/* * Copyright 2016-2017 Józef Kucia for CodeWeavers * Copyright 2020-2021 Philip Rebohle for Valve Corporation * Copyright 2020-2021 Joshua Ashton for Valve Corporation * Copyright 2020-2021 Hans-Kristian Arntzen for Valve Corporation * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #define VKD3D_DBG_CHANNEL VKD3D_DBG_CHANNEL_API #include "d3d12_crosstest.h" static void check_clip_distance(struct test_context *context, ID3D12PipelineState *pso, D3D12_VERTEX_BUFFER_VIEW vbv[2], ID3D12Resource *vb, ID3D12Resource *vs_cb, ID3D12Resource *gs_cb) { static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; struct vertex { float clip_distance0; float clip_distance1; }; ID3D12GraphicsCommandList *command_list = context->list; ID3D12CommandQueue *queue = context->queue; struct resource_readback rb; struct vertex vertices[4]; unsigned int i; D3D12_BOX box; for (i = 0; i < ARRAY_SIZE(vertices); ++i) vertices[i].clip_distance0 = 1.0f; update_buffer_data(vb, 0, sizeof(vertices), vertices); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(gs_cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL); 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); check_sub_resource_uint(context->render_target, 0, queue, command_list, 0xff00ff00, 0); reset_command_list(command_list, context->allocator); transition_resource_state(command_list, context->render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); for (i = 0; i < ARRAY_SIZE(vertices); ++i) vertices[i].clip_distance0 = 0.0f; update_buffer_data(vb, 0, sizeof(vertices), vertices); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(gs_cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL); 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); check_sub_resource_uint(context->render_target, 0, queue, command_list, 0xff00ff00, 0); reset_command_list(command_list, context->allocator); transition_resource_state(command_list, context->render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); for (i = 0; i < ARRAY_SIZE(vertices); ++i) vertices[i].clip_distance0 = -1.0f; update_buffer_data(vb, 0, sizeof(vertices), vertices); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(gs_cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL); 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); check_sub_resource_uint(context->render_target, 0, queue, command_list, 0xffffffff, 0); reset_command_list(command_list, context->allocator); transition_resource_state(command_list, context->render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); for (i = 0; i < ARRAY_SIZE(vertices); ++i) vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f; update_buffer_data(vb, 0, sizeof(vertices), vertices); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(gs_cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL); 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); set_box(&box, 0, 0, 0, 320, 480, 1); check_readback_data_uint(&rb, &box, 0xff00ff00, 1); set_box(&box, 320, 0, 0, 320, 480, 1); check_readback_data_uint(&rb, &box, 0xffffffff, 1); release_resource_readback(&rb); reset_command_list(command_list, context->allocator); transition_resource_state(command_list, context->render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); for (i = 0; i < ARRAY_SIZE(vertices); ++i) vertices[i].clip_distance0 = i % 2 ? 1.0f : -1.0f; update_buffer_data(vb, 0, sizeof(vertices), vertices); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(gs_cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context->viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context->scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 2, vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL); 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); set_box(&box, 0, 0, 0, 640, 240, 1); check_readback_data_uint(&rb, &box, 0xff00ff00, 0); set_box(&box, 0, 240, 0, 640, 240, 1); check_readback_data_uint(&rb, &box, 0xffffffff, 0); release_resource_readback(&rb); reset_command_list(command_list, context->allocator); transition_resource_state(command_list, context->render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } static void test_clip_distance(bool use_dxil) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; D3D12_ROOT_PARAMETER root_parameters[3]; ID3D12GraphicsCommandList *command_list; ID3D12Resource *vs_cb, *gs_cb, *vb[2]; D3D12_INPUT_LAYOUT_DESC input_layout; D3D12_VERTEX_BUFFER_VIEW vbv[2]; struct test_context_desc desc; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; ID3D12PipelineState *pso; ID3D12Device *device; unsigned int i; D3D12_BOX box; HRESULT hr; #if 0 bool use_constant; float clip_distance; struct input { float4 position : POSITION; float distance0 : CLIP_DISTANCE0; float distance1 : CLIP_DISTANCE1; }; struct vertex { float4 position : SV_POSITION; float user_clip : CLIP_DISTANCE; float clip : SV_ClipDistance; }; void main(input vin, out vertex vertex) { vertex.position = vin.position; vertex.user_clip = vin.distance0; vertex.clip = vin.distance0; if (use_constant) vertex.clip = clip_distance; } #endif static const DWORD vs_code_dxbc[] = { 0x43425844, 0x09dfef58, 0x88570f2e, 0x1ebcf953, 0x9f97e22a, 0x00000001, 0x000001dc, 0x00000003, 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000001, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f, 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x52444853, 0x000000b4, 0x00010040, 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a, 0x00000001, 0x0100003e, }; static const BYTE vs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x25, 0x82, 0x13, 0xc7, 0x3e, 0x10, 0x6a, 0x84, 0x4d, 0x5e, 0x84, 0xcf, 0x55, 0x24, 0xe8, 0xca, 0x01, 0x00, 0x00, 0x00, 0x4b, 0x09, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0xd9, 0x00, 0x00, 0x00, 0x73, 0x01, 0x00, 0x00, 0x93, 0x02, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 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D3D12_SHADER_BYTECODE vs = { use_dxil ? (const void*)vs_code_dxil : (const void*)vs_code_dxbc, use_dxil ? sizeof(vs_code_dxil) : sizeof(vs_code_dxbc) }; #if 0 bool use_constant; float clip_distance0; float clip_distance1; struct input { float4 position : POSITION; float distance0 : CLIP_DISTANCE0; float distance1 : CLIP_DISTANCE1; }; struct vertex { float4 position : SV_POSITION; float user_clip : CLIP_DISTANCE; float2 clip : SV_ClipDistance; }; void main(input vin, out vertex vertex) { vertex.position = vin.position; vertex.user_clip = vin.distance0; vertex.clip.x = vin.distance0; if (use_constant) vertex.clip.x = clip_distance0; vertex.clip.y = vin.distance1; if (use_constant) vertex.clip.y = clip_distance1; } #endif static const DWORD vs_multiple_code_dxbc[] = { 0x43425844, 0xef5cc236, 0xe2fbfa69, 0x560b6591, 0x23037999, 0x00000001, 0x00000214, 0x00000003, 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000101, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f, 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000c03, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102032, 0x00000002, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a, 0x00000001, 0x0b000037, 0x00102022, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020802a, 0x00000000, 0x00000000, 0x0010100a, 0x00000002, 0x0100003e, }; static const BYTE vs_multiple_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x1b, 0x08, 0x36, 0x59, 0x4c, 0xe7, 0xe1, 0x80, 0x86, 0x51, 0x84, 0xf3, 0xb9, 0x20, 0xa9, 0x38, 0x01, 0x00, 0x00, 0x00, 0x7b, 0x09, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0xd9, 0x00, 0x00, 0x00, 0x73, 0x01, 0x00, 0x00, 0x93, 0x02, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x8d, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 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0x00, }; const D3D12_SHADER_BYTECODE vs_multiple = { use_dxil ? (const void*)vs_multiple_code_dxil : (const void*)vs_multiple_code_dxbc, use_dxil ? sizeof(vs_multiple_code_dxil) : sizeof(vs_multiple_code_dxbc) }; #if 0 bool use_constant; float clip_distance; struct vertex { float4 position : SV_POSITION; float user_clip : CLIP_DISTANCE; float clip : SV_ClipDistance; }; [maxvertexcount(3)] void main(triangle vertex input[3], inout TriangleStream output) { vertex o; o = input[0]; o.clip = input[0].user_clip; if (use_constant) o.clip = clip_distance; output.Append(o); o = input[1]; o.clip = input[1].user_clip; if (use_constant) o.clip = clip_distance; output.Append(o); o = input[2]; o.clip = input[2].user_clip; if (use_constant) o.clip = clip_distance; output.Append(o); } #endif static const DWORD gs_code_dxbc[] = { 0x43425844, 0x9b0823e9, 0xab3ed100, 0xba0ff618, 0x1bbd1cb8, 0x00000001, 0x00000338, 0x00000003, 0x0000002c, 0x000000b0, 0x00000134, 0x4e475349, 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000101, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000001, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x4e47534f, 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x52444853, 0x000001fc, 0x00020040, 