[PATCH 2/7] d3d11/tests: Add test for SV_ClipDistance.
Józef Kucia
jkucia at codeweavers.com
Mon Dec 4 17:26:30 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 584 ++++++++++++++++++++++++++++++++++++++++++++++-
1 file changed, 574 insertions(+), 10 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 906761dd337d..341350382fd3 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -1267,12 +1267,13 @@ static void draw_quad_vs(unsigned int line, struct d3d11_test_context *context,
vs_code, vs_code_size, &context->input_layout);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- context->vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
-
hr = ID3D11Device_CreateVertexShader(device, vs_code, vs_code_size, NULL, &context->vs);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
}
+ if (!context->vb)
+ context->vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
+
ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout);
ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad);
@@ -12116,13 +12117,6 @@ float4 main(const ps_in v) : SV_TARGET
0x0000000f, 0x0100086a, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
};
- static const struct vec2 quad[] =
- {
- {-1.0f, -1.0f},
- {-1.0f, 1.0f},
- { 1.0f, -1.0f},
- { 1.0f, 1.0f},
- };
static const struct
{
float color[4];
@@ -12172,7 +12166,6 @@ float4 main(const ps_in v) : SV_TARGET
vs_code, sizeof(vs_code), &test_context.input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- test_context.vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
colors_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(colors), &colors);
index_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
@@ -22563,6 +22556,576 @@ static void test_format_compatibility(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void check_clip_distance(struct d3d11_test_context *test_context, ID3D11Buffer *vb)
+{
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ struct vertex
+ {
+ float clip_distance0;
+ float clip_distance1;
+ };
+
+ ID3D11DeviceContext *context = test_context->immediate_context;
+ struct resource_readback rb;
+ struct vertex vertices[4];
+ unsigned int i;
+ RECT rect;
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = 1.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context->backbuffer_rtv, white);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ check_texture_color(test_context->backbuffer, 0xff00ff00, 1);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = 0.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context->backbuffer_rtv, white);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ check_texture_color(test_context->backbuffer, 0xff00ff00, 1);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = -1.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context->backbuffer_rtv, white);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ check_texture_color(test_context->backbuffer, 0xffffffff, 1);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context->backbuffer_rtv, white);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ get_texture_readback(test_context->backbuffer, 0, &rb);
+ SetRect(&rect, 0, 0, 320, 480);
+ check_readback_data_color(&rb, &rect, 0xff00ff00, 1);
+ SetRect(&rect, 320, 0, 320, 480);
+ check_readback_data_color(&rb, &rect, 0xffffffff, 1);
+ release_resource_readback(&rb);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = i % 2 ? 1.0f : -1.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context->backbuffer_rtv, white);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ get_texture_readback(test_context->backbuffer, 0, &rb);
+ SetRect(&rect, 0, 0, 640, 240);
+ check_readback_data_color(&rb, &rect, 0xff00ff00, 1);
+ SetRect(&rect, 0, 240, 640, 240);
+ check_readback_data_color(&rb, &rect, 0xffffffff, 1);
+ release_resource_readback(&rb);
+}
+
+static void test_clip_distance(void)
+{
+ struct d3d11_test_context test_context;
+ ID3D11Buffer *vs_cb, *tess_cb, *gs_cb;
+ D3D_FEATURE_LEVEL feature_level;
+ ID3D11DomainShader *ds = NULL;
+ ID3D11DeviceContext *context;
+ struct resource_readback rb;
