[PATCH vkd3d 4/8] tests: Accumulate coverage mask from all fragments.

Józef Kucia joseph.kucia at gmail.com
Mon Mar 4 06:15:17 CST 2019


From: Józef Kucia <jkucia at codeweavers.com>

Clipping may divide the triangle and produce multiple fragments per
pixel.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 tests/d3d12.c            | 160 +++++++++++++++++++--------------------
 tests/d3d12_test_utils.h |   8 +-
 2 files changed, 84 insertions(+), 84 deletions(-)

diff --git a/tests/d3d12.c b/tests/d3d12.c
index 44e128a910d8..5393072f203a 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -24965,74 +24965,60 @@ static void test_sample_mask(void)
 
 static void test_coverage(void)
 {
-    static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+    D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
     D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+    D3D12_DESCRIPTOR_RANGE descriptor_ranges[1];
+    ID3D12DescriptorHeap *cpu_heap, *gpu_heap;
     ID3D12GraphicsCommandList *command_list;
-    D3D12_CPU_DESCRIPTOR_HANDLE ms_rtv;
-    ID3D12Resource *ms_render_target;
-    ID3D12PipelineState *pso_resolve;
+    D3D12_ROOT_PARAMETER root_parameters[1];
     struct test_context_desc desc;
     struct test_context context;
-    ID3D12DescriptorHeap *heap;
     ID3D12CommandQueue *queue;
+    ID3D12Resource *texture;
     unsigned int i;
     HRESULT hr;
 
+    static const float black[4];
+    static const unsigned int zero[4];
     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;
+        RWTexture2D<uint> u;
 
-        uint4 main(float4 position : SV_Position) : SV_Target
+        float4 main(float4 position : SV_Position, uint coverage : SV_Coverage) : SV_Target
         {
-            return t.Load((int2)position.xy, 0);
+            InterlockedOr(u[uint2(position.x, position.y)], coverage);
+            return float4(0.0, 1.0, 0.0, 1.0);
         }
 #endif
-        0x43425844, 0x280a495f, 0x88543834, 0x1fd0597d, 0xe7ed74ac, 0x00000001, 0x00000154, 0x00000003,
+        0x43425844, 0x53236006, 0x68a61a42, 0x5d0a06e7, 0x05a9405b, 0x00000001, 0x00000134, 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,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000098, 0x00000050,
+        0x00000026, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00004444, 0x04002064, 0x00101032,
+        0x00000000, 0x00000001, 0x0200005f, 0x00023001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+        0x00000001, 0x0500001c, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x060000aa, 0x0011e000,
+        0x00000001, 0x00100046, 0x00000000, 0x0002300a, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
+        0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
     };
-    static const D3D12_SHADER_BYTECODE ps_resolve = {ps_resolve_code, sizeof(ps_resolve_code)};
+    static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
 
     static const struct
     {
         unsigned int sample_mask;
-        unsigned int expected_result;
+        unsigned int expected_color;
     }
     tests[] =
     {
-        {0x01, 0x1},
-        {0x03, 0x3},
-        {0x07, 0x7},
-        {0x09, 0x9},
-        {0x0d, 0xd},
-        {0x0f, 0xf},
-        {0xff, 0xf},
-        { ~0u, 0xf},
+        {0x01, 0x40004000},
+        {0x03, 0x7f007f00},
+        {0x07, 0xbf00bf00},
+        {0x09, 0x7f007f00},
+        {0x0d, 0xbf00bf00},
+        {0x0f, 0xff00ff00},
+        {0xff, 0xff00ff00},
+        { ~0u, 0xff00ff00},
     };
 
     if (use_warp_device)
@@ -25043,27 +25029,41 @@ static void test_coverage(void)
 
     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.sample_desc.Count = 4;
     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);
+    descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
+    descriptor_ranges[0].NumDescriptors = 1;
+    descriptor_ranges[0].BaseShaderRegister = 1;
+    descriptor_ranges[0].RegisterSpace = 0;
+    descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0;
+    root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+    root_parameters[0].DescriptorTable.NumDescriptorRanges = ARRAY_SIZE(descriptor_ranges);
+    root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges;
+    root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
+    root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters);
+    root_signature_desc.pParameters = root_parameters;
+    root_signature_desc.NumStaticSamplers = 0;
+    root_signature_desc.pStaticSamplers = NULL;
+    root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
+    hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
+    ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
 
