tests: Add a test for RSSetShadingRateImage
Passes on D3D12 and VKD3D-Proton. Signed-off-by: Joshua Ashton <joshua@froggi.es>
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tests/d3d12.c
134
tests/d3d12.c
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@ -48942,6 +48942,139 @@ static void test_vrs_dxil(void)
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destroy_test_context(&context);
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}
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static void test_vrs_image(void)
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{
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12PipelineState *pipeline_state = NULL;
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ID3D12GraphicsCommandList5 *command_list;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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unsigned int i;
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HRESULT hr;
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#if 0
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void main(in float4 vPos : SV_POSITION, out float4 o0 : SV_Target0)
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{
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o0 = float4(ddx(vPos.x) / 255.0, ddy(vPos.y) / 255.0, 0.0, 0.0);
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}
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#endif
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static const DWORD ps_code_dxbc[] =
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{
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0x43425844, 0x1cf58366, 0x02883b19, 0xd5e18634, 0xeea3d29b, 0x00000001, 0x00000150, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000b4, 0x00000050,
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0x0000002d, 0x0100086a, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2,
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0x00000000, 0x02000068, 0x00000001, 0x0500007a, 0x00100012, 0x00000000, 0x0010100a, 0x00000000,
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0x07000038, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x3b808081, 0x0500007c,
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0x00100012, 0x00000000, 0x0010101a, 0x00000000, 0x07000038, 0x00102022, 0x00000000, 0x0010000a,
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0x00000000, 0x00004001, 0x3b808081, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x0100003e,
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};
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const D3D12_SHADER_BYTECODE ps = {
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(const void*)ps_code_dxbc,
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sizeof(ps_code_dxbc)
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};
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static const struct
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{
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D3D12_SHADING_RATE base_shading_rate;
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D3D12_SHADING_RATE tex_shading_rate;
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D3D12_SHADING_RATE_COMBINER combiners[2];
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unsigned int expected_color;
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}
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tests[] =
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{
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{D3D12_SHADING_RATE_1X1, D3D12_SHADING_RATE_1X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_OVERRIDE}, 0x00000201},
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{D3D12_SHADING_RATE_1X2, D3D12_SHADING_RATE_2X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_OVERRIDE}, 0x00000102},
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{D3D12_SHADING_RATE_2X1, D3D12_SHADING_RATE_2X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_OVERRIDE}, 0x00000202},
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{D3D12_SHADING_RATE_2X2, D3D12_SHADING_RATE_1X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_OVERRIDE}, 0x00000101},
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{D3D12_SHADING_RATE_1X1, D3D12_SHADING_RATE_1X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000101},
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{D3D12_SHADING_RATE_1X2, D3D12_SHADING_RATE_2X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000201},
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{D3D12_SHADING_RATE_2X1, D3D12_SHADING_RATE_2X2, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000102},
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{D3D12_SHADING_RATE_2X2, D3D12_SHADING_RATE_1X1, {D3D12_SHADING_RATE_COMBINER_PASSTHROUGH, D3D12_SHADING_RATE_COMBINER_PASSTHROUGH}, 0x00000202},
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};
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memset(&desc, 0, sizeof(desc));
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if (!init_test_context(&context, &desc))
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return;
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if (!is_vrs_tier2_supported(context.device))
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{
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skip("VariableRateShading TIER_2 not supported.\n");
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destroy_test_context(&context);
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return;
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}
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hr = ID3D12GraphicsCommandList_QueryInterface(context.list, &IID_ID3D12GraphicsCommandList5, (void **)&command_list);
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ok(hr == S_OK, "Couldn't get GraphicsCommandList5, hr %#x.\n", hr);
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ID3D12GraphicsCommandList5_Release(command_list);
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queue = context.queue;
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, NULL, &ps, NULL);
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&pipeline_state);
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ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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#define TEX_WIDTH (4u)
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#define TEX_HEIGHT (4u)
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ID3D12Resource *texture;
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uint8_t shading_rate_data[TEX_WIDTH * TEX_HEIGHT] =
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{
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tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate,
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tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate,
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tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate,
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tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate, tests[i].tex_shading_rate,
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};
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D3D12_SUBRESOURCE_DATA tex_data = { shading_rate_data, TEX_WIDTH, TEX_WIDTH * TEX_HEIGHT };
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vkd3d_test_set_context("Test %u", i);
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texture = create_default_texture2d(context.device, 4, 4, 1, 1, DXGI_FORMAT_R8_UINT,
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0, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_texture_data(texture, &tex_data, 1, queue, context.list);
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reset_command_list(context.list, context.allocator);
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transition_resource_state(context.list, texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_SHADING_RATE_SOURCE);
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ID3D12GraphicsCommandList5_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
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ID3D12GraphicsCommandList5_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList5_SetPipelineState(command_list, pipeline_state);
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ID3D12GraphicsCommandList5_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList5_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList5_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList5_RSSetShadingRate(command_list, tests[i].base_shading_rate, tests[i].combiners);
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ID3D12GraphicsCommandList5_RSSetShadingRateImage(command_list, NULL);
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ID3D12GraphicsCommandList5_RSSetShadingRateImage(command_list, texture);
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ID3D12GraphicsCommandList5_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(context.list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(context.render_target, 0, queue, context.list, tests[i].expected_color, 0);
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reset_command_list(context.list, context.allocator);
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transition_resource_state(context.list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12Resource_Release(texture);
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#undef TEX_WIDTH
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#undef TEX_HEIGHT
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}
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vkd3d_test_set_context(NULL);
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if (pipeline_state)
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ID3D12PipelineState_Release(pipeline_state);
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destroy_test_context(&context);
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}
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struct suballocation_thread_data
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{
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struct test_context *context;
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@ -50603,6 +50736,7 @@ START_TEST(d3d12)
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run_test(test_virtual_queries);
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run_test(test_vrs);
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run_test(test_vrs_dxil);
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run_test(test_vrs_image);
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run_test(test_stress_suballocation);
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run_test(test_stress_suballocation_multithread);
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run_test(test_placed_image_alignment);
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