tests: Add test for fractional viewports.

This commit is contained in:
Józef Kucia 2017-06-22 13:36:18 +02:00
parent 99d82668a0
commit fe61e0ba22
1 changed files with 221 additions and 16 deletions

View File

@ -51,6 +51,11 @@ typedef int HRESULT;
# include "vkd3d_utils.h"
#endif
struct vec2
{
float x, y;
};
struct vec4
{
float x, y, z, w;
@ -489,6 +494,8 @@ static ID3D12Device *create_device(void)
struct draw_test_context_desc
{
DXGI_FORMAT rt_format;
D3D12_INPUT_LAYOUT_DESC input_layout;
const D3D12_SHADER_BYTECODE *vs;
const D3D12_SHADER_BYTECODE *ps;
};
@ -528,25 +535,30 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
static const DWORD vs_code[] =
{
#if 0
void main(uint id : SV_VertexID, out float4 position : SV_Position)
void main(uint id : SV_VertexID, out float4 position : SV_Position,
out float2 texcoord : Texcoord)
{
float2 coords = float2((id << 1) & 2, id & 2);
position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
texcoord = float2((id << 1) & 2, id & 2);
position = float4(texcoord * float2(2, -2) + float2(-1, 1), 0, 1);
texcoord.y = 1.0 - texcoord.y;
}
#endif
0x43425844, 0xf900d25e, 0x68bfefa7, 0xa63ac0a7, 0xa476af7a, 0x00000001, 0x0000018c, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x43425844, 0x67dfa8f5, 0x122d22ee, 0x711ad39f, 0x70a2910f, 0x00000001, 0x000001f0, 0x00000003,
0x0000002c, 0x00000060, 0x000000b8, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000f0, 0x00010050,
0x0000003c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2,
0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001,
0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001,
0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032,
0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000,
0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000,
0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
0x00000000, 0x3f800000, 0x0100003e,
0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03,
0x505f5653, 0x7469736f, 0x006e6f69, 0x63786554, 0x64726f6f, 0xababab00, 0x58454853, 0x00000130,
0x00010050, 0x0000004c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067,
0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x02000068, 0x00000001,
0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001, 0x0010100a,
0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100082, 0x00000000, 0x0010100a, 0x00000000,
0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x001000c6, 0x00000000, 0x0f000032,
0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, 0xc0000000, 0x00000000,
0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x08000000, 0x00100042,
0x00000000, 0x8010001a, 0x00000041, 0x00000000, 0x00004001, 0x3f800000, 0x05000036, 0x00102032,
0x00000001, 0x00100086, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000,
0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
};
static const DWORD ps_code[] =
{
@ -636,12 +648,17 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = NULL;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
if (desc && desc->input_layout.NumElements)
root_signature_desc.Flags |= D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
hr = create_root_signature(device, &root_signature_desc, &context->root_signature);
ok_(line)(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
pipeline_state_desc.pRootSignature = context->root_signature;
pipeline_state_desc.VS = shader_bytecode(vs_code, sizeof(vs_code));
if (desc && desc->vs)
pipeline_state_desc.VS = *desc->vs;
else
pipeline_state_desc.VS = shader_bytecode(vs_code, sizeof(vs_code));
if (desc && desc->ps)
pipeline_state_desc.PS = *desc->ps;
else
@ -650,6 +667,8 @@ static bool init_draw_test_context_(unsigned int line, struct draw_test_context
pipeline_state_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
pipeline_state_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeline_state_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
if (desc)
pipeline_state_desc.InputLayout = desc->input_layout;
pipeline_state_desc.SampleMask = ~(UINT)0;
pipeline_state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeline_state_desc.NumRenderTargets = 1;
@ -2731,6 +2750,191 @@ static void test_fragment_coords(void)
destroy_draw_test_context(&context);
}
static void test_fractional_viewports(void)
{
static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
ID3D12GraphicsCommandList *command_list;
D3D12_HEAP_PROPERTIES heap_properties;
struct draw_test_context_desc desc;
D3D12_RESOURCE_DESC resource_desc;
struct draw_test_context context;
D3D12_VERTEX_BUFFER_VIEW vbv;
struct resource_readback rb;
ID3D12CommandQueue *queue;
D3D12_VIEWPORT viewport;
unsigned int i, x, y;
ID3D12Resource *vb;
RECT scissor_rect;
HRESULT hr;
void *ptr;
static const DWORD vs_code[] =
{
#if 0
void main(in float4 in_position : POSITION,
in float2 in_texcoord : TEXCOORD,
out float4 position : SV_Position,
out float2 texcoord : TEXCOORD)
{
position = in_position;
texcoord = in_texcoord;
}
#endif
0x43425844, 0x4df282ca, 0x85c8bbfc, 0xd44ad19f, 0x1158be97, 0x00000001, 0x00000148, 0x00000003,
