Signed-off-by: Józef Kucia jkucia@codeweavers.com --- dlls/d3d11/tests/d3d11.c | 584 ++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 574 insertions(+), 10 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 906761dd337d..341350382fd3 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -1267,12 +1267,13 @@ static void draw_quad_vs(unsigned int line, struct d3d11_test_context *context, vs_code, vs_code_size, &context->input_layout); ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- context->vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad); - hr = ID3D11Device_CreateVertexShader(device, vs_code, vs_code_size, NULL, &context->vs); ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); }
+ if (!context->vb) + context->vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad); + ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout); ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); stride = sizeof(*quad); @@ -12116,13 +12117,6 @@ float4 main(const ps_in v) : SV_TARGET 0x0000000f, 0x0100086a, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, }; - static const struct vec2 quad[] = - { - {-1.0f, -1.0f}, - {-1.0f, 1.0f}, - { 1.0f, -1.0f}, - { 1.0f, 1.0f}, - }; static const struct { float color[4]; @@ -12172,7 +12166,6 @@ float4 main(const ps_in v) : SV_TARGET vs_code, sizeof(vs_code), &test_context.input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- test_context.vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad); colors_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(colors), &colors); index_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
@@ -22563,6 +22556,576 @@ static void test_format_compatibility(void) ok(!refcount, "Device has %u references left.\n", refcount); }
+static void check_clip_distance(struct d3d11_test_context *test_context, ID3D11Buffer *vb) +{ + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + struct vertex + { + float clip_distance0; + float clip_distance1; + }; + + ID3D11DeviceContext *context = test_context->immediate_context; + struct resource_readback rb; + struct vertex vertices[4]; + unsigned int i; + RECT rect; + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = 1.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context->backbuffer_rtv, white); + ID3D11DeviceContext_Draw(context, 4, 0); + check_texture_color(test_context->backbuffer, 0xff00ff00, 1); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = 0.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context->backbuffer_rtv, white); + ID3D11DeviceContext_Draw(context, 4, 0); + check_texture_color(test_context->backbuffer, 0xff00ff00, 1); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = -1.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context->backbuffer_rtv, white); + ID3D11DeviceContext_Draw(context, 4, 0); + check_texture_color(test_context->backbuffer, 0xffffffff, 1); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context->backbuffer_rtv, white); + ID3D11DeviceContext_Draw(context, 4, 0); + get_texture_readback(test_context->backbuffer, 0, &rb); + SetRect(&rect, 0, 0, 320, 480); + check_readback_data_color(&rb, &rect, 0xff00ff00, 1); + SetRect(&rect, 320, 0, 320, 480); + check_readback_data_color(&rb, &rect, 0xffffffff, 1); + release_resource_readback(&rb); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = i % 2 ? 1.0f : -1.