=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: tests: Add test for SV_RenderTargetArrayIndex in pixel shader.
Alexandre Julliard
julliard at winehq.org
Tue Feb 26 15:13:20 CST 2019
Module: vkd3d
Branch: master
Commit: 9eebb38e5686fff01dfaa2f4d1b94343cb83c9bb
URL: https://source.winehq.org/git/vkd3d.git/?a=commit;h=9eebb38e5686fff01dfaa2f4d1b94343cb83c9bb
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Tue Feb 26 12:27:53 2019 +0100
tests: Add test for SV_RenderTargetArrayIndex in pixel shader.
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 | 154 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++--
1 file changed, 150 insertions(+), 4 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 7e74fbf..d8a13a7 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -21633,7 +21633,6 @@ static void test_layered_rendering(void)
D3D12_VERTEX_BUFFER_VIEW vbv;
struct test_context context;
ID3D12CommandQueue *queue;
- ID3D12PipelineState *pso;
ID3D12Device *device;
ID3D12Resource *vb;
HRESULT hr;
@@ -21794,7 +21793,7 @@ static void test_layered_rendering(void)
context.render_target_desc.Format, &vs, &ps, &input_layout);
pso_desc.GS = gs;
hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
- &IID_ID3D12PipelineState, (void **)&pso);
+ &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
vb = create_upload_buffer(context.device, sizeof(vertices), vertices);
@@ -21808,7 +21807,7 @@ static void test_layered_rendering(void)
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
- ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 12, 1, 0, 0);
@@ -21825,7 +21824,153 @@ static void test_layered_rendering(void)
check_sub_resource_uint(context.render_target, 3, queue, command_list, 0xffffff00, 0);
ID3D12Resource_Release(vb);
- ID3D12PipelineState_Release(pso);
+ destroy_test_context(&context);
+}
+
+static void test_ps_layer(void)
+{
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+ ID3D12GraphicsCommandList *command_list;
+ struct test_context_desc desc;
+ struct test_context context;
+ ID3D12CommandQueue *queue;
+ ID3D12Device *device;
+ unsigned int i;
+ HRESULT hr;
+
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const DWORD vs_code[] =
+ {
+#if 0
+ void main(in uint vertex_id : SV_VertexID, out uint layer : LAYER)
+ {
+ layer = vertex_id;
+ }
+#endif
+ 0x43425844, 0xd2b4abd8, 0xf9adf7df, 0xed1b4eb0, 0x4bf54391, 0x00000001, 0x000000d8, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000090, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
+ 0x4e47534f, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
+ 0x00000000, 0x00000e01, 0x4559414c, 0xabab0052, 0x58454853, 0x00000040, 0x00010050, 0x00000010,
+ 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x03000065, 0x00102012, 0x00000000,
+ 0x05000036, 0x00102012, 0x00000000, 0x0010100a, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
+ static const DWORD gs_code[] =
+ {
+#if 0
+ struct gs_in
+ {
+ uint layer : LAYER;
+ };
+
+ struct gs_out
+ {
+ float4 position : SV_Position;
+ uint layer : SV_RenderTargetArrayIndex;
+ };
+
+ [maxvertexcount(3)]
+ void main(point gs_in vin[1], inout TriangleStream<gs_out> vout)
+ {
+ gs_out o;
+
+ o.layer = vin[0].layer;
+
+ o.position = float4(-1, 1, 0, 1);
+ vout.Append(o);
+
+ o.position = float4(3, 1, 0, 1);
+ vout.Append(o);
+
+ o.position = float4(-1, -3, 0, 1);
+ vout.Append(o);
+ }
+#endif
+ 0x43425844, 0x2589d822, 0x7557587c, 0x7d7e9cc0, 0x6bad86aa, 0x00000001, 0x000001fc, 0x00000003,
+ 0x0000002c, 0x0000005c, 0x000000cc, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000101, 0x4559414c, 0xabab0052, 0x3547534f,
+ 0x00000068, 0x00000002, 0x00000008, 0x00000000, 0x00000040, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000000, 0x0000004c, 0x00000000, 0x00000004, 0x00000001, 0x00000001,
+ 0x00000e01, 0x505f5653, 0x7469736f, 0x006e6f69, 0x525f5653, 0x65646e65, 0x72615472, 0x41746567,
+ 0x79617272, 0x65646e49, 0xabab0078, 0x58454853, 0x00000128, 0x00020050, 0x0000004a, 0x0100086a,
+ 0x0400005f, 0x00201012, 0x00000001, 0x00000000, 0x0100085d, 0x0300008f, 0x00110000, 0x00000000,
+ 0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x04000067, 0x00102012, 0x00000001,
+ 0x00000004, 0x0200005e, 0x00000003, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0xbf800000,
+ 0x3f800000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000000,
+ 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
+ 0x40400000, 0x3f800000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a,
+ 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
+ 0x00004002, 0xbf800000, 0xc0400000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001,
+ 0x0020100a, 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE gs = {gs_code, sizeof(gs_code)};
+ static const DWORD ps_code[] =
+ {
+#if 0
+ float4 main(float4 p : SV_Position, uint layer : SV_RenderTargetArrayIndex) : SV_Target0
+ {
+ return layer / 255.0;
+ }
+#endif
+ 0x43425844, 0x53474926, 0xbd247b84, 0x389660f4, 0x331cf598, 0x00000001, 0x00000140, 0x00000003,
+ 0x0000002c, 0x00000094, 0x000000c8, 0x4e475349, 0x00000060, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000004,
+ 0x00000001, 0x00000001, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x525f5653, 0x65646e65,
+ 0x72615472, 0x41746567, 0x79617272, 0x65646e49, 0xabab0078, 0x4e47534f, 0x0000002c, 0x00000001,
+ 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
+ 0x65677261, 0xabab0074, 0x58454853, 0x00000070, 0x00000050, 0x0000001c, 0x0100086a, 0x04000864,
+ 0x00101012, 0x00000001, 0x00000004, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001,
+ 0x05000056, 0x00100012, 0x00000000, 0x0010100a, 0x00000001, 0x0a000038, 0x001020f2, 0x00000000,
+ 0x00100006, 0x00000000, 0x00004002, 0x3b808081, 0x3b808081, 0x3b808081, 0x3b808081, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+ static const unsigned int expected_results[] =
+ {
+ 0x00000000,
+ 0x01010101,
+ 0x02020202,
+ 0x03030303,
+ 0x04040404,
+ 0x05050505,
+ };
+
+ memset(&desc, 0, sizeof(desc));
+ desc.rt_array_size = 6;
+ desc.no_pipeline = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ device = context.device;
+ command_list = context.list;
+ queue = context.queue;
+
+ init_pipeline_state_desc(&pso_desc, context.root_signature,
+ context.render_target_desc.Format, &vs, &ps, NULL);
+ pso_desc.GS = gs;
+ pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT;
+ hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
+ ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
+
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 6, 1, 0, 0);
+
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ for (i = 0; i < ARRAY_SIZE(expected_results); ++i)
+ {
+ check_sub_resource_uint(context.render_target, i, queue, command_list, expected_results[i], 0);
+ reset_command_list(command_list, context.allocator);
+ }
+
destroy_test_context(&context);
}
@@ -25108,6 +25253,7 @@ START_TEST(d3d12)
run_test(test_multithread_command_queue_exec);
run_test(test_geometry_shader);
run_test(test_layered_rendering);
+ run_test(test_ps_layer);
run_test(test_nop_tessellation_shaders);
run_test(test_quad_tessellation);
run_test(test_tessellation_dcl_index_range);
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