=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: tests: Add test for sample positions.
Alexandre Julliard
julliard at winehq.org
Tue Apr 30 02:57:08 CDT 2019
Module: vkd3d
Branch: master
Commit: 698e0d086dcb8752a72d93d6ae8a0b1e8ab95f44
URL: https://source.winehq.org/git/vkd3d.git/?a=commit;h=698e0d086dcb8752a72d93d6ae8a0b1e8ab95f44
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Mon Apr 29 11:38:11 2019 +0200
tests: Add test for sample positions.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
tests/d3d12.c | 130 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 130 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 5f2e6b1..dd13ddf 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -27607,6 +27607,135 @@ static void test_shader_get_render_target_sample_count(void)
destroy_test_context(&context);
}
+static void test_shader_sample_position(void)
+{
+ D3D12_TEXTURE_COPY_LOCATION src_location, dst_location;
+ ID3D12Resource *texture, *readback_texture;
+ ID3D12GraphicsCommandList *command_list;
+ D3D12_HEAP_PROPERTIES heap_properties;
+ D3D12_RESOURCE_DESC resource_desc;
+ struct test_context_desc desc;
+ struct resource_readback rb;
+ struct test_context context;
+ ID3D12DescriptorHeap *heap;
+ ID3D12CommandQueue *queue;
+ uint32_t sample_index;
+ unsigned int i;
+ D3D12_BOX box;
+ HRESULT hr;
+
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const DWORD ps_code[] =
+ {
+#if 0
+ uint index;
+ Texture2DMS<float4> t;
+
+ float4 main() : SV_Target
+ {
+ return float4(t.GetSamplePosition(index), 0, 0);
+ }
+#endif
+ 0x43425844, 0x89611945, 0x2b7e06f0, 0x953a72bb, 0x1590618f, 0x00000001, 0x000000f8, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000080, 0x00000050, 0x00000020,
+ 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002058, 0x00107000, 0x00000000,
+ 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x0900006e, 0x00102032, 0x00000000, 0x00107046,
+ 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000,
+ 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+
+ memset(&desc, 0, sizeof(desc));
+ desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+ desc.rt_width = desc.rt_height = 1;
+ desc.no_root_signature = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ command_list = context.list;
+ queue = context.queue;
+
+ context.root_signature = create_texture_root_signature(context.device,
+ D3D12_SHADER_VISIBILITY_PIXEL, 1, 0);
+ context.pipeline_state = create_pipeline_state(context.device,
+ context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
+
+ memset(&heap_properties, 0, sizeof(heap_properties));
+ heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
+ resource_desc = ID3D12Resource_GetDesc(context.render_target);
+ resource_desc.SampleDesc.Count = 4;
+ hr = ID3D12Device_CreateCommittedResource(context.device,
+ &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
+ D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, (void **)&texture);
+ ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
+
+ heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 16);
+ readback_texture = create_default_texture(context.device, 4, 1, DXGI_FORMAT_R32G32B32A32_FLOAT,
+ D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
+ ID3D12Device_CreateShaderResourceView(context.device, texture, NULL,
+ ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap));
+
+ transition_resource_state(command_list,
+ texture, D3D12_RESOURCE_STATE_COMMON, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ for (sample_index = 0; sample_index < resource_desc.SampleDesc.Count; ++sample_index)
+ {
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
+ get_gpu_descriptor_handle(&context, heap, 0));
+ ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 1, &sample_index, 0);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
+
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ src_location.pResource = context.render_target;
+ src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+ src_location.SubresourceIndex = 0;
+ dst_location.pResource = readback_texture;
+ dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+ dst_location.SubresourceIndex = 0;
+ set_box(&box, 0, 0, 0, 1, 1, 1);
+ ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, sample_index, 0, 0, &src_location, &box);
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ }
+
+ transition_resource_state(command_list, readback_texture,
+ D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ get_texture_readback_with_command_list(readback_texture, 0, &rb, queue, command_list);
+ for (i = 0; i < resource_desc.SampleDesc.Count; ++i)
+ {
+ const struct vec4 *position = get_readback_vec4(&rb, i, 0);
+
+ vkd3d_test_set_context("Sample %u", i);
+
+ ok(-1.0f <= position->x && position->x <= 1.0f, "Unexpected x %.8e.\n", position->x);
+ ok(-1.0f <= position->y && position->y <= 1.0f, "Unexpected y %.8e.\n", position->y);
+ ok(!position->z, "Unexpected z %.8e.\n", position->z);
+ ok(!position->w, "Unexpected w %.8e.\n", position->w);
+
+ if (vkd3d_test_state.debug_level > 0)
+ trace("Sample %u position {%.8e, %.8e}.\n", i, position->x, position->y);
+
+ vkd3d_test_set_context(NULL);
+ }
+ release_resource_readback(&rb);
+
+ ID3D12DescriptorHeap_Release(heap);
+ ID3D12Resource_Release(texture);
+ ID3D12Resource_Release(readback_texture);
+ destroy_test_context(&context);
+}
+
static void test_shader_eval_attribute(void)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
@@ -28623,6 +28752,7 @@ START_TEST(d3d12)
run_test(test_sample_mask);
run_test(test_coverage);
run_test(test_shader_get_render_target_sample_count);
+ run_test(test_shader_sample_position);
run_test(test_shader_eval_attribute);
run_test(test_primitive_restart);
run_test(test_vertex_shader_stream_output);
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