From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 87 ++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 86 insertions(+), 1 deletion(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 3aa12661e80e..f115e436ac6d 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -10991,7 +10991,6 @@ static void test_texture_ld(void) }
memset(&desc, 0, sizeof(desc)); - desc.rt_width = desc.rt_height = 32; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; @@ -23061,6 +23060,91 @@ static void test_multisample_rendering(void) destroy_test_context(&context); }
+static void test_sample_mask(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; + struct test_context_desc desc; + struct test_context context; + ID3D12CommandQueue *queue; + uint32_t sample_mask; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + uint mask; + + float4 main(in float4 pos : SV_Position, out uint sample_mask : SV_Coverage) : SV_Target + { + sample_mask = mask; + return float4(0.0, 1.0, 0.0, 1.0); + } +#endif + 0x43425844, 0xfab05c6c, 0xeba1b017, 0xf4493502, 0x72ce5d05, 0x00000001, 0x00000128, 0x00000003, + 0x0000002c, 0x00000060, 0x000000b8, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x00000042, 0x00000000, 0x00000000, 0x00000001, 0xffffffff, 0x00000e01, + 0x545f5653, 0x65677261, 0x56530074, 0x766f435f, 0x67617265, 0xabab0065, 0x58454853, 0x00000068, + 0x00000050, 0x0000001a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, + 0x001020f2, 0x00000000, 0x02000065, 0x0000f000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, + 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x05000036, 0x0000f001, 0x0020800a, 0x00000000, + 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + + memset(&desc, 0, sizeof(desc)); + 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_32bit_constants_root_signature(context.device, + 0, 1, D3D12_SHADER_VISIBILITY_PIXEL); + + init_pipeline_state_desc(&pso_desc, context.root_signature, + context.render_target_desc.Format, NULL, &ps, NULL); + 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); + + 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); + + 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); + sample_mask = 0xa; + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 1, &sample_mask, 0); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, ms_render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_DEST); + ID3D12GraphicsCommandList_ResolveSubresource(command_list, + context.render_target, 0, ms_render_target, 0, context.render_target_desc.Format); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff7fff7f, 2); + + 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}; @@ -23461,6 +23545,7 @@ START_TEST(d3d12) run_test(test_blend_factor); run_test(test_dual_source_blending); run_test(test_multisample_rendering); + run_test(test_sample_mask); run_test(test_primitive_restart); run_test(test_vertex_shader_stream_output); }