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context->backbuffer_rtv, white); + ID3D11DeviceContext_Draw(context, 4, 0); + get_texture_readback(test_context->backbuffer, 0, &rb); + SetRect(&rect, 0, 0, 640, 240); + check_readback_data_color(&rb, &rect, 0xff00ff00, 1); + SetRect(&rect, 0, 240, 640, 240); + check_readback_data_color(&rb, &rect, 0xffffffff, 1); + release_resource_readback(&rb); +} + +static void test_clip_distance(void) +{ + struct d3d11_test_context test_context; + ID3D11Buffer *vs_cb, *tess_cb, *gs_cb; + D3D_FEATURE_LEVEL feature_level; + ID3D11DomainShader *ds = NULL; + ID3D11DeviceContext *context; + struct resource_readback rb; + unsigned int offset, stride; + ID3D11HullShader *hs = NULL; + ID3D11GeometryShader *gs; + ID3D11Device *device; + ID3D11Buffer *vb; + unsigned int i; + HRESULT hr; + RECT rect; + + 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 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, + }; +#if 0 + bool use_constant; + float clip_distance0; + float clip_distance1; + float tessellation_factor; + + struct vertex + { + float4 position : SV_POSITION; + float user_clip : CLIP_DISTANCE; + float clip : SV_ClipDistance; + }; + + struct patch_constant_data + { + float edges[4] : SV_TessFactor; + float inside[2] : SV_InsideTessFactor; + }; + + patch_constant_data patch_constant() + { + patch_constant_data output; + + output.edges[0] = tessellation_factor; + output.edges[1] = tessellation_factor; + output.edges[2] = tessellation_factor; + output.edges[3] = tessellation_factor; + output.inside[0] = tessellation_factor; + output.inside[1] = tessellation_factor; + + return output; + } + + [domain("quad")] + [outputcontrolpoints(4)] + [outputtopology("triangle_cw")] + [partitioning("pow2")] + [patchconstantfunc("patch_constant")] + vertex hs_main(InputPatch<vertex, 4> input, + uint i : SV_OutputControlPointID) + { + vertex o; + o.position = input[i].position; + o.user_clip = input[i].user_clip; + o.clip = input[i].user_clip; + return o; + } + + float4 interpolate_vec(float4 a, float4 b, float4 c, float4 d, float2 tess_coord) + { + float4 e = lerp(a, b, tess_coord.x); + float4 f = lerp(c, d, tess_coord.x); + return lerp(e, f, tess_coord.y); + } + + float interpolate(float a, float b, float c, float d, float2 tess_coord) + { + float e = lerp(a, b, tess_coord.x); + float f = lerp(c, d, tess_coord.x); + return lerp(e, f, tess_coord.y); + } + + [domain("quad")] + vertex ds_main(patch_constant_data input, + float2 tess_coord : SV_DomainLocation, + const OutputPatch<vertex, 4> patch) + { + vertex output; + + output.position = interpolate_vec(patch[0].position, patch[1].position, + patch[2].position, patch[3].position, tess_coord); + output.user_clip = interpolate(patch[0].user_clip, patch[1].user_clip, + patch[2].user_clip, patch[3].user_clip, tess_coord); + output.clip = interpolate(patch[0].clip, patch[1].clip, + patch[2].clip, patch[3].clip, tess_coord); + if (use_constant) + output.clip = clip_distance0; + + return output; + } +#endif + static const DWORD hs_code[] = + { + 0x43425844, 0x5a6d7564, 0x5f30a6c9, 0x2cf3b848, 0x5b4c6dca, 0x00000001, 0x00000414, 0x00000004, + 0x00000030, 0x000000b4, 0x00000138, 0x000001fc, 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, 0x47534350, 0x000000bc, + 0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x0000000b, 0x00000003, 0x00000000, 0x00000e01, + 0x00000098, 0x00000001, 0x0000000b, 0x00000003, 0x00000001, 0x00000e01, 0x00000098, 0x00000002, + 0x0000000b, 0x00000003, 0x00000002, 0x00000e01, 0x00000098, 0x00000003, 0x0000000b, 0x00000003, + 0x00000003, 0x00000e01, 0x000000a6, 0x00000000, 0x0000000c, 0x00000003, 0x00000004, 0x00000e01, + 0x000000a6, 0x00000001, 0x0000000c, 0x00000003, 0x00000005, 0x00000e01, 0x545f5653, 0x46737365, + 0x6f746361, 0x56530072, 0x736e495f, 0x54656469, 0x46737365, 0x6f746361, 0xabab0072, 0x58454853, + 0x00000210, 0x00030050, 0x00000084, 0x01000071, 0x01002093, 0x01002094, 0x01001895, 0x01001096, + 0x01001897, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x01000072, 