tests: Add a test for RSSetShadingRateImage

Passes on D3D12 and VKD3D-Proton.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
This commit is contained in:
Joshua Ashton 2021-03-27 07:52:12 +00:00 committed by Hans-Kristian Arntzen
parent 3284f062de
commit bc87d60ad8
1 changed files with 134 additions and 0 deletions

View File

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