+ unsigned int offset, stride;
+ ID3D11HullShader *hs = NULL;
+ ID3D11GeometryShader *gs;
+ ID3D11Device *device;
+ ID3D11Buffer *vb;
+ unsigned int i;
+ HRESULT hr;
+ RECT rect;
+
+ static const DWORD vs_code[] =
+ {
+#if 0
+ bool use_constant;
+ float clip_distance;
+
+ struct input
+ {
+ float4 position : POSITION;
+ float distance0 : CLIP_DISTANCE0;
+ float distance1 : CLIP_DISTANCE1;
+ };
+
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float user_clip : CLIP_DISTANCE;
+ float clip : SV_ClipDistance;
+ };
+
+ void main(input vin, out vertex vertex)
+ {
+ vertex.position = vin.position;
+ vertex.user_clip = vin.distance0;
+ vertex.clip = vin.distance0;
+ if (use_constant)
+ vertex.clip = clip_distance;
+ }
+#endif
+ 0x43425844, 0x09dfef58, 0x88570f2e, 0x1ebcf953, 0x9f97e22a, 0x00000001, 0x000001dc, 0x00000003,
+ 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000001, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f,
+ 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
+ 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a,
+ 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065,
+ 0x52444853, 0x000000b4, 0x00010040, 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001,
+ 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002,
+ 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102012,
+ 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012, 0x00000002, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a, 0x00000001, 0x0100003e,
+ };
+ static const DWORD vs_multiple_code[] =
+ {
+#if 0
+ bool use_constant;
+ float clip_distance0;
+ float clip_distance1;
+
+ struct input
+ {
+ float4 position : POSITION;
+ float distance0 : CLIP_DISTANCE0;
+ float distance1 : CLIP_DISTANCE1;
+ };
+
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float user_clip : CLIP_DISTANCE;
+ float2 clip : SV_ClipDistance;
+ };
+
+ void main(input vin, out vertex vertex)
+ {
+ vertex.position = vin.position;
+ vertex.user_clip = vin.distance0;
+ vertex.clip.x = vin.distance0;
+ if (use_constant)
+ vertex.clip.x = clip_distance0;
+ vertex.clip.y = vin.distance1;
+ if (use_constant)
+ vertex.clip.y = clip_distance1;
+ }
+#endif
+ 0x43425844, 0xef5cc236, 0xe2fbfa69, 0x560b6591, 0x23037999, 0x00000001, 0x00000214, 0x00000003,
+ 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000101, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f,
+ 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
+ 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a,
+ 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000c03, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065,
+ 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059, 0x00208e46, 0x00000000, 0x00000001,
+ 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x0300005f, 0x00101012,
+ 0x00000002, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001,
+ 0x04000067, 0x00102032, 0x00000002, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46,
+ 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012,
+ 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a,
+ 0x00000001, 0x0b000037, 0x00102022, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020802a,
+ 0x00000000, 0x00000000, 0x0010100a, 0x00000002, 0x0100003e,
+ };
+#if 0
+ bool use_constant;
+ float clip_distance0;
+ float clip_distance1;
+ float tessellation_factor;
+
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float user_clip : CLIP_DISTANCE;
+ float clip : SV_ClipDistance;
+ };
+
+ struct patch_constant_data
+ {
+ float edges[4] : SV_TessFactor;
+ float inside[2] : SV_InsideTessFactor;
+ };
+
+ patch_constant_data patch_constant()
+ {
+ patch_constant_data output;
+
+ output.edges[0] = tessellation_factor;
+ output.edges[1] = tessellation_factor;
+ output.edges[2] = tessellation_factor;
+ output.edges[3] = tessellation_factor;
+ output.inside[0] = tessellation_factor;
+ output.inside[1] = tessellation_factor;
+
+ return output;
+ }
+
+ [domain("quad")]
+ [outputcontrolpoints(4)]
+ [outputtopology("triangle_cw")]
+ [partitioning("pow2")]
+ [patchconstantfunc("patch_constant")]
