From: Józef Kucia <jkucia(a)codeweavers.com>
Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com>
---
tests/d3d12.c | 577 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 577 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 1c6b65fa758a..38e757a28748 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -18345,6 +18345,582 @@ static void test_cpu_descriptors_lifetime(void)
destroy_test_context(&context);
}
+static void check_clip_distance(struct test_context *context,
+ ID3D12PipelineState *pso, D3D12_VERTEX_BUFFER_VIEW vbv[2], ID3D12Resource *vb,
+ ID3D12Resource *vs_cb, ID3D12Resource *gs_cb)
+{
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ struct vertex
+ {
+ float clip_distance0;
+ float clip_distance1;
+ };
+
+ ID3D12GraphicsCommandList *command_list = context->list;
+ ID3D12CommandQueue *queue = context->queue;
+ struct resource_readback rb;
+ struct vertex vertices[4];
+ unsigned int i;
+ D3D12_BOX box;
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = 1.0f;
+ update_buffer_data(vb, 0, sizeof(vertices), vertices);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature);
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
+ ID3D12Resource_GetGPUVirtualAddress(vs_cb));
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2,
+ ID3D12Resource_GetGPUVirtualAddress(gs_cb));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, vbv);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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);
+
+ 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);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = 0.0f;
+ update_buffer_data(vb, 0, sizeof(vertices), vertices);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature);
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
+ ID3D12Resource_GetGPUVirtualAddress(vs_cb));
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2,
+ ID3D12Resource_GetGPUVirtualAddress(gs_cb));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, vbv);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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);
+
+ 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);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = -1.0f;
+ update_buffer_data(vb, 0, sizeof(vertices), vertices);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature);
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
+ ID3D12Resource_GetGPUVirtualAddress(vs_cb));
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2,
+ ID3D12Resource_GetGPUVirtualAddress(gs_cb));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, vbv);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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, 0xffffffff, 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);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f;
+ update_buffer_data(vb, 0, sizeof(vertices), vertices);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature);
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
+ ID3D12Resource_GetGPUVirtualAddress(vs_cb));
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2,
+ ID3D12Resource_GetGPUVirtualAddress(gs_cb));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, vbv);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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);
+ set_box(&box, 0, 0, 0, 320, 480, 1);
+ check_readback_data_uint(&rb, &box, 0xff00ff00, 1);
+ set_box(&box, 320, 0, 0, 320, 480, 1);
+ check_readback_data_uint(&rb, &box, 0xffffffff, 1);
+ 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);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = i % 2 ? 1.0f : -1.0f;
+ update_buffer_data(vb, 0, sizeof(vertices), vertices);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature);
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
+ ID3D12Resource_GetGPUVirtualAddress(vs_cb));
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2,
+ ID3D12Resource_GetGPUVirtualAddress(gs_cb));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, vbv);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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);
+ set_box(&box, 0, 0, 0, 640, 240, 1);
+ check_readback_data_uint(&rb, &box, 0xff00ff00, 0);
+ set_box(&box, 0, 240, 0, 640, 240, 1);
+ check_readback_data_uint(&rb, &box, 0xffffffff, 0);
+ 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);
+}
+
+static void test_clip_distance(void)