0x0000002c, 0x00000080, 0x000000d8, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000303, 0x49534f50, 0x4e4f4954, 0x58455400, 0x524f4f43, 0xabab0044,
0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03,
0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, 0xababab00, 0x52444853, 0x00000068,
0x00010040, 0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101032, 0x00000001,
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x05000036,
0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
0x00000001, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
static const DWORD ps_code[] =
{
#if 0
float4 main(float4 position : SV_Position,
float2 texcoord : TEXCOORD) : SV_Target
{
return float4(position.xy, texcoord);
}
#endif
0x43425844, 0xa15616bc, 0x6862ab1c, 0x28b915c0, 0xdb0df67c, 0x00000001, 0x0000011c, 0x00000003,
0x0000002c, 0x00000084, 0x000000b8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x00000044, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000005c,
0x00000040, 0x00000017, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03001062, 0x00101032,
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x00102032, 0x00000000, 0x00101046,
0x00000000, 0x05000036, 0x001020c2, 0x00000000, 0x00101406, 0x00000001, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
};
static const struct
{
struct vec2 position;
struct vec2 texcoord;
}
quad[] =
{
{{-1.0f, -1.0f}, {0.0f, 0.0f}},
{{-1.0f, 1.0f}, {0.0f, 1.0f}},
{{ 1.0f, -1.0f}, {1.0f, 0.0f}},
{{ 1.0f, 1.0f}, {1.0f, 1.0f}},
};
static const float viewport_offsets[] =
{
0.0f, 1.0f / 2.0f, 1.0f / 4.0f, 1.0f / 8.0f, 1.0f / 16.0f, 1.0f / 32.0f,
1.0f / 64.0f, 1.0f / 128.0f, 1.0f / 256.0f, 63.0f / 128.0f,
};
memset(&desc, 0, sizeof(desc));
desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
desc.input_layout.pInputElementDescs = layout_desc;
desc.input_layout.NumElements = ARRAY_SIZE(layout_desc);
desc.vs = &vs;
desc.ps = &ps;
if (!init_draw_test_context(&context, &desc))
return;
command_list = context.list;
queue = context.queue;
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_UPLOAD;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resource_desc.Alignment = 0;
resource_desc.Width = sizeof(quad);
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_UNKNOWN;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
hr = ID3D12Device_CreateCommittedResource(context.device, &heap_properties,
D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
NULL, &IID_ID3D12Resource, (void **)&vb);
ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
hr = ID3D12Resource_Map(vb, 0, NULL, (void **)&ptr);
ok(SUCCEEDED(hr), "Failed to map vertex buffer, hr %#x.\n", hr);
memcpy(ptr, quad, sizeof(quad));
ID3D12Resource_Unmap(vb, 0, NULL);
vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
vbv.StrideInBytes = sizeof(*quad);
vbv.SizeInBytes = sizeof(quad);
scissor_rect.left = scissor_rect.top = 0;
scissor_rect.right = context.render_target_desc.Width;
scissor_rect.bottom = context.render_target_desc.Height;
for (i = 0; i < ARRAY_SIZE(viewport_offsets); ++i)
{
viewport.TopLeftX = viewport_offsets[i];
viewport.TopLeftY = viewport_offsets[i];
viewport.Width = context.render_target_desc.Width;
viewport.Height = context.render_target_desc.Height;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
if (i)
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, green, 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_TRIANGLESTRIP);
ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &viewport);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &scissor_rect);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
transition_resource_state(command_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, queue, command_list);
for (y = 0; y < context.render_target_desc.Height; ++y)
{
for (x = 0; x < context.render_target_desc.Width; ++x)
{
const struct vec4 *v = get_readback_vec4(&rb, x, y);
struct vec4 expected = {x + 0.5f, y + 0.5f,
(x + 0.5f - viewport_offsets[i]) / context.render_target_desc.Width,
1.0f - (y + 0.5f - viewport_offsets[i]) / context.render_target_desc.Height};
ok(compare_float(v->x, expected.x, 0) && compare_float(v->y, expected.y, 0),
"Got fragcoord {%.8e, %.8e}, expected {%.8e, %.8e} at (%u, %u), offset %.8e.\n",
v->x, v->y, expected.x, expected.y, x, y, viewport_offsets[i]);
ok(compare_float(v->z, expected.z, 2) && compare_float(v->w, expected.w, 2),
"Got texcoord {%.8e, %.8e}, expected {%.8e, %.8e} at (%u, %u), offset %.8e.\n",
v->z, v->w, expected.z, expected.w, x, y, viewport_offsets[i]);
}
}
release_resource_readback(&rb);
hr = ID3D12CommandAllocator_Reset(context.allocator);
ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
}
ID3D12Resource_Release(vb);
destroy_draw_test_context(&context);
}
static void test_texture_resource_barriers(void)
{
D3D12_COMMAND_QUEUE_DESC command_queue_desc;
@ -3411,6 +3615,7 @@ START_TEST(d3d12)
run_test(test_draw_instanced);
run_test(test_draw_indexed_instanced);
run_test(test_fragment_coords);
run_test(test_fractional_viewports);
run_test(test_texture_resource_barriers);
run_test(test_invalid_texture_resource_barriers);
run_test(test_device_removed_reason);