[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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