0x0200005f, + 0x00016000, 0x0400005f, 0x002010f2, 0x00000004, 0x00000000, 0x0400005f, 0x00201012, 0x00000004, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x00102012, 0x00000001, 0x03000065, + 0x00102012, 0x00000002, 0x02000068, 0x00000001, 0x04000036, 0x00100012, 0x00000000, 0x00016001, + 0x07000036, 0x001020f2, 0x00000000, 0x00a01e46, 0x0010000a, 0x00000000, 0x00000000, 0x07000036, + 0x00102012, 0x00000001, 0x00a0100a, 0x0010000a, 0x00000000, 0x00000001, 0x07000036, 0x00102012, + 0x00000002, 0x00a0100a, 0x0010000a, 0x00000000, 0x00000001, 0x0100003e, 0x01000073, 0x02000099, + 0x00000004, 0x0200005f, 0x00017000, 0x04000067, 0x00102012, 0x00000000, 0x0000000b, 0x04000067, + 0x00102012, 0x00000001, 0x0000000c, 0x04000067, 0x00102012, 0x00000002, 0x0000000d, 0x04000067, + 0x00102012, 0x00000003, 0x0000000e, 0x02000068, 0x00000001, 0x0400005b, 0x00102012, 0x00000000, + 0x00000004, 0x04000036, 0x00100012, 0x00000000, 0x0001700a, 0x07000036, 0x00902012, 0x0010000a, + 0x00000000, 0x0020803a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x02000099, 0x00000002, + 0x0200005f, 0x00017000, 0x04000067, 0x00102012, 0x00000004, 0x0000000f, 0x04000067, 0x00102012, + 0x00000005, 0x00000010, 0x02000068, 0x00000001, 0x0400005b, 0x00102012, 0x00000004, 0x00000002, + 0x04000036, 0x00100012, 0x00000000, 0x0001700a, 0x08000036, 0x00d02012, 0x00000004, 0x0010000a, + 0x00000000, 0x0020803a, 0x00000000, 0x00000000, 0x0100003e, + }; + static const DWORD ds_code[] = + { + 0x43425844, 0xc54dc020, 0x063a9622, 0x6f649eb9, 0xceb1dd36, 0x00000001, 0x0000054c, 0x00000004, + 0x00000030, 0x000000b4, 0x00000178, 0x000001fc, 0x4e475349, 0x0000007c, 0x00000003, 0x00000008, + 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x0000005c, 0x00000000, + 0x00000000, 0x00000003, 0x00000001, 0x00000101, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, + 0x00000002, 0x00000101, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, + 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x47534350, 0x000000bc, 0x00000006, + 0x00000008, 0x00000098, 0x00000000, 0x0000000b, 0x00000003, 0x00000000, 0x00000001, 0x00000098, + 0x00000001, 0x0000000b, 0x00000003, 0x00000001, 0x00000001, 0x00000098, 0x00000002, 0x0000000b, + 0x00000003, 0x00000002, 0x00000001, 0x00000098, 0x00000003, 0x0000000b, 0x00000003, 0x00000003, + 0x00000001, 0x000000a6, 0x00000000, 0x0000000c, 0x00000003, 0x00000004, 0x00000001, 0x000000a6, + 0x00000001, 0x0000000c, 0x00000003, 0x00000005, 0x00000001, 0x545f5653, 0x46737365, 0x6f746361, + 0x56530072, 0x736e495f, 0x54656469, 0x46737365, 0x6f746361, 0xabab0072, 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, 0x58454853, + 0x00000348, 0x00040050, 0x000000d2, 0x01002093, 0x01001895, 0x0100086a, 0x04000059, 0x00208e46, + 0x00000000, 0x00000001, 0x0200005f, 0x0001c032, 0x0400005f, 0x002190f2, 0x00000004, 0x00000000, + 0x0400005f, 0x00219012, 0x00000004, 0x00000001, 0x0400005f, 0x00219012, 0x00000004, 0x00000002, + 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, + 0x00102012, 0x00000002, 0x00000002, 0x02000068, 0x00000002, 0x0a000000, 0x001000f2, 0x00000000, + 0x80219e46, 0x00000041, 0x00000002, 0x00000000, 0x00219e46, 0x00000003, 0x00000000, 0x09000032, + 0x001000f2, 0x00000000, 0x0001c006, 0x00100e46, 0x00000000, 0x00219e46, 0x00000002, 0x00000000, + 0x0a000000, 0x001000f2, 0x00000001, 0x80219e46, 0x00000041, 0x00000000, 0x00000000, 0x00219e46, + 0x00000001, 0x00000000, 0x09000032, 0x001000f2, 0x00000001, 0x0001c006, 0x00100e46, 0x00000001, + 0x00219e46, 0x00000000, 0x00000000, 0x08000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x80100e46, 0x00000041, 0x00000001, 0x08000032, 0x001020f2, 0x00000000, 0x0001c556, 0x00100e46, + 