0x0000007f, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x05000061, 0x002010f2, 0x00000003, 0x00000000, 0x00000001, 0x0400005f, 0x00201012, 0x00000003, 0x00000001, 0x0400005f, 0x00201012, 0x00000003, 0x00000002, 0x02000068, 0x00000001, 0x0100185d, 0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002, 0x00000002, 0x0200005e, 0x00000003, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000000, 0x00000000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000000, 0x00000001, 0x0c000037, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000000, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000001, 0x00000000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000001, 0x00000001, 0x0c000037, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000001, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000002, 0x00000000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000002, 0x00000001, 0x0c000037, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000002, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x0100003e, }; static const BYTE gs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0xa9, 0x65, 0x4e, 0x53, 0x93, 0xb5, 0x18, 0x67, 0x7a, 0x42, 0xd4, 0x57, 0x24, 0xf9, 0x2c, 0xc3, 0x01, 0x00, 0x00, 0x00, 0x1c, 0x0b, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0xde, 0x00, 0x00, 0x00, 0x78, 0x01, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x92, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0x1a, 0x24, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x80, 0xf0, 0x01, 0x1c, 0xd8, 0x81, 0x1d, 0xb8, 0x01, 0x32, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x08, 0x1f, 0xc0, 0xc1, 0x1d, 0xd8, 0x01, 0x1b, 0x1c, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0x80, 0xf0, 0x01, 0x1c, 0xc8, 0x81, 0x1d, 0xb0, 0x41, 0x30, 0x62, 0x60, 0x00, 0x20, 0x08, 0x06, 0xca, 0x1e, 0x94, 0x01, 0x1b, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE gs = { use_dxil ? (const void*)gs_code_dxil : (const void*)gs_code_dxbc, use_dxil ? sizeof(gs_code_dxil) : sizeof(gs_code_dxbc) }; static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"CLIP_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"CLIP_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 4, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, }; static const struct vec4 quad[] = { {-1.0f, -1.0f}, {-1.0f, 1.0f}, { 1.0f, -1.0f}, { 1.0f, 1.0f}, }; struct { float clip_distance0; float clip_distance1; } vertices[] = { {1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 1.0f}, }; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; struct { bool use_constant; float clip_distance0; float clip_distance1; float padding; } cb_data; memset(&desc, 0, sizeof(desc)); desc.rt_width = 640; desc.rt_height = 480; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } device = context.device; command_list = context.list; queue = context.queue; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_parameters[0].Descriptor.ShaderRegister = 0; root_parameters[0].Descriptor.RegisterSpace = 0; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_parameters[1].Descriptor.ShaderRegister = 1; root_parameters[1].Descriptor.RegisterSpace = 0; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; root_parameters[2].Descriptor.ShaderRegister = 0; root_parameters[2].Descriptor.RegisterSpace = 0; root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_GEOMETRY; root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 0; root_signature_desc.pStaticSamplers = NULL; 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(hr == S_OK, "Got unexpected hr %#x.\n", hr); input_layout.pInputElementDescs = layout_desc; input_layout.NumElements = ARRAY_SIZE(layout_desc); if (use_dxil) { init_pipeline_state_desc_dxil(&pso_desc, context.root_signature, context.render_target_desc.Format, &vs, NULL, &input_layout); } else { init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, &vs, NULL, &input_layout); } hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); ok(hr == S_OK, "Failed to create pipeline state, hr %#x.