[PATCH vkd3d 4/5] tests: Add test for vCoverage shader register.
Józef Kucia
joseph.kucia at gmail.com
Thu Jan 24 08:09:25 CST 2019
From: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
The test fails on Linux with Intel drivers. The returned coverage mask
appears to be wrong.
---
tests/d3d12.c | 160 ++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 160 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index f115e436ac6d..5cc2e2b72789 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -23145,6 +23145,165 @@ static void test_sample_mask(void)
destroy_test_context(&context);
}
+static void test_coverage(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;
+ ID3D12PipelineState *pso_resolve;
+ struct test_context_desc desc;
+ struct test_context context;
+ ID3D12DescriptorHeap *heap;
+ ID3D12CommandQueue *queue;
+ unsigned int i;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ uint4 main(uint coverage : SV_Coverage) : SV_Target
+ {
+ return coverage;
+ }
+#endif
+ 0x43425844, 0x0d652986, 0x6144c247, 0x743bacfa, 0x95068994, 0x00000001, 0x000000ac, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000034, 0x00000050, 0x0000000d,
+ 0x0100086a, 0x0200005f, 0x00023001, 0x03000065, 0x001020f2, 0x00000000, 0x04000036, 0x001020f2,
+ 0x00000000, 0x00023006, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+ static const DWORD ps_resolve_code[] =
+ {
+#if 0
+ Texture2DMS<uint> t;
+
+ uint4 main(float4 position : SV_Position) : SV_Target
+ {
+ return t.Load((int2)position.xy, 0);
+ }
+#endif
+ 0x43425844, 0x280a495f, 0x88543834, 0x1fd0597d, 0xe7ed74ac, 0x00000001, 0x00000154, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000b8, 0x00000050,
+ 0x0000002e, 0x0100086a, 0x04002058, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032,
+ 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0500001b,
+ 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8b00002e, 0x80000102, 0x00111103, 0x00100012,
+ 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x00004001, 0x00000000, 0x05000036,
+ 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps_resolve = {ps_resolve_code, sizeof(ps_resolve_code)};
+
+ static const struct
+ {
+ unsigned int sample_mask;
+ unsigned int expected_result;
+ }
+ tests[] =
+ {
+ {0x01, 0x1},
+ {0x03, 0x3},
+ {0x07, 0x7},
+ {0x09, 0x9},
+ {0x0d, 0xd},
+ {0x0f, 0xf},
+ {0xff, 0xf},
+ { ~0u, 0xf},
+ };
+
+ if (use_warp_device)
+ {
+ skip("Sample shading tests fail on WARP.\n");
+ return;
+ }
+
+ memset(&desc, 0, sizeof(desc));
+ desc.rt_width = desc.rt_height = 32;
+ desc.rt_format = DXGI_FORMAT_R32_UINT;
+ 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_texture_root_signature(context.device,
+ D3D12_SHADER_VISIBILITY_PIXEL, 1, 0);
+
+ 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);
+
+ heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
+ ID3D12Device_CreateShaderResourceView(context.device, ms_render_target, NULL,
+ get_cpu_descriptor_handle(&context, heap, 0));
+
+ pso_resolve = create_pipeline_state(context.device,
+ context.root_signature, context.render_target_desc.Format, NULL, &ps_resolve, NULL);
+
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ vkd3d_test_set_context("sample mask %#x", tests[i].sample_mask);
+
+ if (context.pipeline_state)
+ ID3D12PipelineState_Release(context.pipeline_state);
+
+ init_pipeline_state_desc(&pso_desc, context.root_signature,
+ context.render_target_desc.Format, NULL, &ps, NULL);
+ pso_desc.SampleMask = tests[i].sample_mask;
+ 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);
+
+ 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);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
+
+ transition_resource_state(command_list, ms_render_target,
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso_resolve);
+ 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_DrawInstanced(command_list, 3, 1, 0, 0);
+
+ transition_resource_state(command_list, ms_render_target,
+ D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ 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, tests[i].expected_result, 0);
+
+ 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);
+ }
+ vkd3d_test_set_context(NULL);
+
+ ID3D12DescriptorHeap_Release(heap);
+ ID3D12PipelineState_Release(pso_resolve);
+ 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};
@@ -23546,6 +23705,7 @@ START_TEST(d3d12)
run_test(test_dual_source_blending);
run_test(test_multisample_rendering);
run_test(test_sample_mask);
+ run_test(test_coverage);
run_test(test_primitive_restart);
run_test(test_vertex_shader_stream_output);
}
--
2.19.2
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