[PATCH vkd3d 7/8] tests: Add test for hull shader control point phase.
Józef Kucia
joseph.kucia at gmail.com
Tue Feb 26 05:27:59 CST 2019
From: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
tests/d3d12.c | 151 ++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 151 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index d8a13a711156..24db7a89dd5c 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -22909,6 +22909,156 @@ static void test_tessellation_dcl_index_range(void)
destroy_test_context(&context);
}
+static void test_hull_shader_control_point_phase(void)
+{
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+ ID3D12GraphicsCommandList *command_list;
+ struct test_context_desc desc;
+ struct test_context context;
+ ID3D12CommandQueue *queue;
+ HRESULT hr;
+
+ static const DWORD vs_code[] =
+ {
+#if 0
+ void main()
+ {
+ }
+#endif
+ 0x43425844, 0x590b08ae, 0x11d28adb, 0x825a5628, 0x34c0c208, 0x00000001, 0x00000064, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000010, 0x00010050, 0x00000004, 0x0100086a,
+ 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
+#if 0
+ struct data
+ {
+ float4 position : SV_Position;
+ };
+
+ struct patch_constant_data
+ {
+ float edges[3] : SV_TessFactor;
+ float inside : SV_InsideTessFactor;
+ };
+
+ void patch_constant(out patch_constant_data output)
+ {
+ output.edges[0] = output.edges[1] = output.edges[2] = 1.0f;
+ output.inside = 1.0f;
+ }
+
+ [domain("tri")]
+ [outputcontrolpoints(3)]
+ [partitioning("integer")]
+ [outputtopology("triangle_cw")]
+ [patchconstantfunc("patch_constant")]
+ data hs_main(uint i : SV_OutputControlPointID)
+ {
+ data output;
+
+ if (i == 0)
+ output.position = float4(-1, 1, 0, 1);
+ else if (i == 1)
+ output.position = float4(3, 1, 0, 1);
+ else
+ output.position = float4(-1, -3, 0, 1);
+
+ return output;
+ }
+
+ [domain("tri")]
+ void ds_main(patch_constant_data input,
+ float3 tess_coord : SV_DomainLocation,
+ const OutputPatch<data, 3> patch,
+ out data output)
+ {
+ uint index = uint(tess_coord.y + 2 * tess_coord.z);
+ output.position = patch[index].position;
+ }
+#endif
+ static const DWORD hs_code[] =
+ {
+ 0x43425844, 0x4204890e, 0x43f4f8e0, 0xbff7edfd, 0x0a48b715, 0x00000001, 0x0000028c, 0x00000004,
+ 0x00000030, 0x00000040, 0x00000074, 0x00000108, 0x4e475349, 0x00000008, 0x00000000, 0x00000008,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x47534350, 0x0000008c, 0x00000004,
+ 0x00000008, 0x00000068, 0x00000000, 0x0000000d, 0x00000003, 0x00000000, 0x00000e01, 0x00000068,
+ 0x00000001, 0x0000000d, 0x00000003, 0x00000001, 0x00000e01, 0x00000068, 0x00000002, 0x0000000d,
+ 0x00000003, 0x00000002, 0x00000e01, 0x00000076, 0x00000000, 0x0000000e, 0x00000003, 0x00000003,
+ 0x00000e01, 0x545f5653, 0x46737365, 0x6f746361, 0x56530072, 0x736e495f, 0x54656469, 0x46737365,
+ 0x6f746361, 0xabab0072, 0x58454853, 0x0000017c, 0x00030050, 0x0000005f, 0x01000071, 0x01000893,
+ 0x01001894, 0x01001095, 0x01000896, 0x01001897, 0x0100086a, 0x01000072, 0x0200005f, 0x00016000,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x06000020, 0x00100012, 0x00000000,
+ 0x00016001, 0x00004001, 0x00000001, 0x0f000037, 0x001000f2, 0x00000000, 0x00100006, 0x00000000,
+ 0x00004002, 0x40400000, 0x3f800000, 0x00000000, 0x3f800000, 0x00004002, 0xbf800000, 0xc0400000,
+ 0x00000000, 0x3f800000, 0x0b000037, 0x001020f2, 0x00000000, 0x00016001, 0x00100e46, 0x00000000,