0x00000000, 0x00100e46, 0x00000001, 0x0a000000, 0x00100012, 0x00000000, 0x8021900a, 0x00000041, + 0x00000002, 0x00000001, 0x0021900a, 0x00000003, 0x00000001, 0x09000032, 0x00100012, 0x00000000, + 0x0001c00a, 0x0010000a, 0x00000000, 0x0021900a, 0x00000002, 0x00000001, 0x0a000000, 0x00100022, + 0x00000000, 0x8021900a, 0x00000041, 0x00000000, 0x00000001, 0x0021900a, 0x00000001, 0x00000001, + 0x09000032, 0x00100022, 0x00000000, 0x0001c00a, 0x0010001a, 0x00000000, 0x0021900a, 0x00000000, + 0x00000001, 0x08000000, 0x00100012, 0x00000000, 0x8010001a, 0x00000041, 0x00000000, 0x0010000a, + 0x00000000, 0x08000032, 0x00102012, 0x00000001, 0x0001c01a, 0x0010000a, 0x00000000, 0x0010001a, + 0x00000000, 0x0a000000, 0x00100012, 0x00000000, 0x8021900a, 0x00000041, 0x00000002, 0x00000002, + 0x0021900a, 0x00000003, 0x00000002, 0x09000032, 0x00100012, 0x00000000, 0x0001c00a, 0x0010000a, + 0x00000000, 0x0021900a, 0x00000002, 0x00000002, 0x0a000000, 0x00100022, 0x00000000, 0x8021900a, + 0x00000041, 0x00000000, 0x00000002, 0x0021900a, 0x00000001, 0x00000002, 0x09000032, 0x00100022, + 0x00000000, 0x0001c00a, 0x0010001a, 0x00000000, 0x0021900a, 0x00000000, 0x00000002, 0x08000000, + 0x00100012, 0x00000000, 0x8010001a, 0x00000041, 0x00000000, 0x0010000a, 0x00000000, 0x08000032, + 0x00100012, 0x00000000, 0x0001c01a, 0x0010000a, 0x00000000, 0x0010001a, 0x00000000, 0x0b000037, + 0x00102012, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, + 0x0010000a, 0x00000000, 0x0100003e, + }; + 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 D3D11_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"CLIP_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"CLIP_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 4, D3D11_INPUT_PER_VERTEX_DATA, 0}, + }; + 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}; + static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f}; + struct + { + BOOL use_constant; + float clip_distance0; + float clip_distance1; + float tessellation_factor; + } cb_data; + + if (!init_test_context(&test_context, NULL)) + return; + device = test_context.device; + context = test_context.immediate_context; + feature_level = ID3D11Device_GetFeatureLevel(device); + + hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), + vs_code, sizeof(vs_code), &test_context.input_layout); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + + vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vertices), vertices); + stride = sizeof(*vertices); + offset = 0; + ID3D11DeviceContext_IASetVertexBuffers(context, 1, 1, &vb, &stride, &offset); + + hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + + memset(&cb_data, 0, sizeof(cb_data)); + cb_data.tessellation_factor = 1.0f; + vs_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data); + ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &vs_cb); + tess_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data); + ID3D11DeviceContext_HSSetConstantBuffers(context, 0, 1, &tess_cb); + ID3D11DeviceContext_DSSetConstantBuffers(context, 0, 1, &tess_cb); + gs_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data); + ID3D11DeviceContext_GSSetConstantBuffers(context, 0, 1, &gs_cb); + + /* vertex shader */ + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); + draw_color_quad(&test_context, &green); + check_texture_color(test_context.backbuffer, 0xff00ff00, 1); + + check_clip_distance(&test_context, vb); + + cb_data.use_constant = TRUE; + cb_data.clip_distance0 = -1.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vs_cb, 0, NULL, &cb_data, 0, 0); + + /* tessellation shaders */ + if (feature_level >= D3D_FEATURE_LEVEL_11_0) + { + ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST); + + hr = ID3D11Device_CreateHullShader(device, hs_code, sizeof(hs_code), NULL, &hs); + ok(SUCCEEDED(hr), "Failed to create hull shader, hr %#x.