[PATCH vkd3d 7/8] tests: Add test for gather4_c shader instructions.

Józef Kucia joseph.kucia at gmail.com
Thu Sep 27 06:30:55 CDT 2018


From: Józef Kucia <jkucia at codeweavers.com>

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 tests/d3d12.c | 299 +++++++++++++++++++++++++++++++++++++++++++++++++++++++---
 1 file changed, 286 insertions(+), 13 deletions(-)

diff --git a/tests/d3d12.c b/tests/d3d12.c
index 9424ca182059..ad5200d55d48 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -937,27 +937,35 @@ static ID3D12RootSignature *create_32bit_constants_root_signature_(unsigned int
     return root_signature;
 }
 
-#define create_texture_root_signature(a, b, c, d) create_texture_root_signature_(__LINE__, a, b, c, d)
+#define create_texture_root_signature(a, b, c, d) create_texture_root_signature_(__LINE__, a, b, c, d, NULL)
 static ID3D12RootSignature *create_texture_root_signature_(unsigned int line,
         ID3D12Device *device, D3D12_SHADER_VISIBILITY shader_visibility,
-        unsigned int constant_count, D3D12_ROOT_SIGNATURE_FLAGS flags)
+        unsigned int constant_count, D3D12_ROOT_SIGNATURE_FLAGS flags,
+        const D3D12_STATIC_SAMPLER_DESC *sampler_desc)
 {
     D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
     ID3D12RootSignature *root_signature = NULL;
+    D3D12_STATIC_SAMPLER_DESC static_sampler;
     D3D12_DESCRIPTOR_RANGE descriptor_range;
     D3D12_ROOT_PARAMETER root_parameters[2];
-    D3D12_STATIC_SAMPLER_DESC sampler_desc;
     HRESULT hr;
 
-    memset(&sampler_desc, 0, sizeof(sampler_desc));
-    sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
-    sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
-    sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
-    sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
-    sampler_desc.MaxLOD = D3D12_FLOAT32_MAX;
-    sampler_desc.ShaderRegister = 0;
-    sampler_desc.RegisterSpace = 0;
-    sampler_desc.ShaderVisibility = shader_visibility;
+    if (sampler_desc)
+    {
+        static_sampler = *sampler_desc;
+    }
+    else
+    {
+        memset(&static_sampler, 0, sizeof(static_sampler));
+        static_sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
+        static_sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+        static_sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+        static_sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+        static_sampler.MaxLOD = D3D12_FLOAT32_MAX;
+        static_sampler.ShaderRegister = 0;
+        static_sampler.RegisterSpace = 0;
+        static_sampler.ShaderVisibility = shader_visibility;
+    }
 
     descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
     descriptor_range.NumDescriptors = 1;
@@ -979,7 +987,7 @@ static ID3D12RootSignature *create_texture_root_signature_(unsigned int line,
     root_signature_desc.NumParameters = constant_count ? 2 : 1;
     root_signature_desc.pParameters = root_parameters;
     root_signature_desc.NumStaticSamplers = 1;
-    root_signature_desc.pStaticSamplers = &sampler_desc;
+    root_signature_desc.pStaticSamplers = &static_sampler;
     root_signature_desc.Flags = flags;
 
     hr = create_root_signature(device, &root_signature_desc, &root_signature);
@@ -9963,6 +9971,270 @@ static void test_gather(void)
     destroy_test_context(&context);
 }
 