\n", hr); vb[0] = create_upload_buffer(device, sizeof(quad), quad); vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]); vbv[0].StrideInBytes = sizeof(*quad); vbv[0].SizeInBytes = sizeof(quad); vb[1] = create_upload_buffer(device, sizeof(vertices), vertices); vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]); vbv[1].StrideInBytes = sizeof(*vertices); vbv[1].SizeInBytes = sizeof(vertices); memset(&cb_data, 0, sizeof(cb_data)); vs_cb = create_upload_buffer(device, sizeof(cb_data), &cb_data); gs_cb = create_upload_buffer(device, sizeof(cb_data), &cb_data); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(gs_cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); /* vertex shader */ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); 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); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); check_clip_distance(&context, pso, vbv, vb[1], vs_cb, gs_cb); cb_data.use_constant = true; cb_data.clip_distance0 = -1.0f; update_buffer_data(vs_cb, 0, sizeof(cb_data), &cb_data); ID3D12PipelineState_Release(pso); /* geometry shader */ pso_desc.GS = gs; hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); ok(hr == S_OK, "Failed to create pipeline state, hr %#x.\n", hr); check_clip_distance(&context, pso, vbv, vb[1], vs_cb, gs_cb); cb_data.use_constant = true; cb_data.clip_distance0 = 1.0f; update_buffer_data(gs_cb, 0, sizeof(cb_data), &cb_data); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(gs_cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); 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); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); ID3D12PipelineState_Release(pso); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); /* multiple clip distances */ pso_desc.VS = vs_multiple; memset(&pso_desc.GS, 0, sizeof(pso_desc.GS)); hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); ok(hr == S_OK, "Failed to create pipeline state, hr %#x.\n", hr); cb_data.use_constant = false; update_buffer_data(vs_cb, 0, sizeof(cb_data), &cb_data); for (i = 0; i < ARRAY_SIZE(vertices); ++i) vertices[i].clip_distance0 = 1.0f; update_buffer_data(vb[1], 0, sizeof(vertices), vertices); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(gs_cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); 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); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); for (i = 0; i < ARRAY_SIZE(vertices); ++i) { vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f; vertices[i].clip_distance1 = i % 2 ? 1.0f : -1.0f; } update_buffer_data(vb[1], 0, sizeof(vertices), vertices); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(gs_cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); 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); set_box(&box, 0, 0, 0, 320, 240, 1); check_readback_data_uint(&rb, &box, 0xff00ff00, 1); set_box(&box, 0, 240, 0, 320, 480, 1); check_readback_data_uint(&rb, &box, 0xffffffff, 1); set_box(&box, 320, 0, 0, 640, 480, 1); check_readback_data_uint(&rb, &box, 0xffffffff, 1); release_resource_readback(&rb); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); cb_data.use_constant = true; cb_data.clip_distance0 = 0.0f; cb_data.clip_distance1 = 0.0f; update_buffer_data(vs_cb, 0, sizeof(cb_data), &cb_data); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(gs_cb)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); 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); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); ID3D12PipelineState_Release(pso); for (i = 0; i < ARRAY_SIZE(vb); ++i) ID3D12Resource_Release(vb[i]); ID3D12Resource_Release(vs_cb); ID3D12Resource_Release(gs_cb); destroy_test_context(&context); } void test_clip_distance_dxbc(void) { test_clip_distance(false); } void test_clip_distance_dxil(void) { test_clip_distance(true); } static void test_combined_clip_and_cull_distances(bool use_dxil) { ID3D12GraphicsCommandList *command_list; D3D12_INPUT_LAYOUT_DESC input_layout; D3D12_VERTEX_BUFFER_VIEW vbv[2]; struct test_context_desc desc; struct test_context context; struct resource_readback rb; ID3D12CommandQueue *queue; ID3D12Resource *vb[2]; ID3D12Device *device; unsigned int i, j, k; #if 0 struct input { float4 position : POSITION; float clip0 : CLIP_DISTANCE0; float clip1 : CLIP_DISTANCE1; float clip2 : CLIP_DISTANCE2; float clip3 : CLIP_DISTANCE3; float cull0 : CULL_DISTANCE0; float cull1 : CULL_DISTANCE1; float cull2 : CULL_DISTANCE2; float cull3 : CULL_DISTANCE3; }; struct vertex { float4 position : SV_Position; float3 clip0 : SV_ClipDistance1; float3 cull0 : SV_CullDistance1; float clip1 : SV_ClipDistance2; float cull1 : SV_CullDistance2; }; void main(input vin, out vertex vertex) { vertex.position = vin.position; vertex.clip0 = float3(vin.clip0, vin.clip1, vin.clip2); vertex.cull0 = float3(vin.cull0, vin.cull1, vin.cull2); vertex.clip1 = vin.clip3; vertex.cull1 = vin.cull3; } #endif static const DWORD vs_code_dxbc[] = { 0x43425844, 0xa24fb3ea, 0x92e2c2b0, 0xb599b1b9, 0xd671f830, 0x00000001, 0x00000374, 0x00000003, 0x0000002c, 0x0000013c, 0x000001f0, 0x4e475349, 0x00000108, 0x00000009, 0x00000008, 0x000000e0, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x000000e9, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000101, 0x000000e9, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000101, 0x000000e9, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x00000101, 0x000000e9, 0x00000003, 0x00000000, 0x00000003, 0x00000004, 0x00000101, 0x000000f7, 0x00000000, 0x00000000, 0x00000003, 0x00000005, 0x00000101, 0x000000f7, 0x00000001, 0x00000000, 0x00000003, 0x00000006, 0x00000101, 0x000000f7, 0x00000002, 0x00000000, 0x00000003, 0x00000007, 0x00000101, 0x000000f7, 0x00000003, 0x00000000, 0x00000003, 0x00000008, 0x00000101, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0x43004543, 0x5f4c4c55, 0x54534944, 0x45434e41, 0xababab00, 0x4e47534f, 0x000000ac, 0x00000005, 0x00000008, 0x00000080, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000008c, 0x00000000, 0x00000002, 0x00000003, 0x00000001, 0x00000807, 0x0000008c, 0x00000001, 0x00000002, 0x00000003, 0x00000001, 0x00000708, 0x0000009c, 0x00000000, 0x00000003, 0x00000003, 0x00000002, 0x00000807, 0x0000009c, 0x00000001, 0x00000003, 0x00000003, 0x00000002, 0x00000708, 0x505f5653, 0x7469736f, 0x006e6f69, 0x435f5653, 0x4470696c, 0x61747369, 0x0065636e, 0x435f5653, 0x446c6c75, 0x61747369, 0x0065636e, 0x52444853, 0x0000017c, 0x00010040, 0x0000005f, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x0300005f, 0x00101012, 0x00000003, 0x0300005f, 0x00101012, 0x00000004, 0x0300005f, 0x00101012, 0x00000005, 0x0300005f, 0x00101012, 0x00000006, 0x0300005f, 0x00101012, 0x00000007, 0x0300005f, 0x00101012, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x04000067, 0x00102072, 0x00000001, 0x00000002, 0x04000067, 0x00102082, 0x00000001, 0x00000002, 0x04000067, 0x00102072, 0x00000002, 0x00000003, 0x04000067, 0x00102082, 0x00000002, 0x00000003, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x0010100a, 0x00000001, 0x05000036, 0x00102022, 0x00000001, 0x0010100a, 0x00000002, 0x05000036, 0x00102042, 0x00000001, 0x0010100a, 0x00000003, 0x05000036, 0x00102082, 0x00000001, 0x0010100a, 0x00000004, 0x05000036, 0x00102012, 0x00000002, 0x0010100a, 0x00000005, 0x05000036, 0x00102022, 0x00000002, 0x0010100a, 0x00000006, 0x05000036, 0x00102042, 0x00000002, 0x0010100a, 0x00000007, 0x05000036, 0x00102082, 0x00000002, 0x0010100a, 0x00000008, 0x0100003e, }; static const BYTE vs_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x58, 0xbc, 0x5d, 0xad, 0xbf, 0x11, 0x93, 0x02, 0x79, 0x8c, 0xb2, 0x4d, 0x39, 0x1a, 0x1c, 0x6f, 0x01, 0x00, 0x00, 0x00, 0xb5, 0x0b, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0xed, 0x01, 0x00, 0x00, 0xc9, 0x02, 0x00, 0x00, 0x05, 0x05, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0xa1, 0x01, 0x00, 0x00, 0x09, 0x00, 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(const void*)vs_code_dxil : (const void*)vs_code_dxbc, use_dxil ? sizeof(vs_code_dxil) : sizeof(vs_code_dxbc) }; static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"CLIP_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"CLIP_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 4, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"CLIP_DISTANCE", 2, DXGI_FORMAT_R32_FLOAT, 1, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"CLIP_DISTANCE", 3, DXGI_FORMAT_R32_FLOAT, 1, 12, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"CULL_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"CULL_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 20, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"CULL_DISTANCE", 2, DXGI_FORMAT_R32_FLOAT, 1, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, {"CULL_DISTANCE", 3, DXGI_FORMAT_R32_FLOAT, 1, 28, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, }; static const struct vec4 quad[] = { {-1.0f, -1.0f}, {-1.0f, 1.0f}, { 1.0f, -1.0f}, { 1.0f, 1.0f}, }; struct { float clip_distance[4]; float cull_distance[4]; } vertices[4] = { {{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, {{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, {{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, {{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}}, }; static const struct test { float vertices[4]; bool triangle_visible[2]; } cull_distance_tests[] = { {{-1.0f, 