diff --git a/tests/d3d12_shaders.c b/tests/d3d12_shaders.c index 5a7ffbf2..535d072e 100644 --- a/tests/d3d12_shaders.c +++ b/tests/d3d12_shaders.c @@ -14253,3 +14253,242 @@ void test_constant_buffer_dxil(void) test_constant_buffers(true); } +void test_minprecision_dxbc(void) +{ + static const D3D12_VIEWPORT vp = { 0.0f, 0.0f, 2.0f, 2.0f, 0.0f, 1.0f }; + static const FLOAT white[] = { 1.0f, 1.0f, 1.0f, 1.0f }; + static const D3D12_RECT sci = { 0, 0, 2, 2 }; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + D3D12_STATIC_SAMPLER_DESC static_sampler; + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; + D3D12_FEATURE_DATA_D3D12_OPTIONS options; + D3D12_DESCRIPTOR_RANGE descriptor_range; + D3D12_ROOT_PARAMETER root_parameter; + D3D12_ROOT_SIGNATURE_DESC rs_desc; + struct test_context_desc desc; + struct test_context context; + struct resource_readback rb; + D3D12_SUBRESOURCE_DATA data; + ID3D12DescriptorHeap *heap; + ID3D12Resource *texture; + unsigned int x, y; + + static const uint8_t tex_data[] = + { + 2, 4, 6, 8, + 10, 12, 14, 16, + 18, 20, 22, 24, + 26, 28, 30, 32, + }; + + static const uint32_t expected_output[] = + { + 0xbdbd1422, 0xfdfd0c22, + 0xfdfd0c22, 0xbdbd1422, + }; + + static const DWORD vs_code[] = + { +#if 0 + struct VSOut + { + float4 pos : SV_Position; + min16float2 uv : UV; + }; + + VSOut main(uint vid : SV_VertexID) + { + VSOut vout; + + if (vid == 0) + vout.pos = float4(-1, -1, 0, 1); + else if (vid == 1) + vout.pos = float4(3, -1, 0, 1); + else + vout.pos = float4(-1, 3, 0, 1); + + vout.uv = min16float2(vout.pos.xy * 0.5 + 0.5); + vout.uv.y = min16float(1.0) - vout.uv.y; + return vout; + } +#endif + 0x43425844, 0xeb05c6ae, 0x0b887e52, 0xad169d77, 0x0a9ce882, 0x00000001, 0x00000240, 0x00000004, + 0x00000030, 0x0000006c, 0x000000cc, 0x00000230, 0x31475349, 0x00000034, 0x00000001, 0x00000008, + 0x00000000, 0x00000028, 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x00000000, + 0x565f5653, 0x65747265, 0x00444978, 0x3147534f, 0x00000058, 0x00000002, 0x00000008, 0x00000000, + 0x00000048, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000000, 0x00000000, + 0x00000054, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x00000001, 0x505f5653, + 0x7469736f, 0x006e6f69, 0xab005655, 0x58454853, 0x0000015c, 0x00010050, 0x00000057, 0x0101086a, + 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x04000065, 0x80102032, 0x00004001, 0x00000001, 0x02000068, 0x00000001, 0x07000020, 0x00100012, + 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000001, 0x0f000037, 0x001000f2, 0x00000000, + 0x00100006, 0x00000000, 0x00004002, 0x40400000, 0xbf800000, 0x00000000, 0x3f800000, 0x00004002, + 0xbf800000, 0x40400000, 0x00000000, 0x3f800000, 0x0c000037, 0x001000f2, 0x00000000, 0x00101006, + 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0xbf800000, 0xbf800000, 0x00000000, 0x3f800000, + 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0f000032, 0x00100032, 0x00000000, + 0x00100046, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000, 0x00000000, 0x00004002, + 0x3f000000, 0x3f000000, 0x00000000, 0x00000000, 0x09000000, 0x80102022, 0x00004001, 0x00000001, + 0x8010001a, 0x00000041, 0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x80102012, 0x00004001, + 0x00000001, 0x0010000a, 0x00000000, 0x0100003e, 0x30494653, 0x00000008, 0x00000010, 0x00000000, + }; + + static const DWORD ps_code[] = + { +#if 0 + struct VSOut + { + float4 pos : SV_Position; + min16float2 uv : UV; + }; + + Texture2D T : register(t0); + SamplerState S : register(s0); + + min16float4 ps_main(VSOut vout) : SV_Target + { + min16float3 s0 = round(min16float(255.0) * T.Sample(S, vout.uv)); + min16float3 s1 = round(min16float(255.0) * T.Sample(S, min16float2(1.0, 1.0) - vout.uv)); + + min16float adds = dot(s0 + s1, min16float(1.0).xxx); + min16float subs = dot(abs(s0 - s1), min16float(1.0).xxx); + min16float muls = dot(s0 * s1, min16float(1.0).xxx); + + return min16float4(adds / min16float(255.0), subs / min16float(255.0), muls / min16float(255.0), dot(s0, s1) / min16float(255.0)); + } +#endif + 0x43425844, 0xff40ae01, 0x7de33435, 0x621d36ba, 0x90f202fe, 0x00000001, 0x00000410, 0x00000004, + 0x00000030, 0x00000090, 0x000000cc, 0x00000400, 0x31475349, 0x00000058, 0x00000002, 0x00000008, + 0x00000000, 0x00000048, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000000, + 0x00000000, 0x00000054, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000001, + 0x505f5653, 0x7469736f, 0x006e6f69, 0xab005655, 0x3147534f, 0x00000034, 0x00000001, 0x00000008, + 0x00000000, 0x00000028, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000001, + 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000032c, 0x00000050, 0x000000cb, 0x0101086a, + 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001062, + 0x80101032, 0x00004001, 0x00000001, 0x04000065, 0x801020f2, 0x00004001, 0x00000000, 0x02000068, + 0x00000003, 0x0c000000, 0x80100032, 0x00004001, 0x00000000, 0x80101046, 0x00004041, 0x00000001, + 0x00004002, 0x3f800000, 0x3f800000, 0x00000000, 0x00000000, 0x8d000045, 0x800000c2, 0x00155543, + 0x80100072, 0x00004001, 0x00000000, 0x80100046, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, + 0x00106000, 0x00000000, 0x0c000038, 0x80100072, 0x00004001, 0x00000000, 0x80100246, 0x00004001, + 0x00000000, 0x00004002, 0x437f0000, 0x437f0000, 0x437f0000, 0x00000000, 0x07000040, 0x80100072, + 0x00004001, 0x00000000, 0x80100246, 0x00004001, 0x00000000, 0x8d000045, 0x800000c2, 0x00155543, + 0x80100072, 0x00004001, 0x00000001, 0x80101046, 0x00004001, 0x00000001, 0x00107e46, 0x00000000, + 0x00106000, 0x00000000, 0x0c000038, 0x80100072, 0x00004001, 0x00000001, 0x80100246, 0x00004001, + 0x00000001, 0x00004002, 0x437f0000, 0x437f0000, 0x437f0000, 0x00000000, 0x07000040, 0x80100072, + 0x00004001, 0x00000001, 0x80100246, 0x00004001, 0x00000001, 0x0a000000, 0x80100072, 0x00004001, + 0x00000002, 0x80100246, 0x00004001, 0x00000000, 0x80100246, 0x00004001, 0x00000001, 0x0c000010, + 0x80100082, 0x00004001, 0x00000000, 0x80100246, 0x00004001, 0x00000002, 0x00004002, 0x3f800000, + 0x3f800000, 0x3f800000, 0x00000000, 0x09000038, 0x80102012, 0x00004001, 0x00000000, 0x8010003a, + 0x00004001, 0x00000000, 0x00004001, 0x3b808081, 0x0a000000, 0x80100072, 0x00004001, 0x00000002, + 0x80100246, 0x00004041, 0x00000000, 0x80100246, 0x00004001, 0x00000001, 0x0c000010, 0x80100082, + 0x00004001, 0x00000000, 0x80100246, 0x00004081, 0x00000002, 0x00004002, 0x3f800000, 0x3f800000, + 0x3f800000, 0x00000000, 0x0a000038, 0x80100072, 0x00004001, 0x00000002, 0x80100246, 0x00004001, + 0x00000000, 0x80100246, 0x00004001, 0x00000001, 0x0a000010, 0x80100012, 0x00004001, 0x00000000, + 0x80100246, 0x00004001, 0x00000001, 0x80100246, 0x00004001, 0x00000000, 0x0c000038, 0x801020a2, + 0x00004001, 0x00000000, 0x801003f6, 0x00004001, 0x00000000, 0x00004002, 0x00000000, 0x3b808081, + 0x00000000, 0x3b808081, 0x0c000010, 0x80100012, 0x00004001, 0x00000000, 0x80100246, 0x00004001, + 0x00000002, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x00000000, 0x09000038, 0x80102042, + 0x00004001, 0x00000000, 0x8010000a, 0x00004001, 0x00000000, 0x00004001, 0x3b808081, 0x0100003e, + 0x30494653, 0x00000008, 0x00000010, 0x00000000, + }; + + static const D3D12_SHADER_BYTECODE vs = SHADER_BYTECODE(vs_code); + static const D3D12_SHADER_BYTECODE ps = SHADER_BYTECODE(ps_code); + + memset(&desc, 0, sizeof(desc)); + desc.rt_format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.rt_width = 2; + desc.rt_height = 2; + desc.no_root_signature = true; + desc.no_pipeline = true; + + if (!init_test_context(&context, &desc)) + return; + + if (FAILED(ID3D12Device_CheckFeatureSupport(context.device, D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options))) || + !