+ 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000073, 0x02000099,
+ 0x00000003, 0x0200005f, 0x00017000, 0x04000067, 0x00102012, 0x00000000, 0x00000011, 0x04000067,
+ 0x00102012, 0x00000001, 0x00000012, 0x04000067, 0x00102012, 0x00000002, 0x00000013, 0x02000068,
+ 0x00000001, 0x0400005b, 0x00102012, 0x00000000, 0x00000003, 0x04000036, 0x00100012, 0x00000000,
+ 0x0001700a, 0x06000036, 0x00902012, 0x0010000a, 0x00000000, 0x00004001, 0x3f800000, 0x0100003e,
+ 0x01000073, 0x04000067, 0x00102012, 0x00000003, 0x00000014, 0x05000036, 0x00102012, 0x00000003,
+ 0x00004001, 0x3f800000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE hs = {hs_code, sizeof(hs_code)};
+ static const DWORD ds_code[] =
+ {
+ 0x43425844, 0x33c6120a, 0x2d46da82, 0x2c17dddf, 0x252ae7e0, 0x00000001, 0x000001c8, 0x00000004,
+ 0x00000030, 0x00000064, 0x000000f8, 0x0000012c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008,
+ 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x7469736f,
+ 0x006e6f69, 0x47534350, 0x0000008c, 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x0000000d,
+ 0x00000003, 0x00000000, 0x00000001, 0x00000068, 0x00000001, 0x0000000d, 0x00000003, 0x00000001,
+ 0x00000001, 0x00000068, 0x00000002, 0x0000000d, 0x00000003, 0x00000002, 0x00000001, 0x00000076,
+ 0x00000000, 0x0000000e, 0x00000003, 0x00000003, 0x00000001, 0x545f5653, 0x46737365, 0x6f746361,
+ 0x56530072, 0x736e495f, 0x54656469, 0x46737365, 0x6f746361, 0xabab0072, 0x4e47534f, 0x0000002c,
+ 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f,
+ 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x00000094, 0x00040050, 0x00000025, 0x01001893,
+ 0x01001095, 0x0100086a, 0x0200005f, 0x0001c062, 0x0400005f, 0x002190f2, 0x00000003, 0x00000000,
+ 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x07000032, 0x00100012,
+ 0x00000000, 0x0001c02a, 0x00004001, 0x40000000, 0x0001c01a, 0x0500001c, 0x00100012, 0x00000000,
+ 0x0010000a, 0x00000000, 0x07000036, 0x001020f2, 0x00000000, 0x00a19e46, 0x0010000a, 0x00000000,
+ 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ds = {ds_code, sizeof(ds_code)};
+
+ memset(&desc, 0, sizeof(desc));
+ desc.no_pipeline = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ command_list = context.list;
+ queue = context.queue;
+
+ init_pipeline_state_desc(&pso_desc, context.root_signature,
+ context.render_target_desc.Format, NULL, NULL, NULL);
+ pso_desc.VS = vs;
+ pso_desc.HS = hs;
+ pso_desc.DS = ds;
+ pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH;
+ hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
+ ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
+
+ 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_3_CONTROL_POINT_PATCHLIST);
+ 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);
+
+ check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
+
+ destroy_test_context(&context);
+}
+
static void test_render_a8(void)
{
static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
@@ -25257,6 +25407,7 @@ START_TEST(d3d12)
run_test(test_nop_tessellation_shaders);
run_test(test_quad_tessellation);
run_test(test_tessellation_dcl_index_range);
+ run_test(test_hull_shader_control_point_phase);
run_test(test_render_a8);
run_test(test_cpu_descriptors_lifetime);
run_test(test_clip_distance);
--
2.19.2
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