\n", hr); + ID3D11DeviceContext_HSSetShader(context, hs, NULL, 0); + hr = ID3D11Device_CreateDomainShader(device, ds_code, sizeof(ds_code), NULL, &ds); + ok(SUCCEEDED(hr), "Failed to create domain shader, hr %#x.\n", hr); + ID3D11DeviceContext_DSSetShader(context, ds, NULL, 0); + + check_clip_distance(&test_context, vb); + + cb_data.use_constant = FALSE; + cb_data.tessellation_factor = 2.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)tess_cb, 0, NULL, &cb_data, 0, 0); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = 1.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); + ID3D11DeviceContext_Draw(context, 4, 0); + check_texture_color(test_context.backbuffer, 0xff00ff00, 1); + + cb_data.use_constant = TRUE; + cb_data.clip_distance0 = -1.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)tess_cb, 0, NULL, &cb_data, 0, 0); + } + else + { + skip("Tessellation shaders are not supported.\n"); + } + + /* geometry shader */ + hr = ID3D11Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), NULL, &gs); + ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); + ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0); + + check_clip_distance(&test_context, vb); + + cb_data.use_constant = TRUE; + cb_data.clip_distance0 = 1.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)gs_cb, 0, NULL, &cb_data, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); + ID3D11DeviceContext_Draw(context, 4, 0); + check_texture_color(test_context.backbuffer, 0xff00ff00, 1); + + /* multiple clip distances */ + ID3D11DeviceContext_HSSetShader(context, NULL, NULL, 0); + ID3D11DeviceContext_DSSetShader(context, NULL, NULL, 0); + ID3D11DeviceContext_GSSetShader(context, NULL, NULL, 0); + + ID3D11VertexShader_Release(test_context.vs); + hr = ID3D11Device_CreateVertexShader(device, vs_multiple_code, sizeof(vs_multiple_code), + NULL, &test_context.vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + + cb_data.use_constant = FALSE; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vs_cb, 0, NULL, &cb_data, 0, 0); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = 1.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); + draw_color_quad(&test_context, &green); + check_texture_color(test_context.backbuffer, 0xff00ff00, 1); + + 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; + } + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); + draw_color_quad(&test_context, &green); + get_texture_readback(test_context.backbuffer, 0, &rb); + SetRect(&rect, 0, 0, 320, 240); + check_readback_data_color(&rb, &rect, 0xff00ff00, 1); + SetRect(&rect, 0, 240, 320, 480); + check_readback_data_color(&rb, &rect, 0xffffffff, 1); + SetRect(&rect, 320, 0, 640, 480); + check_readback_data_color(&rb, &rect, 0xffffffff, 1); + release_resource_readback(&rb); + + cb_data.use_constant = TRUE; + cb_data.clip_distance0 = 0.0f; + cb_data.clip_distance1 = 0.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vs_cb, 0, NULL, &cb_data, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); + draw_color_quad(&test_context, &green); + check_texture_color(test_context.backbuffer, 0xff00ff00, 1); + + if (hs) + ID3D11HullShader_Release(hs); + if (ds) + ID3D11DomainShader_Release(ds); + ID3D11GeometryShader_Release(gs); + ID3D11Buffer_Release(vb); + ID3D11Buffer_Release(vs_cb); + ID3D11Buffer_Release(tess_cb); + ID3D11Buffer_Release(gs_cb); + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -22670,4 +23233,5 @@ START_TEST(d3d11) test_early_depth_stencil(); test_conservative_depth_output(); test_format_compatibility(); + test_clip_distance(); }