From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@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); }