+ vertex hs_main(InputPatch<vertex, 4> input,
+ uint i : SV_OutputControlPointID)
+ {
+ vertex o;
+ o.position = input[i].position;
+ o.user_clip = input[i].user_clip;
+ o.clip = input[i].user_clip;
+ return o;
+ }
+
+ float4 interpolate_vec(float4 a, float4 b, float4 c, float4 d, float2 tess_coord)
+ {
+ float4 e = lerp(a, b, tess_coord.x);
+ float4 f = lerp(c, d, tess_coord.x);
+ return lerp(e, f, tess_coord.y);
+ }
+
+ float interpolate(float a, float b, float c, float d, float2 tess_coord)
+ {
+ float e = lerp(a, b, tess_coord.x);
+ float f = lerp(c, d, tess_coord.x);
+ return lerp(e, f, tess_coord.y);
+ }
+
+ [domain("quad")]
+ vertex ds_main(patch_constant_data input,
+ float2 tess_coord : SV_DomainLocation,
+ const OutputPatch<vertex, 4> patch)
+ {
+ vertex output;
+
+ output.position = interpolate_vec(patch[0].position, patch[1].position,
+ patch[2].position, patch[3].position, tess_coord);
+ output.user_clip = interpolate(patch[0].user_clip, patch[1].user_clip,
+ patch[2].user_clip, patch[3].user_clip, tess_coord);
+ output.clip = interpolate(patch[0].clip, patch[1].clip,
+ patch[2].clip, patch[3].clip, tess_coord);
+ if (use_constant)
+ output.clip = clip_distance0;
+
+ return output;
+ }
+#endif
+ static const DWORD hs_code[] =
+ {
+ 0x43425844, 0x5a6d7564, 0x5f30a6c9, 0x2cf3b848, 0x5b4c6dca, 0x00000001, 0x00000414, 0x00000004,
+ 0x00000030, 0x000000b4, 0x00000138, 0x000001fc, 0x4e475349, 0x0000007c, 0x00000003, 0x00000008,
+ 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x0000005c, 0x00000000,
+ 0x00000000, 0x00000003, 0x00000001, 0x00000101, 0x0000006a, 0x00000000, 0x00000002, 0x00000003,
+ 0x00000002, 0x00000001, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154,
+ 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x4e47534f, 0x0000007c, 0x00000003,
+ 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, 0x00000000, 0x00000002,
+ 0x00000003, 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f,
+ 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x47534350, 0x000000bc,
+ 0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x0000000b, 0x00000003, 0x00000000, 0x00000e01,
+ 0x00000098, 0x00000001, 0x0000000b, 0x00000003, 0x00000001, 0x00000e01, 0x00000098, 0x00000002,
+ 0x0000000b, 0x00000003, 0x00000002, 0x00000e01, 0x00000098, 0x00000003, 0x0000000b, 0x00000003,
+ 0x00000003, 0x00000e01, 0x000000a6, 0x00000000, 0x0000000c, 0x00000003, 0x00000004, 0x00000e01,
+ 0x000000a6, 0x00000001, 0x0000000c, 0x00000003, 0x00000005, 0x00000e01, 0x545f5653, 0x46737365,
+ 0x6f746361, 0x56530072, 0x736e495f, 0x54656469, 0x46737365, 0x6f746361, 0xabab0072, 0x58454853,
+ 0x00000210, 0x00030050, 0x00000084, 0x01000071, 0x01002093, 0x01002094, 0x01001895, 0x01001096,
+ 0x01001897, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x01000072, 0x0200005f,
+ 0x00016000, 0x0400005f, 0x002010f2, 0x00000004, 0x00000000, 0x0400005f, 0x00201012, 0x00000004,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x00102012, 0x00000001, 0x03000065,
+ 0x00102012, 0x00000002, 0x02000068, 0x00000001, 0x04000036, 0x00100012, 0x00000000, 0x00016001,
+ 0x07000036, 0x001020f2, 0x00000000, 0x00a01e46, 0x0010000a, 0x00000000, 0x00000000, 0x07000036,
+ 0x00102012, 0x00000001, 0x00a0100a, 0x0010000a, 0x00000000, 0x00000001, 0x07000036, 0x00102012,
+ 0x00000002, 0x00a0100a, 0x0010000a, 0x00000000, 0x00000001, 0x0100003e, 0x01000073, 0x02000099,
+ 0x00000004, 0x0200005f, 0x00017000, 0x04000067, 0x00102012, 0x00000000, 0x0000000b, 0x04000067,
+ 0x00102012, 0x00000001, 0x0000000c, 0x04000067, 0x00102012, 0x00000002, 0x0000000d, 0x04000067,
+ 0x00102012, 0x00000003, 0x0000000e, 0x02000068, 0x00000001, 0x0400005b, 0x00102012, 0x00000000,
+ 0x00000004, 0x04000036, 0x00100012, 0x00000000, 0x0001700a, 0x07000036, 0x00902012, 0x0010000a,
+ 0x00000000, 0x0020803a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x02000099, 0x00000002,
+ 0x0200005f, 0x00017000, 0x04000067, 0x00102012, 0x00000004, 0x0000000f, 0x04000067, 0x00102012,
+ 0x00000005, 0x00000010, 0x02000068, 0x00000001, 0x0400005b, 0x00102012, 0x00000004, 0x00000002,
