Signed-off-by: Hans-Kristian Arntzen post@arntzen-software.no --- tests/d3d12.c | 119 ++++++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 106 insertions(+), 13 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 349f7cb..d892162 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -32812,7 +32812,7 @@ static void test_shader_get_render_target_sample_count(void) destroy_test_context(&context); }
-static void test_shader_sample_position(void) +static void test_shader_sample_position(bool use_dxil) { D3D12_TEXTURE_COPY_LOCATION src_location, dst_location; ID3D12Resource *texture, *readback_texture; @@ -32830,17 +32830,17 @@ static void test_shader_sample_position(void) HRESULT hr;
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; - static const DWORD ps_code[] = - { #if 0 - uint index; - Texture2DMS<float4> t; + uint index; + Texture2DMS<float4> t;
- float4 main() : SV_Target - { - return float4(t.GetSamplePosition(index), 0, 0); - } + float4 main() : SV_Target + { + return float4(t.GetSamplePosition(index), 0, 0); + } #endif + static const DWORD ps_code_dxbc[] = + { 0x43425844, 0x89611945, 0x2b7e06f0, 0x953a72bb, 0x1590618f, 0x00000001, 0x000000f8, 0x00000003, 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, @@ -32850,7 +32850,73 @@ static void test_shader_sample_position(void) 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; - static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const BYTE ps_code_dxil[] = + { + 0x44, 0x58, 0x42, 0x43, 0x4b, 0xad, 0xe8, 0xa6, 0x18, 0x8f, 0x5f, 0xe0, 0x83, 0xa9, 0x6e, 0xc2, 0x5f, 0x1c, 0x43, 0x3c, 0x01, 0x00, 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0x10, 0x00, 0xa3, 0x09, 0x42, 0x30, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x46, 0x18, 0x40, 0x1c, 0x57, 0x09, 0x23, 0x06, 0x09, + 0x00, 0x82, 0x60, 0x60, 0x84, 0x01, 0xc4, 0x71, 0x4b, 0x30, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x46, 0x18, 0x40, 0x1c, 0xc7, 0x20, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x60, 0x84, 0x01, 0xc4, + 0x71, 0x0a, 0x82, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, + }; + const D3D12_SHADER_BYTECODE ps = { + use_dxil ? (const void*)ps_code_dxil : (const void*)ps_code_dxbc, + use_dxil ? sizeof(ps_code_dxil) : sizeof(ps_code_dxbc), + };
memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; @@ -32858,13 +32924,29 @@ static void test_shader_sample_position(void) desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; + + if (use_dxil && !context_supports_dxil(&context)) + { + destroy_test_context(&context); + return; + } + command_list = context.list; queue = context.queue;
context.root_signature = create_texture_root_signature(context.device, D3D12_SHADER_VISIBILITY_PIXEL, 1, 0); - context.pipeline_state = create_pipeline_state(context.device, - context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); + + if (use_dxil) + { + context.pipeline_state = create_pipeline_state_dxil(context.device, + context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); + } + else + { + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); + }
memset(&heap_properties, 0, sizeof(heap_properties)); heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; @@ -32941,6 +33023,16 @@ static void test_shader_sample_position(void) destroy_test_context(&context); }
+static void test_shader_sample_position_dxbc(void) +{ + test_shader_sample_position(false); +} + +static void test_shader_sample_position_dxil(void) +{ + test_shader_sample_position(true); +} + static void test_shader_eval_attribute(void) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; @@ -36660,7 +36752,8 @@ START_TEST(d3d12) run_test(test_coverage_dxbc); run_test(test_coverage_dxil); run_test(test_shader_get_render_target_sample_count); - run_test(test_shader_sample_position); + run_test(test_shader_sample_position_dxbc); + run_test(test_shader_sample_position_dxil); run_test(test_shader_eval_attribute); run_test(test_primitive_restart); run_test(test_vertex_shader_stream_output_dxbc);