = EvaluateAttributeAtSample(attr, 3); break;
}
float2 ref = floor(pos.xy) + float2(0.5f, 0.5f);
float2 diff = eval.xy - ref;
float2 err = abs(diff - positions[mixer[sample_idx]]) * (sample_idx + 1);
return floor(1000.0f * float4(err, 0.0f, 0.0f));
}
[test]
clear rtv 0 1.0 1.0 1.0 1.0
todo(sm<6) draw triangle list 3
probe ( 0, 0) rgba(0.25, 0.25, 0.25, 0.25)
probe (639, 0) rgba(0.0, 0.0, 0.0, 0.0)
probe ( 0, 479) rgba(0.25, 0.25, 0.25, 0.25)
probe (639, 479) rgba(0.0, 0.0, 0.0, 0.0)