+ 0x04000036, 0x00100012, 0x00000000, 0x0001700a, 0x08000036, 0x00d02012, 0x00000004, 0x0010000a,
+ 0x00000000, 0x0020803a, 0x00000000, 0x00000000, 0x0100003e,
+ };
+ static const DWORD ds_code[] =
+ {
+ 0x43425844, 0xc54dc020, 0x063a9622, 0x6f649eb9, 0xceb1dd36, 0x00000001, 0x0000054c, 0x00000004,
+ 0x00000030, 0x000000b4, 0x00000178, 0x000001fc, 0x4e475349, 0x0000007c, 0x00000003, 0x00000008,
+ 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x0000005c, 0x00000000,
+ 0x00000000, 0x00000003, 0x00000001, 0x00000101, 0x0000006a, 0x00000000, 0x00000002, 0x00000003,
+ 0x00000002, 0x00000101, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154,
+ 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x47534350, 0x000000bc, 0x00000006,
+ 0x00000008, 0x00000098, 0x00000000, 0x0000000b, 0x00000003, 0x00000000, 0x00000001, 0x00000098,
+ 0x00000001, 0x0000000b, 0x00000003, 0x00000001, 0x00000001, 0x00000098, 0x00000002, 0x0000000b,
+ 0x00000003, 0x00000002, 0x00000001, 0x00000098, 0x00000003, 0x0000000b, 0x00000003, 0x00000003,
+ 0x00000001, 0x000000a6, 0x00000000, 0x0000000c, 0x00000003, 0x00000004, 0x00000001, 0x000000a6,
+ 0x00000001, 0x0000000c, 0x00000003, 0x00000005, 0x00000001, 0x545f5653, 0x46737365, 0x6f746361,
+ 0x56530072, 0x736e495f, 0x54656469, 0x46737365, 0x6f746361, 0xabab0072, 0x4e47534f, 0x0000007c,
+ 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
+ 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, 0x00000000,
+ 0x00000002, 0x00000003, 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43,
+ 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x58454853,
+ 0x00000348, 0x00040050, 0x000000d2, 0x01002093, 0x01001895, 0x0100086a, 0x04000059, 0x00208e46,
+ 0x00000000, 0x00000001, 0x0200005f, 0x0001c032, 0x0400005f, 0x002190f2, 0x00000004, 0x00000000,
+ 0x0400005f, 0x00219012, 0x00000004, 0x00000001, 0x0400005f, 0x00219012, 0x00000004, 0x00000002,
+ 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067,
+ 0x00102012, 0x00000002, 0x00000002, 0x02000068, 0x00000002, 0x0a000000, 0x001000f2, 0x00000000,
+ 0x80219e46, 0x00000041, 0x00000002, 0x00000000, 0x00219e46, 0x00000003, 0x00000000, 0x09000032,
+ 0x001000f2, 0x00000000, 0x0001c006, 0x00100e46, 0x00000000, 0x00219e46, 0x00000002, 0x00000000,
+ 0x0a000000, 0x001000f2, 0x00000001, 0x80219e46, 0x00000041, 0x00000000, 0x00000000, 0x00219e46,
+ 0x00000001, 0x00000000, 0x09000032, 0x001000f2, 0x00000001, 0x0001c006, 0x00100e46, 0x00000001,
+ 0x00219e46, 0x00000000, 0x00000000, 0x08000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
+ 0x80100e46, 0x00000041, 0x00000001, 0x08000032, 0x001020f2, 0x00000000, 0x0001c556, 0x00100e46,
+ 0x00000000, 0x00100e46, 0x00000001, 0x0a000000, 0x00100012, 0x00000000, 0x8021900a, 0x00000041,
+ 0x00000002, 0x00000001, 0x0021900a, 0x00000003, 0x00000001, 0x09000032, 0x00100012, 0x00000000,
+ 0x0001c00a, 0x0010000a, 0x00000000, 0x0021900a, 0x00000002, 0x00000001, 0x0a000000, 0x00100022,
+ 0x00000000, 0x8021900a, 0x00000041, 0x00000000, 0x00000001, 0x0021900a, 0x00000001, 0x00000001,
+ 0x09000032, 0x00100022, 0x00000000, 0x0001c00a, 0x0010001a, 0x00000000, 0x0021900a, 0x00000000,
+ 0x00000001, 0x08000000, 0x00100012, 0x00000000, 0x8010001a, 0x00000041, 0x00000000, 0x0010000a,
+ 0x00000000, 0x08000032, 0x00102012, 0x00000001, 0x0001c01a, 0x0010000a, 0x00000000, 0x0010001a,
+ 0x00000000, 0x0a000000, 0x00100012, 0x00000000, 0x8021900a, 0x00000041, 0x00000002, 0x00000002,
+ 0x0021900a, 0x00000003, 0x00000002, 0x09000032, 0x00100012, 0x00000000, 0x0001c00a, 0x0010000a,
+ 0x00000000, 0x0021900a, 0x00000002, 0x00000002, 0x0a000000, 0x00100022, 0x00000000, 0x8021900a,
+ 0x00000041, 0x00000000, 0x00000002, 0x0021900a, 0x00000001, 0x00000002, 0x09000032, 0x00100022,
+ 0x00000000, 0x0001c00a, 0x0010001a, 0x00000000, 0x0021900a, 0x00000000, 0x00000002, 0x08000000,
+ 0x00100012, 0x00000000, 0x8010001a, 0x00000041, 0x00000000, 0x0010000a, 0x00000000, 0x08000032,
+ 0x00100012, 0x00000000, 0x0001c01a, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x0b000037,
+ 0x00102012, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
