From 1761cf3aa18a057fde54429b6bce0ae9f162b6fe Mon Sep 17 00:00:00 2001 From: Joshua Ashton Date: Thu, 15 Apr 2021 15:12:28 +0100 Subject: [PATCH] tests: Add a SV_ClipDistance in HULL shader test Signed-off-by: Joshua Ashton --- tests/d3d12.c | 71 ++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 70 insertions(+), 1 deletion(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index 7de66f63..6934467d 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -29125,7 +29125,76 @@ static void test_nop_tessellation_shaders(void) 0x0100003e, }; static const D3D12_SHADER_BYTECODE hs_index_range = {hs_index_range_code, sizeof(hs_index_range_code)}; - static const D3D12_SHADER_BYTECODE *hull_shaders[] = {&hs_cb, &hs, &hs_index_range}; + static const DWORD hs_clip_distance_code[] = + { +#if 0 + float4 tess_factor; + + struct hs_input + { + float4 position : SV_Position; + }; + + struct hs_output + { + float4 position : SV_Position; + float clip : SV_ClipDistance; + }; + + struct patch_constant_data + { + float edges[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + void patch_constant(InputPatch input, out patch_constant_data output) + { + output.edges[0] = tess_factor.x; + output.edges[1] = 1.0f; + output.edges[2] = 1.0f; + output.inside = tess_factor.y; + } + + [domain("tri")] + [outputcontrolpoints(3)] + [partitioning("integer")] + [outputtopology("triangle_cw")] + [patchconstantfunc("patch_constant")] + hs_output hs_main(InputPatch input, uint i : SV_OutputControlPointID) + { + hs_output output; + output.position = input[i].position; + output.clip = 1024.0; + return output; + } +#endif + 0x43425844, 0x5f7dacae, 0xb950946c, 0x46ce2f56, 0x08cd9f72, 0x00000001, 0x00000300, 0x00000004, + 0x00000030, 0x00000064, 0x000000c0, 0x00000154, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, + 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x7469736f, + 0x006e6f69, 0x4e47534f, 0x00000054, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, + 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000002, 0x00000003, 0x00000001, + 0x00000e01, 0x505f5653, 0x7469736f, 0x006e6f69, 0x435f5653, 0x4470696c, 0x61747369, 0x0065636e, + 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, 0x000001a4, 0x00030051, + 0x00000069, 0x01000071, 0x01001893, 0x01001894, 0x01001095, 0x01000896, 0x01001897, 0x0100086a, + 0x07000059, 0x00308e46, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x01000072, + 0x0200005f, 0x00016000, 0x0400005f, 0x002010f2, 0x00000003, 0x00000000, 0x03000065, 0x001020f2, + 0x00000000, 0x03000065, 0x00102012, 0x00000001, 0x02000068, 0x00000001, 0x04000036, 0x00100012, + 0x00000000, 0x00016001, 0x07000036, 0x001020f2, 0x00000000, 0x00a01e46, 0x0010000a, 0x00000000, + 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x00004001, 0x44800000, 0x0100003e, 0x01000073, + 0x04000067, 0x00102012, 0x00000000, 0x00000011, 0x07000036, 0x00102012, 0x00000000, 0x0030800a, + 0x00000000, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x02000099, 0x00000002, 0x0200005f, + 0x00017000, 0x04000067, 0x00102012, 0x00000001, 0x00000012, 0x04000067, 0x00102012, 0x00000002, + 0x00000013, 0x02000068, 0x00000001, 0x0400005b, 0x00102012, 0x00000001, 0x00000002, 0x04000036, + 0x00100012, 0x00000000, 0x0001700a, 0x07000036, 0x00d02012, 0x00000001, 0x0010000a, 0x00000000, + 0x00004001, 0x3f800000, 0x0100003e, 0x01000073, 0x04000067, 0x00102012, 0x00000003, 0x00000014, + 0x07000036, 0x00102012, 0x00000003, 0x0030801a, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE hs_clip_distance = {hs_clip_distance_code, sizeof(hs_clip_distance_code)}; + static const D3D12_SHADER_BYTECODE *hull_shaders[] = {&hs_cb, &hs, &hs_index_range, &hs_clip_distance}; memset(&desc, 0, sizeof(desc)); desc.no_root_signature = true;