(options.MinPrecisionSupport & D3D12_SHADER_MIN_PRECISION_SUPPORT_16_BIT)) + { + skip("Device does not support 16-bit min-precision, skipping.\n"); + destroy_test_context(&context); + return; + } + + heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); + texture = create_default_texture2d(context.device, 4, 4, 1, 1, DXGI_FORMAT_R8_UNORM, + D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); + + memset(&srv_desc, 0, sizeof(srv_desc)); + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srv_desc.Format = DXGI_FORMAT_R8_UNORM; + srv_desc.Texture2D.MipLevels = 1; + srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap)); + + data.pData = tex_data; + data.RowPitch = 4; + data.SlicePitch = 4 * 4; + upload_texture_data(texture, &data, 1, context.queue, context.list); + reset_command_list(context.list, context.allocator); + + memset(&rs_desc, 0, sizeof(rs_desc)); + memset(&static_sampler, 0, sizeof(static_sampler)); + memset(&root_parameter, 0, sizeof(root_parameter)); + memset(&descriptor_range, 0, sizeof(descriptor_range)); + + rs_desc.pParameters = &root_parameter; + rs_desc.pStaticSamplers = &static_sampler; + rs_desc.NumParameters = 1; + rs_desc.NumStaticSamplers = 1; + + static_sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + static_sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + static_sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + static_sampler.Filter = D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT; + static_sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameter.DescriptorTable.NumDescriptorRanges = 1; + root_parameter.DescriptorTable.pDescriptorRanges = &descriptor_range; + + descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_range.NumDescriptors = 1; + + create_root_signature(context.device, &rs_desc, &context.root_signature); + + memset(&pso_desc, 0, sizeof(pso_desc)); + init_pipeline_state_desc(&pso_desc, context.root_signature, DXGI_FORMAT_R8G8B8A8_UNORM, &vs, &ps, NULL); + pso_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; + ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void**)&context.pipeline_state); + ID3D12GraphicsCommandList_SetDescriptorHeaps(context.list, 1, &heap); + ID3D12GraphicsCommandList_OMSetRenderTargets(context.list, 1, &context.rtv, TRUE, NULL); + ID3D12GraphicsCommandList_ClearRenderTargetView(context.list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(context.list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(context.list, context.pipeline_state); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(context.list, 0, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); + ID3D12GraphicsCommandList_RSSetViewports(context.list, 1, &vp); + ID3D12GraphicsCommandList_RSSetScissorRects(context.list, 1, &sci); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(context.list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_DrawInstanced(context.list, 3, 1, 0, 0); + transition_resource_state(context.list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + get_texture_readback_with_command_list(context.render_target, 0, &rb, context.queue, context.list); + + for (y = 0; y < 2; y++) + { + for (x = 0; x < 2; x++) + { + uint32_t expected; + uint32_t value; + + value = get_readback_uint(&rb, x, y, 0); + expected = expected_output[y * 2 + x]; + ok(expected == value, "Pixel %u, %u mismatch, %x != %x.\n", x, y, value, expected); + } + } + + release_resource_readback(&rb); + ID3D12DescriptorHeap_Release(heap); + ID3D12Resource_Release(texture); + destroy_test_context(&context); +} diff --git a/tests/d3d12_tests.h b/tests/d3d12_tests.h index 6ec93bdb..4cefaaca 100644 --- a/tests/d3d12_tests.h +++ b/tests/d3d12_tests.h @@ -304,3 +304,4 @@ decl_test(test_mesh_shader_execute_indirect); decl_test(test_amplification_shader); decl_test(test_advanced_cbv_layout); decl_test(test_shader_waveop_maximal_convergence); +decl_test(test_minprecision_dxbc);