From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 152 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 152 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index e3e86e8afa07..654770ac5540 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -25410,6 +25410,157 @@ static void test_coverage(void) destroy_test_context(&context); }
+static void test_shader_eval_attribute(void) +{ + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12GraphicsCommandList *command_list; + struct test_context_desc desc; + struct test_context context; + ID3D12CommandQueue *queue; + HRESULT hr; + + static const DWORD vs_code[] = + { +#if 0 + void main(uint id : SV_VertexID, out float4 position : SV_Position, + out float2 attr : ATTR, out centroid float2 ref : REF) + { + float2 coords = float2((id << 1) & 2, id & 2); + position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); + attr = ref = position.xy; + } +#endif + 0x43425844, 0x9289815f, 0xc6ff580d, 0xa7184c61, 0x4920e2eb, 0x00000001, 0x0000021c, 0x00000003, + 0x0000002c, 0x00000060, 0x000000d0, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, + 0x4e47534f, 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, + 0x00000061, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000c03, 0x505f5653, 0x7469736f, + 0x006e6f69, 0x52545441, 0x46455200, 0xababab00, 0x58454853, 0x00000144, 0x00010050, 0x00000051, + 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, + 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x03000065, 0x00102032, 0x00000002, 0x02000068, + 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001, + 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100042, 0x00000000, 0x0010100a, + 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086, 0x00000000, + 0x0f000032, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, 0xc0000000, + 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x05000036, + 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x05000036, 0x00102032, 0x00000001, 0x00100046, + 0x00000000, 0x05000036, 0x00102032, 0x00000002, 0x00100046, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD ps_eval_sample_index_code[] = + { +#if 0 + float4 main(float4 p : SV_Position, float2 attr : ATTR, + sample float2 ref : REF, uint sample_id : SV_SampleIndex) : SV_Target + { + return float4(EvaluateAttributeAtSample(attr, sample_id) - ref, 0, 1); + } +#endif + 0x43425844, 0x65f268a1, 0x2c1a3d53, 0xd39689a5, 0x2f556a12, 0x00000001, 0x000001a4, 0x00000003, + 0x0000002c, 0x000000c0, 0x000000f4, 0x4e475349, 0x0000008c, 0x00000004, 0x00000008, 0x00000068, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000074, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000303, 0x00000079, 0x00000000, 0x00000000, 0x00000003, 0x00000002, + 0x00000303, 0x0000007d, 0x00000000, 0x0000000a, 0x00000001, 0x00000003, 0x00000101, 0x505f5653, + 0x7469736f, 0x006e6f69, 0x52545441, 0x46455200, 0x5f565300, 0x706d6153, 0x6e49656c, 0x00786564, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a8, 0x00000050, + 0x0000002a, 0x0100086a, 0x03001062, 0x00101032, 0x00000001, 0x03003062, 0x00101032, 0x00000002, + 0x04000863, 0x00101012, 0x00000003, 0x0000000a, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x070000cc, 0x00100032, 0x00000000, 0x00101046, 0x00000001, 0x0010100a, 0x00000003, + 0x08000000, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x80101046, 0x00000041, 0x00000002, + 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, + 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_eval_sample_index = {ps_eval_sample_index_code, sizeof(ps_eval_sample_index_code)}; + static const DWORD ps_eval_centroid_code[] = + { +#if 0 + float4 main(float4 p : SV_Position, float2 attr : ATTR, centroid float2 ref : REF) : SV_Target + { + return float4(EvaluateAttributeCentroid(attr) - ref, 0, 1); + } +#endif + 0x43425844, 0x77f3381c, 0x9cf9ef7c, 0xefc86041, 0x1ab6e047, 0x00000001, 0x00000168, 0x00000003, + 0x0000002c, 0x0000009c, 0x000000d0, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000303, 0x00000061, 0x00000000, 0x00000000, 0x00000003, 0x00000002, + 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52545441, 0x46455200, 0xababab00, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000090, 0x00000050, 0x00000024, + 0x0100086a, 0x03001062, 0x00101032, 0x00000001, 0x03001862, 0x00101032, 0x00000002, 0x03000065, + 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x050000cd, 0x00100032, 0x00000000, 0x00101046, + 0x00000001, 0x08000000, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x80101046, 0x00000041, + 0x00000002, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, + 0x3f800000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_eval_centroid = {ps_eval_centroid_code, sizeof(ps_eval_centroid_code)}; + static const struct vec4 expected_vec4 = {0.0f, 0.0f, 0.0f, 1.0f}; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + + if (use_warp_device) + { + skip("Sample shading tests fail on WARP.\n"); + return; + } + + memset(&desc, 0, sizeof(desc)); + desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; + desc.rt_width = desc.rt_height = 32; + desc.sample_desc.Count = 4; + desc.no_pipeline = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + init_pipeline_state_desc(&pso_desc, context.root_signature, + context.render_target_desc.Format, &vs, &ps_eval_sample_index, NULL); + pso_desc.SampleDesc.Count = desc.sample_desc.Count; + 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_OMSetRenderTargets(command_list, 1, &context.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, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + ID3D12PipelineState_Release(context.pipeline_state); + pso_desc.PS = ps_eval_centroid; + 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_OMSetRenderTargets(command_list, 1, &context.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, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE); + check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0); + + destroy_test_context(&context); +} + static void test_primitive_restart(void) { static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; @@ -25821,6 +25972,7 @@ START_TEST(d3d12) run_test(test_multisample_rendering); run_test(test_sample_mask); run_test(test_coverage); + run_test(test_shader_eval_attribute); run_test(test_primitive_restart); run_test(test_vertex_shader_stream_output); }