-    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));
+    texture = create_default_texture(context.device, desc.rt_width, desc.rt_height, DXGI_FORMAT_R32_UINT,
+            D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
 
-    pso_resolve = create_pipeline_state(context.device,
-            context.root_signature, context.render_target_desc.Format, NULL, &ps_resolve, NULL);
+    cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
+    gpu_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
+    ID3D12Device_CreateUnorderedAccessView(context.device, texture, NULL, NULL,
+            get_cpu_descriptor_handle(&context, cpu_heap, 0));
+    ID3D12Device_CopyDescriptorsSimple(context.device, 1,
+            get_cpu_descriptor_handle(&context, gpu_heap, 0),
+            get_cpu_descriptor_handle(&context, cpu_heap, 0),
+            D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
 
     for (i = 0; i < ARRAY_SIZE(tests); ++i)
     {
@@ -25075,50 +25075,50 @@ static void test_coverage(void)
         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;
+        pso_desc.SampleDesc.Count = desc.sample_desc.Count;
         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);
+        ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
+                get_gpu_descriptor_handle(&context, gpu_heap, 0),
+                get_cpu_descriptor_handle(&context, cpu_heap, 0),
+                texture, zero, 0, NULL);
 
-        transition_resource_state(command_list, ms_render_target,
-                D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+        uav_barrier(command_list, texture);
 
+        ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, black, 0, NULL);
         ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
         ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
-        ID3D12GraphicsCommandList_SetPipelineState(command_list, pso_resolve);
+        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_SetDescriptorHeaps(command_list, 1, &heap);
-        ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
-                get_gpu_descriptor_handle(&context, heap, 0));
+        ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &gpu_heap);
+        ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list,
+                0, get_gpu_descriptor_handle(&context, gpu_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);
+                D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
+        check_sub_resource_uint(context.render_target, 0, queue, command_list, tests[i].expected_color, 2);
+
+        reset_command_list(command_list, context.allocator);
+        transition_resource_state(command_list, texture,
+                D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
+        check_sub_resource_uint(texture, 0, queue, command_list, tests[i].sample_mask & 0xf, 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);
+                D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+        transition_resource_state(command_list, texture,
+                D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
     }
     vkd3d_test_set_context(NULL);
 
-    ID3D12DescriptorHeap_Release(heap);
-    ID3D12PipelineState_Release(pso_resolve);
-    ID3D12Resource_Release(ms_render_target);
+    ID3D12DescriptorHeap_Release(cpu_heap);
+    ID3D12DescriptorHeap_Release(gpu_heap);
+    ID3D12Resource_Release(texture);
     destroy_test_context(&context);
 }
 
diff --git a/tests/d3d12_test_utils.h b/tests/d3d12_test_utils.h
index 6ccbc64981b9..1b2aec5959f0 100644
--- a/tests/d3d12_test_utils.h
+++ b/tests/d3d12_test_utils.h
@@ -315,14 +315,14 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
         resource_desc.SampleDesc.Count = 1;
         resource_desc.SampleDesc.Quality = 0;
         hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
-                &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
+                &resource_desc, D3D12_RESOURCE_STATE_RESOLVE_DEST, NULL,
                 &IID_ID3D12Resource, (void **)&src_resource);
         ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
 
         ID3D12GraphicsCommandList_ResolveSubresource(command_list,
                 src_resource, 0, texture, sub_resource, resource_desc.Format);
         transition_resource_state(command_list, src_resource,
-                D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
+                D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
 
         sub_resource = 0;
     }
@@ -637,7 +637,7 @@ static void create_render_target_(unsigned int line, struct test_context *contex
     resource_desc.MipLevels = 1;
     resource_desc.Format = desc && desc->rt_format ? desc->rt_format : DXGI_FORMAT_R8G8B8A8_UNORM;
     resource_desc.SampleDesc.Count = desc && desc->sample_desc.Count ? desc->sample_desc.Count : 1;
-    resource_desc.SampleDesc.Quality = desc ? desc->sample_desc.Quality : 0;
+    resource_desc.SampleDesc.Quality = desc && desc->sample_desc.Count ? desc->sample_desc.Quality : 0;
     resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
     resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
     clear_value.Format = resource_desc.Format;
@@ -649,7 +649,7 @@ static void create_render_target_(unsigned int line, struct test_context *contex
             &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
             D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
             &IID_ID3D12Resource, (void **)render_target);
-    ok_(line)(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    ok_(line)(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
 
     context->render_target_desc = resource_desc;
 
-- 
2.19.2




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