=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: tests: Add test for oMask shader register.

Alexandre Julliard julliard at winehq.org
Wed Jan 23 17:11:25 CST 2019


Module: vkd3d
Branch: master
Commit: b59ddfaec3a63b68e064ffaa0ff4cf99ca931aa0
URL:    https://source.winehq.org/git/vkd3d.git/?a=commit;h=b59ddfaec3a63b68e064ffaa0ff4cf99ca931aa0

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Wed Jan 23 12:46:52 2019 +0100

tests: Add test for oMask shader register.

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 | 87 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++-
 1 file changed, 86 insertions(+), 1 deletion(-)

diff --git a/tests/d3d12.c b/tests/d3d12.c
index 3aa1266..f115e43 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -10991,7 +10991,6 @@ static void test_texture_ld(void)
     }
 
     memset(&desc, 0, sizeof(desc));
-    desc.rt_width = desc.rt_height = 32;
     desc.no_root_signature = true;
     if (!init_test_context(&context, &desc))
         return;
@@ -23061,6 +23060,91 @@ static void test_multisample_rendering(void)
     destroy_test_context(&context);
 }
 
+static void test_sample_mask(void)
+{
+    static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+    D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+    ID3D12GraphicsCommandList *command_list;
+    D3D12_CPU_DESCRIPTOR_HANDLE ms_rtv;
+    ID3D12Resource *ms_render_target;
+    struct test_context_desc desc;
+    struct test_context context;
+    ID3D12CommandQueue *queue;
+    uint32_t sample_mask;
+    HRESULT hr;
+
+    static const DWORD ps_code[] =
+    {
+#if 0
+        uint mask;
+
+        float4 main(in float4 pos : SV_Position, out uint sample_mask : SV_Coverage) : SV_Target
+        {
+            sample_mask = mask;
+            return float4(0.0, 1.0, 0.0, 1.0);
+        }
+#endif
+        0x43425844, 0xfab05c6c, 0xeba1b017, 0xf4493502, 0x72ce5d05, 0x00000001, 0x00000128, 0x00000003,
+        0x0000002c, 0x00000060, 0x000000b8, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
+        0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x00000042, 0x00000000, 0x00000000, 0x00000001, 0xffffffff, 0x00000e01,
+        0x545f5653, 0x65677261, 0x56530074, 0x766f435f, 0x67617265, 0xabab0065, 0x58454853, 0x00000068,
+        0x00000050, 0x0000001a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065,
+        0x001020f2, 0x00000000, 0x02000065, 0x0000f000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
+        0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x05000036, 0x0000f001, 0x0020800a, 0x00000000,
+        0x00000000, 0x0100003e,
+    };
+    static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+
+    memset(&desc, 0, sizeof(desc));
+    desc.rt_descriptor_count = 2;
+    desc.no_root_signature = true;
+    if (!init_test_context(&context, &desc))
+        return;
+    command_list = context.list;
+    queue = context.queue;
+
+    context.root_signature = create_32bit_constants_root_signature(context.device,
+            0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
+
+    init_pipeline_state_desc(&pso_desc, context.root_signature,
+            context.render_target_desc.Format, NULL, &ps, NULL);
+    pso_desc.SampleDesc.Count = 4;
+    hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+            &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
+    ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
+
+    ms_rtv = get_cpu_rtv_handle(&context, context.rtv_heap, 1);
+    desc.sample_desc.Count = 4;
+    create_render_target(&context, &desc, &ms_render_target, &ms_rtv);
+
+    ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+    ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, ms_rtv, white, 0, NULL);
+    ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &ms_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);
+    sample_mask = 0xa;
+    ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 1, &sample_mask, 0);
+    ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
+
+    transition_resource_state(command_list, ms_render_target,
+            D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
+    transition_resource_state(command_list, context.render_target,
+            D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_DEST);
+    ID3D12GraphicsCommandList_ResolveSubresource(command_list,
+            context.render_target, 0, ms_render_target, 0, context.render_target_desc.Format);
+    transition_resource_state(command_list, context.render_target,
+            D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
+    check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff7fff7f, 2);
+
+    ID3D12Resource_Release(ms_render_target);
+    destroy_test_context(&context);
+}
+
 static void test_primitive_restart(void)
 {
     static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
@@ -23461,6 +23545,7 @@ START_TEST(d3d12)
     run_test(test_blend_factor);
     run_test(test_dual_source_blending);
     run_test(test_multisample_rendering);
+    run_test(test_sample_mask);
     run_test(test_primitive_restart);
     run_test(test_vertex_shader_stream_output);
 }




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