tests: Add test for GetRenderTargetSampleCount().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2019-04-26 12:37:09 +02:00 committed by Alexandre Julliard
parent 90bd84bf83
commit 853e6b9726
1 changed files with 62 additions and 0 deletions

View File

@ -27546,6 +27546,67 @@ static void test_coverage(void)
destroy_test_context(&context);
}
static void test_shader_get_render_target_sample_count(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 float black[4];
static const DWORD ps_code[] =
{
#if 0
float4 main() : SV_Target
{
return GetRenderTargetSampleCount();
}
#endif
0x43425844, 0x74404d37, 0xad6f88e4, 0xb006ea57, 0xf07d9e2a, 0x00000001, 0x000000a4, 0x00000003,
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000002c, 0x00000050, 0x0000000b,
0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x0400006f, 0x001020f2, 0x00000000, 0x0000e00a,
0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
static const struct vec4 sample_count = {8.0f, 8.0f, 8.0f, 8.0f};
memset(&desc, 0, sizeof(desc));
desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
desc.sample_desc.Count = 8;
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, NULL, &ps, 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, black, 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, &sample_count, 0);
destroy_test_context(&context);
}
static void test_shader_eval_attribute(void)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
@ -28561,6 +28622,7 @@ START_TEST(d3d12)
run_test(test_multisample_rendering);
run_test(test_sample_mask);
run_test(test_coverage);
run_test(test_shader_get_render_target_sample_count);
run_test(test_shader_eval_attribute);
run_test(test_primitive_restart);
run_test(test_vertex_shader_stream_output);