1.0f, 1.0f, 1.0f}, {true, true}}, {{ 1.0f, -1.0f, 1.0f, 1.0f}, {true, true}}, {{ 1.0f, 1.0f, 1.0f, -1.0f}, {true, true}}, {{-1.0f, -1.0f, 1.0f, 1.0f}, {true, true}}, {{-1.0f, 1.0f, -1.0f, 1.0f}, {true, true}}, {{-1.0f, 1.0f, 1.0f, -1.0f}, {true, true}}, {{ 1.0f, -1.0f, -1.0f, 1.0f}, {true, true}}, {{ 1.0f, -1.0f, 1.0f, -1.0f}, {true, true}}, {{ 1.0f, 1.0f, -1.0f, -1.0f}, {true, true}}, {{-1.0f, -1.0f, -1.0f, 1.0f}, {false, true}}, {{-1.0f, -1.0f, 1.0f, -1.0f}, {true, true}}, {{-1.0f, -1.0f, 1.0f, -1.0f}, {true, true}}, {{-1.0f, 1.0f, -1.0f, -1.0f}, {true, true}}, {{ 1.0f, -1.0f, -1.0f, -1.0f}, {true, false}}, {{-1.0f, -1.0f, -1.0f, -1.0f}, {false, false}}, }; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; memset(&desc, 0, sizeof(desc)); desc.rt_width = 640; desc.rt_height = 480; desc.root_signature_flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; desc.no_pipeline = true; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } device = context.device; command_list = context.list; queue = context.queue; input_layout.pInputElementDescs = layout_desc; input_layout.NumElements = ARRAY_SIZE(layout_desc); if (use_dxil) { context.pipeline_state = create_pipeline_state_dxil(device, context.root_signature, context.render_target_desc.Format, &vs, NULL, &input_layout); } else { context.pipeline_state = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, &vs, NULL, &input_layout); } vb[0] = create_upload_buffer(device, sizeof(quad), quad); vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]); vbv[0].StrideInBytes = sizeof(*quad); vbv[0].SizeInBytes = sizeof(quad); vb[1] = create_upload_buffer(device, sizeof(vertices), vertices); vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]); vbv[1].StrideInBytes = sizeof(*vertices); vbv[1].SizeInBytes = sizeof(vertices); 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_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); 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); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); for (i = 0; i < ARRAY_SIZE(vertices->cull_distance); ++i) { for (j = 0; j < ARRAY_SIZE(cull_distance_tests); ++j) { const struct test *test = &cull_distance_tests[j]; unsigned int expected_color[ARRAY_SIZE(test->triangle_visible)]; unsigned int color; for (k = 0; k < ARRAY_SIZE(vertices); ++k) vertices[k].cull_distance[i] = test->vertices[k]; update_buffer_data(vb[1], 0, sizeof(vertices), vertices); 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_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); 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); for (k = 0; k < ARRAY_SIZE(expected_color); ++k) expected_color[k] = test->triangle_visible[k] ? 0xff00ff00 : 0xffffffff; if (expected_color[0] == expected_color[1]) { check_sub_resource_uint(context.render_target, 0, queue, command_list, expected_color[0], 0); } else { get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); color = get_readback_uint(&rb, 160, 240, 0); ok(color == expected_color[0], "Got unexpected color 0x%08x.\n", color); color = get_readback_uint(&rb, 480, 240, 0); ok(color == expected_color[1], "Got unexpected color 0x%08x.\n", color); release_resource_readback(&rb); } reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } for (j = 0; j < ARRAY_SIZE(vertices); ++j) vertices[j].cull_distance[i] = 1.0f; } for (i = 0; i < ARRAY_SIZE(vertices->clip_distance); ++i) { for (j = 0; j < ARRAY_SIZE(vertices); ++j) vertices[j].clip_distance[i] = -1.0f; update_buffer_data(vb[1], 0, sizeof(vertices), vertices); 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_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); 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); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); for (j = 0; j < ARRAY_SIZE(vertices); ++j) vertices[j].clip_distance[i] = 1.0f; } memset(vertices, 0, sizeof(vertices)); update_buffer_data(vb[1], 0, sizeof(vertices), vertices); 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_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); 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); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); for (i = 0; i < ARRAY_SIZE(vb); ++i) ID3D12Resource_Release(vb[i]); destroy_test_context(&context); } void test_combined_clip_and_cull_distances_dxbc(void) { test_combined_clip_and_cull_distances(false); } void test_combined_clip_and_cull_distances_dxil(void) { test_combined_clip_and_cull_distances(true); }