+{
+ D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+ D3D12_ROOT_PARAMETER root_parameters[3];
+ ID3D12GraphicsCommandList *command_list;
+ ID3D12Resource *vs_cb, *gs_cb, *vb[2];
+ D3D12_INPUT_LAYOUT_DESC input_layout;
+ D3D12_VERTEX_BUFFER_VIEW vbv[2];
+ struct test_context_desc desc;
+ struct resource_readback rb;
+ struct test_context context;
+ ID3D12CommandQueue *queue;
+ ID3D12PipelineState *pso;
+ ID3D12Device *device;
+ unsigned int i;
+ D3D12_BOX box;
+ HRESULT hr;
+
+ static const DWORD vs_code[] =
+ {
+#if 0
+ bool use_constant;
+ float clip_distance;
+
+ struct input
+ {
+ float4 position : POSITION;
+ float distance0 : CLIP_DISTANCE0;
+ float distance1 : CLIP_DISTANCE1;
+ };
+
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float user_clip : CLIP_DISTANCE;
+ float clip : SV_ClipDistance;
+ };
+
+ void main(input vin, out vertex vertex)
+ {
+ vertex.position = vin.position;
+ vertex.user_clip = vin.distance0;
+ vertex.clip = vin.distance0;
+ if (use_constant)
+ vertex.clip = clip_distance;
+ }
+#endif
+ 0x43425844, 0x09dfef58, 0x88570f2e, 0x1ebcf953, 0x9f97e22a, 0x00000001, 0x000001dc, 0x00000003,
+ 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000001, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f,
+ 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
+ 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a,
+ 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065,
+ 0x52444853, 0x000000b4, 0x00010040, 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001,
+ 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002,
+ 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102012,
+ 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012, 0x00000002, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a, 0x00000001, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
+ static const DWORD vs_multiple_code[] =
+ {
+#if 0
+ bool use_constant;
+ float clip_distance0;
+ float clip_distance1;
+
+ struct input
+ {
+ float4 position : POSITION;
+ float distance0 : CLIP_DISTANCE0;
+ float distance1 : CLIP_DISTANCE1;
+ };
+
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float user_clip : CLIP_DISTANCE;
+ float2 clip : SV_ClipDistance;
+ };
+
+ void main(input vin, out vertex vertex)
+ {
+ vertex.position = vin.position;
+ vertex.user_clip = vin.distance0;
+ vertex.clip.x = vin.distance0;
+ if (use_constant)
+ vertex.clip.x = clip_distance0;
+ vertex.clip.y = vin.distance1;
+ if (use_constant)
+ vertex.clip.y = clip_distance1;
+ }
+#endif
+ 0x43425844, 0xef5cc236, 0xe2fbfa69, 0x560b6591, 0x23037999, 0x00000001, 0x00000214, 0x00000003,
+ 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000101, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f,
+ 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
+ 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a,
+ 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000c03, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065,
+ 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059, 0x00208e46, 0x00000000, 0x00000001,
+ 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x0300005f, 0x00101012,
+ 0x00000002, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001,
+ 0x04000067, 0x00102032, 0x00000002, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46,
+ 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012,
+ 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a,
+ 0x00000001, 0x0b000037, 0x00102022, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020802a,
+ 0x00000000, 0x00000000, 0x0010100a, 0x00000002, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE vs_multiple = {vs_multiple_code, sizeof(vs_multiple_code)};
+ static const DWORD gs_code[] =
+ {
+#if 0
+ bool use_constant;
+ float clip_distance;
+
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float user_clip : CLIP_DISTANCE;
+ float clip : SV_ClipDistance;
+ };
+
+ [maxvertexcount(3)]
+ void main(triangle vertex input[3], inout TriangleStream<vertex> output)
+ {
+ vertex o;
+ o = input[0];
+ o.clip = input[0].user_clip;
+ if (use_constant)
+ o.clip = clip_distance;
+ output.Append(o);
+ o = input[1];
+ o.clip = input[1].user_clip;
+ if (use_constant)
+ o.clip = clip_distance;
+ output.Append(o);
+ o = input[2];
+ o.clip = input[2].user_clip;
+ if (use_constant)
+ o.clip = clip_distance;
+ output.Append(o);
+ }
+#endif
+ 0x43425844, 0x9b0823e9, 0xab3ed100, 0xba0ff618, 0x1bbd1cb8, 0x00000001, 0x00000338, 0x00000003,
