From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 157 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 157 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 136af92b925c..29f976d2758e 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -21798,6 +21798,162 @@ static void test_layered_rendering(void) destroy_test_context(&context); }
+static void test_nop_tessellation_shaders(void) +{ + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12GraphicsCommandList *command_list; + struct test_context_desc desc; + struct test_context context; + ID3D12CommandQueue *queue; + struct vec4 tess_factors; + HRESULT hr; + + static const DWORD hs_cb_code[] = + { +#if 0 + float4 tess_factor; + + struct data + { + float4 position : SV_Position; + }; + + struct patch_constant_data + { + float edges[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + void patch_constant(InputPatch<data, 3> input, out patch_constant_data output) + { + output.edges[0] = tess_factor.x; + output.edges[1] = tess_factor.y; + output.edges[2] = tess_factor.z; + output.inside = tess_factor.w; + } + + [domain("tri")] + [outputcontrolpoints(3)] + [partitioning("integer")] + [outputtopology("triangle_cw")] + [patchconstantfunc("patch_constant")] + data hs_main(InputPatch<data, 3> input, uint i : SV_OutputControlPointID) + { + return input[i]; + } +#endif + 0x43425844, 0x7e698b53, 0x830de202, 0x4287601f, 0x4315faa4, 0x00000001, 0x00000228, 0x00000004, + 0x00000030, 0x00000064, 0x00000098, 0x0000012c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, + 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x7469736f, + 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, + 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x47534350, 0x0000008c, + 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x0000000d, 0x00000003, 0x00000000, 0x00000e01, + 0x00000068, 0x00000001, 0x0000000d, 0x00000003, 0x00000001, 0x00000e01, 0x00000068, 0x00000002, + 0x0000000d, 0x00000003, 0x00000002, 0x00000e01, 0x00000076, 0x00000000, 0x0000000e, 0x00000003, + 0x00000003, 0x00000e01, 0x545f5653, 0x46737365, 0x6f746361, 0x56530072, 0x736e495f, 0x54656469, + 0x46737365, 0x6f746361, 0xabab0072, 0x58454853, 0x000000f4, 0x00030050, 0x0000003d, 0x01000071, + 0x01001893, 0x01001894, 0x01001095, 0x01000896, 0x01001897, 0x0100086a, 0x04000059, 0x00208e46, + 0x00000000, 0x00000001, 0x01000073, 0x04000067, 0x00102012, 0x00000000, 0x00000011, 0x06000036, + 0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x04000067, + 0x00102012, 0x00000001, 0x00000012, 0x06000036, 0x00102012, 0x00000001, 0x0020801a, 0x00000000, + 0x00000000, 0x0100003e, 0x01000073, 0x04000067, 0x00102012, 0x00000002, 0x00000013, 0x06000036, + 0x00102012, 0x00000002, 0x0020802a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x04000067, + 0x00102012, 0x00000003, 0x00000014, 0x06000036, 0x00102012, 0x00000003, 0x0020803a, 0x00000000, + 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE hs_cb = {hs_cb_code, sizeof(hs_cb_code)}; +#if 0 + struct data + { + float4 position : SV_Position; + }; + + struct patch_constant_data + { + float edges[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + void patch_constant(InputPatch<data, 3> input, out patch_constant_data output) + { + output.edges[0] = output.edges[1] = output.edges[2] = 1.0f; + output.inside = 1.0f; + } + + [domain("tri")] + void ds_main(patch_constant_data input, + float3 tess_coord : SV_DomainLocation, + const OutputPatch<data, 3> patch, + out data output) + { + output.position = tess_coord.x * patch[0].position + + tess_coord.y * patch[1].position + + tess_coord.z * patch[2].position; + } +#endif + static const DWORD ds_code[] = + { + 0x43425844, 0x8ed11021, 0x414dff74, 0x426849eb, 0x312f4860, 0x00000001, 0x000001e0, 0x00000004, + 0x00000030, 0x00000064, 0x000000f8, 0x0000012c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, + 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x7469736f, + 0x006e6f69, 0x47534350, 0x0000008c, 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x0000000d, + 0x00000003, 0x00000000, 0x00000001, 0x00000068, 0x00000001, 0x0000000d, 0x00000003, 0x00000001, + 0x00000001, 0x00000068, 0x00000002, 0x0000000d, 0x00000003, 0x00000002, 0x00000001, 0x00000076, + 0x00000000, 0x0000000e, 0x00000003, 0x00000003, 0x00000001, 0x545f5653, 0x46737365, 0x6f746361, + 0x56530072, 0x736e495f, 0x54656469, 0x46737365, 0x6f746361, 0xabab0072, 0x4e47534f, 0x0000002c, + 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, + 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000ac, 0x00040050, 0x0000002b, 0x01001893, + 0x01001095, 0x0100086a, 0x0200005f, 0x0001c072, 0x0400005f, 0x002190f2, 0x00000003, 0x00000000, + 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x07000038, 0x001000f2, + 0x00000000, 0x0001c556, 0x00219e46, 0x00000001, 0x00000000, 0x09000032, 0x001000f2, 0x00000000, + 0x0001c006, 0x00219e46, 0x00000000, 0x00000000, 0x00100e46, 0x00000000, 0x09000032, 0x001020f2, + 0x00000000, 0x0001caa6, 0x00219e46, 0x00000002, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ds = {ds_code, sizeof(ds_code)}; + + memset(&desc, 0, sizeof(desc)); + 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, 4, D3D12_SHADER_VISIBILITY_HULL); + + init_pipeline_state_desc(&pso_desc, context.root_signature, + context.render_target_desc.Format, NULL, NULL, NULL); + pso_desc.HS = hs_cb; + pso_desc.DS = ds; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create state, 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_3_CONTROL_POINT_PATCHLIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + tess_factors.x = tess_factors.y = tess_factors.z = tess_factors.w = 1.0f; + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &tess_factors.x, 0); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + 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, 0xff00ff00, 0); + + destroy_test_context(&context); +} + static void test_render_a8(void) { static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f}; @@ -24142,6 +24298,7 @@ START_TEST(d3d12) run_test(test_multithread_command_queue_exec); run_test(test_geometry_shader); run_test(test_layered_rendering); + run_test(test_nop_tessellation_shaders); run_test(test_render_a8); run_test(test_cpu_descriptors_lifetime); run_test(test_clip_distance);