+static void test_gather_c(void)
+{
+    struct
+    {
+        int width, height;
+        int offset_x, offset_y;
+        float d_ref;
+    } constants;
+
+    D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
+    ID3D12GraphicsCommandList *command_list;
+    D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
+    D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
+    struct test_context_desc desc;
+    struct resource_readback rb;
+    struct test_context context;
+    ID3D12DescriptorHeap *heap;
+    ID3D12CommandQueue *queue;
+    ID3D12Resource *texture;
+    unsigned int x, y;
+
+    static const DWORD gather4_c_code[] =
+    {
+#if 0
+        SamplerComparisonState s;
+        Texture2D<float4> t;
+
+        int2 size;
+        int2 offset;
+        float d_ref;
+
+        float4 main(float4 position : SV_Position) : SV_Target
+        {
+            return t.GatherCmp(s, position.xy / size, d_ref);
+        }
+#endif
+        0x43425844, 0xd3d04479, 0x901e9208, 0x7074fd0c, 0xbcadb2da, 0x00000001, 0x00000168, 0x00000003,
+        0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000cc, 0x00000050,
+        0x00000033, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300085a, 0x00106000,
+        0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
+        0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032,
+        0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046,
+        0x00000000, 0x00100046, 0x00000000, 0x8e00007e, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000,
+        0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0020800a, 0x00000000,
+        0x00000001, 0x0100003e,
+    };
+    static const D3D12_SHADER_BYTECODE ps_gather4_c = {gather4_c_code, sizeof(gather4_c_code)};
+    static const DWORD gather4_po_c_code[] =
+    {
+#if 0
+        SamplerComparisonState s;
+        Texture2D<float4> t;
+
+        int2 size;
+        int2 offset;
+        float d_ref;
+
+        float4 main(float4 position : SV_Position) : SV_Target
+        {
+            return t.GatherCmp(s, position.xy / size, d_ref, offset);
+        }
+#endif
+        0x43425844, 0x501de13e, 0x472d2d20, 0x6df0fee4, 0xef27d9e6, 0x00000001, 0x00000174, 0x00000003,
+        0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000d8, 0x00000050,
+        0x00000036, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300085a, 0x00106000,
+        0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
+        0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032,
+        0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046,
+        0x00000000, 0x00100046, 0x00000000, 0x91000080, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000,
+        0x00100046, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a,
+        0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x0100003e,
+    };
+    static const D3D12_SHADER_BYTECODE ps_gather4_po_c = {gather4_po_c_code, sizeof(gather4_po_c_code)};
+    static const float texture_data[] =
+    {
+        0.0f, 1.0f, 0.20f, 0.30f,
+        0.4f, 0.5f, 0.60f, 0.70f,
+        0.8f, 0.9f, 0.50f, 0.15f,
+        0.2f, 0.3f, 0.45f, 0.55f,
+    };
+    static const struct vec4 expected_gather4_c[] =
+    {
+        {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 0.0f},
+        {1.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f},
+        {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f},
+        {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f},
+    };
+    static const struct vec4 expected_gather4_po_c[] =
+    {
+        {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f},
+        {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 0.0f},
+        {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f},
+        {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f},
+    };
+    static const struct vec4 white = {1.0f, 1.0f, 1.0f, 1.0f};
+    static const D3D12_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 4};
+    static const D3D12_STATIC_SAMPLER_DESC sampler_desc =
+    {
+        .Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT,
+        .AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
+        .AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
+        .AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
+        .ComparisonFunc = D3D12_COMPARISON_FUNC_LESS,
+        .MaxLOD = D3D12_FLOAT32_MAX,
+        .ShaderRegister = 0,
+        .RegisterSpace = 0,
+        .ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL,
+    };
+
+    memset(&desc, 0, sizeof(desc));
+    desc.rt_width = 4;
+    desc.rt_height = 4;
+    desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+    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_(__LINE__, context.device,
+            D3D12_SHADER_VISIBILITY_PIXEL, 5, 0, &sampler_desc);
+
+    heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
+    cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
+    gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
+
+    texture = create_default_texture(context.device, 4, 4, DXGI_FORMAT_R32_TYPELESS,
+            0, D3D12_RESOURCE_STATE_COPY_DEST);
+    upload_texture_data(texture, &resource_data, 1, queue, command_list);
+    reset_command_list(command_list, context.allocator);
+    transition_resource_state(command_list, texture,
+            D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+    memset(&srv_desc, 0, sizeof(srv_desc));
+    srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
+    srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+    srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+    srv_desc.Texture2D.MipLevels = 1;
+    ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, cpu_handle);
+
+    constants.width = 4;
+    constants.height = 4;
+    constants.offset_x = 1;
+    constants.offset_y = 1;
+    constants.d_ref = 0.46f;
+
+    /* ps_gather4_c */
+    context.pipeline_state = create_pipeline_state(context.device,
+            context.root_signature, desc.rt_format, NULL, &ps_gather4_c, NULL);
+
+    ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, &white.x, 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_SetDescriptorHeaps(command_list, 1, &heap);
+    ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
+    ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0);
+    ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+    ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+    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);
+    get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
+    for (y = 0; y < rb.height; ++y)
+    {
+        for (x = 0; x < rb.width; ++x)
+        {
+            const struct vec4 *expected = &expected_gather4_c[y * rb.width + x];
+            const struct vec4 *got = get_readback_vec4(&rb, x, y);
+            ok(compare_vec4(got, expected, 0),
+                    "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
+                    got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w);
+        }
+    }
+    release_resource_readback(&rb);
+
+    ID3D12PipelineState_Release(context.pipeline_state);
+    reset_command_list(command_list, context.allocator);
+    transition_resource_state(command_list, context.render_target,
+            D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+    /* ps_gather4_po_c */
+    context.pipeline_state = create_pipeline_state(context.device,
+            context.root_signature, desc.rt_format, NULL, &ps_gather4_po_c, NULL);
+
+    ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, &white.x, 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_SetDescriptorHeaps(command_list, 1, &heap);
+    ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
+    ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0);
+    ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+    ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+    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);
+    get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
+    for (y = 0; y < rb.height; ++y)
+    {
+        for (x = 0; x < rb.width; ++x)
+        {
+            const struct vec4 *expected = &expected_gather4_po_c[y * rb.width + x];
+            const struct vec4 *got = get_readback_vec4(&rb, x, y);
+            ok(compare_vec4(got, expected, 0),
+                    "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
+                    got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w);
+        }
+    }
+    release_resource_readback(&rb);
+
+    reset_command_list(command_list, context.allocator);
+    transition_resource_state(command_list, context.render_target,
+            D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+    constants.offset_x = 0;
+    constants.offset_y = 0;
+
+    ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, &white.x, 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_SetDescriptorHeaps(command_list, 1, &heap);
+    ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
+    ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0);
+    ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+    ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+    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);
+    get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
+    for (y = 0; y < rb.height; ++y)
+    {
+        for (x = 0; x < rb.width; ++x)
+        {
+            const struct vec4 *expected = &expected_gather4_c[y * rb.width + x];
+            const struct vec4 *got = get_readback_vec4(&rb, x, y);
+            ok(compare_vec4(got, expected, 0),
+                    "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
+                    got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w);
+        }
+    }
+    release_resource_readback(&rb);
+
+    ID3D12Resource_Release(texture);
+    ID3D12DescriptorHeap_Release(heap);
+    destroy_test_context(&context);
+}
+
 static void test_cube_maps(void)
 {
     unsigned int i, j, sub_resource_idx, sub_resource_count;
@@ -19823,6 +20095,7 @@ START_TEST(d3d12)
     run_test(test_texture);
     run_test(test_texture_ld);
     run_test(test_gather);
+    run_test(test_gather_c);
     run_test(test_cube_maps);
     run_test(test_descriptor_tables);
     run_test(test_descriptor_tables_overlapping_bindings);
-- 
2.16.4




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