+ 0x0010000a, 0x00000000, 0x0100003e,
+ };
+ static const DWORD gs_code[] =
+ {
+#if 0
+ bool use_constant;
+ float clip_distance;
+
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float user_clip : CLIP_DISTANCE;
+ float clip : SV_ClipDistance;
+ };
+
+ [maxvertexcount(3)]
+ void main(triangle vertex input[3], inout TriangleStream<vertex> output)
+ {
+ vertex o;
+ o = input[0];
+ o.clip = input[0].user_clip;
+ if (use_constant)
+ o.clip = clip_distance;
+ output.Append(o);
+ o = input[1];
+ o.clip = input[1].user_clip;
+ if (use_constant)
+ o.clip = clip_distance;
+ output.Append(o);
+ o = input[2];
+ o.clip = input[2].user_clip;
+ if (use_constant)
+ o.clip = clip_distance;
+ output.Append(o);
+ }
+#endif
+ 0x43425844, 0x9b0823e9, 0xab3ed100, 0xba0ff618, 0x1bbd1cb8, 0x00000001, 0x00000338, 0x00000003,
+ 0x0000002c, 0x000000b0, 0x00000134, 0x4e475349, 0x0000007c, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x0000005c, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, 0x00000002,
+ 0x00000001, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045,
+ 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x4e47534f, 0x0000007c, 0x00000003, 0x00000008,
+ 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
+ 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, 0x00000000, 0x00000002, 0x00000003,
+ 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154,
+ 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x52444853, 0x000001fc, 0x00020040,
+ 0x0000007f, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x05000061, 0x002010f2, 0x00000003,
+ 0x00000000, 0x00000001, 0x0400005f, 0x00201012, 0x00000003, 0x00000001, 0x0400005f, 0x00201012,
+ 0x00000003, 0x00000002, 0x02000068, 0x00000001, 0x0100185d, 0x0100285c, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002,
+ 0x00000002, 0x0200005e, 0x00000003, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000000,
+ 0x00000000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000000, 0x00000001, 0x0c000037,
+ 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
+ 0x0020100a, 0x00000000, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000,
+ 0x01000013, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000001, 0x00000000, 0x06000036,
+ 0x00102012, 0x00000001, 0x0020100a, 0x00000001, 0x00000001, 0x0c000037, 0x00100012, 0x00000000,
+ 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000001,
+ 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x06000036,
+ 0x001020f2, 0x00000000, 0x00201e46, 0x00000002, 0x00000000, 0x06000036, 0x00102012, 0x00000001,
+ 0x0020100a, 0x00000002, 0x00000001, 0x0c000037, 0x00100012, 0x00000000, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000002, 0x00000001, 0x05000036,
+ 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x0100003e,
+ };
+ static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"CLIP_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"CLIP_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 4, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+ struct
+ {
+ float clip_distance0;
+ float clip_distance1;
+ }
+ vertices[] =
+ {
+ {1.0f, 1.0f},
+ {1.0f, 1.0f},
+ {1.0f, 1.0f},
+ {1.0f, 1.0f},
+ };
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
+ struct
+ {
+ BOOL use_constant;
+ float clip_distance0;
+ float clip_distance1;
+ float tessellation_factor;
+ } cb_data;
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+ device = test_context.device;
+ context = test_context.immediate_context;
+ feature_level = ID3D11Device_GetFeatureLevel(device);
+
+ hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
+ vs_code, sizeof(vs_code), &test_context.input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
+ stride = sizeof(*vertices);
+ offset = 0;
+ ID3D11DeviceContext_IASetVertexBuffers(context, 1, 1, &vb, &stride, &offset);
+
+ hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+
+ memset(&cb_data, 0, sizeof(cb_data));
+ cb_data.tessellation_factor = 1.0f;
+ vs_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data);
+ ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &vs_cb);
+ tess_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data);
+ ID3D11DeviceContext_HSSetConstantBuffers(context, 0, 1, &tess_cb);
+ ID3D11DeviceContext_DSSetConstantBuffers(context, 0, 1, &tess_cb);
+ gs_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data);
+ ID3D11DeviceContext_GSSetConstantBuffers(context, 0, 1, &gs_cb);
+
+ /* vertex shader */
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+ check_clip_distance(&test_context, vb);
+
+ cb_data.use_constant = TRUE;
+ cb_data.clip_distance0 = -1.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vs_cb, 0, NULL, &cb_data, 0, 0);
+
+ /* tessellation shaders */
+ if (feature_level >= D3D_FEATURE_LEVEL_11_0)
+ {
+ ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST);
+
+ hr = ID3D11Device_CreateHullShader(device, hs_code, sizeof(hs_code), NULL, &hs);
+ ok(SUCCEEDED(hr), "Failed to create hull shader, hr %#x.\n", hr);
+ ID3D11DeviceContext_HSSetShader(context, hs, NULL, 0);
+ hr = ID3D11Device_CreateDomainShader(device, ds_code, sizeof(ds_code), NULL, &ds);
+ ok(SUCCEEDED(hr), "Failed to create domain shader, hr %#x.\n", hr);
+ ID3D11DeviceContext_DSSetShader(context, ds, NULL, 0);
+
+ check_clip_distance(&test_context, vb);
+
+ cb_data.use_constant = FALSE;
+ cb_data.tessellation_factor = 2.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)tess_cb, 0, NULL, &cb_data, 0, 0);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = 1.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+ cb_data.use_constant = TRUE;
+ cb_data.clip_distance0 = -1.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)tess_cb, 0, NULL, &cb_data, 0, 0);
+ }
+ else
+ {
+ skip("Tessellation shaders are not supported.\n");
+ }
+
+ /* geometry shader */
+ hr = ID3D11Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), NULL, &gs);
+ ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr);
+ ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0);
+
+ check_clip_distance(&test_context, vb);
+
+ cb_data.use_constant = TRUE;
+ cb_data.clip_distance0 = 1.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)gs_cb, 0, NULL, &cb_data, 0, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+ /* multiple clip distances */
+ ID3D11DeviceContext_HSSetShader(context, NULL, NULL, 0);
+ ID3D11DeviceContext_DSSetShader(context, NULL, NULL, 0);
+ ID3D11DeviceContext_GSSetShader(context, NULL, NULL, 0);
+
+ ID3D11VertexShader_Release(test_context.vs);
+ hr = ID3D11Device_CreateVertexShader(device, vs_multiple_code, sizeof(vs_multiple_code),
+ NULL, &test_context.vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+
+ cb_data.use_constant = FALSE;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vs_cb, 0, NULL, &cb_data, 0, 0);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = 1.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ {
+ vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f;
+ vertices[i].clip_distance1 = i % 2 ? 1.0f : -1.0f;
+ }
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ SetRect(&rect, 0, 0, 320, 240);
+ check_readback_data_color(&rb, &rect, 0xff00ff00, 1);
+ SetRect(&rect, 0, 240, 320, 480);
+ check_readback_data_color(&rb, &rect, 0xffffffff, 1);
+ SetRect(&rect, 320, 0, 640, 480);
+ check_readback_data_color(&rb, &rect, 0xffffffff, 1);
+ release_resource_readback(&rb);
+
+ cb_data.use_constant = TRUE;
+ cb_data.clip_distance0 = 0.0f;
+ cb_data.clip_distance1 = 0.0f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vs_cb, 0, NULL, &cb_data, 0, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+ if (hs)
+ ID3D11HullShader_Release(hs);
+ if (ds)
+ ID3D11DomainShader_Release(ds);
+ ID3D11GeometryShader_Release(gs);
+ ID3D11Buffer_Release(vb);
+ ID3D11Buffer_Release(vs_cb);
+ ID3D11Buffer_Release(tess_cb);
+ ID3D11Buffer_Release(gs_cb);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -22670,4 +23233,5 @@ START_TEST(d3d11)
test_early_depth_stencil();
test_conservative_depth_output();
test_format_compatibility();
+ test_clip_distance();
}
--
2.13.6
More information about the wine-devel
mailing list