+ 0x0000002c, 0x000000b0, 0x00000134, 0x4e475349, 0x0000007c, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x0000005c, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, 0x00000002,
+ 0x00000001, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045,
+ 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x4e47534f, 0x0000007c, 0x00000003, 0x00000008,
+ 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
+ 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, 0x00000000, 0x00000002, 0x00000003,
+ 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154,
+ 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x52444853, 0x000001fc, 0x00020040,
+ 0x0000007f, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x05000061, 0x002010f2, 0x00000003,
+ 0x00000000, 0x00000001, 0x0400005f, 0x00201012, 0x00000003, 0x00000001, 0x0400005f, 0x00201012,
+ 0x00000003, 0x00000002, 0x02000068, 0x00000001, 0x0100185d, 0x0100285c, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002,
+ 0x00000002, 0x0200005e, 0x00000003, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000000,
+ 0x00000000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000000, 0x00000001, 0x0c000037,
+ 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
+ 0x0020100a, 0x00000000, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000,
+ 0x01000013, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000001, 0x00000000, 0x06000036,
+ 0x00102012, 0x00000001, 0x0020100a, 0x00000001, 0x00000001, 0x0c000037, 0x00100012, 0x00000000,
+ 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000001,
+ 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x06000036,
+ 0x001020f2, 0x00000000, 0x00201e46, 0x00000002, 0x00000000, 0x06000036, 0x00102012, 0x00000001,
+ 0x0020100a, 0x00000002, 0x00000001, 0x0c000037, 0x00100012, 0x00000000, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000002, 0x00000001, 0x05000036,
+ 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE gs = {gs_code, sizeof(gs_code)};
+ static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+ {"CLIP_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+ {"CLIP_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 4, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+ };
+ static const struct vec4 quad[] =
+ {
+ {-1.0f, -1.0f},
+ {-1.0f, 1.0f},
+ { 1.0f, -1.0f},
+ { 1.0f, 1.0f},
+ };
+ struct
+ {
+ float clip_distance0;
+ float clip_distance1;
+ }
+ vertices[] =
+ {
+ {1.0f, 1.0f},
+ {1.0f, 1.0f},
+ {1.0f, 1.0f},
+ {1.0f, 1.0f},
+ };
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ struct
+ {
+ BOOL use_constant;
+ float clip_distance0;
+ float clip_distance1;
+ float padding;
+ } cb_data;
+
+ memset(&desc, 0, sizeof(desc));
+ desc.rt_width = 640;
+ desc.rt_height = 480;
+ desc.no_root_signature = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ device = context.device;
+ command_list = context.list;
+ queue = context.queue;
+
+ root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
+ root_parameters[0].Descriptor.ShaderRegister = 0;
+ root_parameters[0].Descriptor.RegisterSpace = 0;
+ root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+ root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
+ root_parameters[1].Descriptor.ShaderRegister = 1;
+ root_parameters[1].Descriptor.RegisterSpace = 0;
+ root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
+ root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
+ root_parameters[2].Descriptor.ShaderRegister = 0;
+ root_parameters[2].Descriptor.RegisterSpace = 0;
+ root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_GEOMETRY;
+ 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_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
+ hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ input_layout.pInputElementDescs = layout_desc;
+ input_layout.NumElements = ARRAY_SIZE(layout_desc);
+
+ init_pipeline_state_desc(&pso_desc, context.root_signature,
+ context.render_target_desc.Format, &vs, NULL, &input_layout);
+ hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&pso);
+ ok(hr == S_OK, "Failed to create pipeline state, hr %#x.\n", hr);
+
+ vb[0] = create_upload_buffer(device, sizeof(quad), quad);
+ vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]);
+ vbv[0].StrideInBytes = sizeof(*quad);
+ vbv[0].SizeInBytes = sizeof(quad);
+
+ vb[1] = create_upload_buffer(device, sizeof(vertices), vertices);
+ vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]);
+ vbv[1].StrideInBytes = sizeof(*vertices);
+ vbv[1].SizeInBytes = sizeof(vertices);
+
+ memset(&cb_data, 0, sizeof(cb_data));
+ vs_cb = create_upload_buffer(device, sizeof(cb_data), &cb_data);
+ gs_cb = create_upload_buffer(device, sizeof(cb_data), &cb_data);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
+ ID3D12Resource_GetGPUVirtualAddress(vs_cb));
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2,
+ ID3D12Resource_GetGPUVirtualAddress(gs_cb));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv);
+
+ /* vertex shader */
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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);
+
+ 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);
+ check_clip_distance(&context, pso, vbv, vb[1], vs_cb, gs_cb);
+
+ cb_data.use_constant = TRUE;
+ cb_data.clip_distance0 = -1.0f;
+ update_buffer_data(vs_cb, 0, sizeof(cb_data), &cb_data);
+
+ ID3D12PipelineState_Release(pso);
+
+ /* geometry shader */
+ pso_desc.GS = gs;
+ hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&pso);
+ ok(hr == S_OK, "Failed to create pipeline state, hr %#x.\n", hr);
+
+ check_clip_distance(&context, pso, vbv, vb[1], vs_cb, gs_cb);
+
+ cb_data.use_constant = TRUE;
+ cb_data.clip_distance0 = 1.0f;
+ update_buffer_data(gs_cb, 0, sizeof(cb_data), &cb_data);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
+ ID3D12Resource_GetGPUVirtualAddress(vs_cb));
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2,
+ ID3D12Resource_GetGPUVirtualAddress(gs_cb));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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);
+
+ ID3D12PipelineState_Release(pso);
+ 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);
+
+ /* multiple clip distances */
+ pso_desc.VS = vs_multiple;
+ memset(&pso_desc.GS, 0, sizeof(pso_desc.GS));
+ hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&pso);
+ ok(hr == S_OK, "Failed to create pipeline state, hr %#x.\n", hr);
+
+ cb_data.use_constant = FALSE;
+ update_buffer_data(vs_cb, 0, sizeof(cb_data), &cb_data);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = 1.0f;
+ update_buffer_data(vb[1], 0, sizeof(vertices), vertices);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
+ ID3D12Resource_GetGPUVirtualAddress(vs_cb));
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2,
+ ID3D12Resource_GetGPUVirtualAddress(gs_cb));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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);
+
+ 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);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ {
+ vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f;
+ vertices[i].clip_distance1 = i % 2 ? 1.0f : -1.0f;
+ }
+ update_buffer_data(vb[1], 0, sizeof(vertices), vertices);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
+ ID3D12Resource_GetGPUVirtualAddress(vs_cb));
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2,
+ ID3D12Resource_GetGPUVirtualAddress(gs_cb));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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);
+ set_box(&box, 0, 0, 0, 320, 240, 1);
+ check_readback_data_uint(&rb, &box, 0xff00ff00, 1);
+ set_box(&box, 0, 240, 0, 320, 480, 1);
+ check_readback_data_uint(&rb, &box, 0xffffffff, 1);
+ set_box(&box, 320, 0, 0, 640, 480, 1);
+ check_readback_data_uint(&rb, &box, 0xffffffff, 1);
+ 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);
+
+ cb_data.use_constant = TRUE;
+ cb_data.clip_distance0 = 0.0f;
+ cb_data.clip_distance1 = 0.0f;
+ update_buffer_data(vs_cb, 0, sizeof(cb_data), &cb_data);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
+ ID3D12Resource_GetGPUVirtualAddress(vs_cb));
+ ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2,
+ ID3D12Resource_GetGPUVirtualAddress(gs_cb));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 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);
+
+ ID3D12PipelineState_Release(pso);
+ for (i = 0; i < ARRAY_SIZE(vb); ++i)
+ ID3D12Resource_Release(vb[i]);
+ ID3D12Resource_Release(vs_cb);
+ ID3D12Resource_Release(gs_cb);
+ destroy_test_context(&context);
+}
+
START_TEST(d3d12)
{
bool enable_debug_layer = false;
@@ -18459,4 +19035,5 @@ START_TEST(d3d12)
run_test(test_layered_rendering);
run_test(test_render_a8);
run_test(test_cpu_descriptors_lifetime);
+ run_test(test_clip_distance);
}
--
2.16.4