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/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2020 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d11_test.h"
RD_TEST(D3D11_Shader_Debug_Zoo, D3D11GraphicsTest)
{
static constexpr const char *Description = "Tests shader debugging in different edge cases";
struct ConstsA2V
{
Vec3f pos;
float zero;
float one;
float negone;
};
std::string common = R"EOSHADER(
struct consts
{
float3 pos : POSITION;
float zeroVal : ZERO;
float oneVal : ONE;
float negoneVal : NEGONE;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 zeroVal : ZERO;
float tinyVal : TINY;
float oneVal : ONE;
float negoneVal : NEGONE;
uint tri : TRIANGLE;
uint intval : INTVAL;
};
)EOSHADER";
std::string vertex = R"EOSHADER(
v2f main(consts IN, uint tri : SV_InstanceID)
{
v2f OUT = (v2f)0;
OUT.pos = float4(IN.pos.x + IN.pos.z * float(tri), IN.pos.y, 0.0f, 1);
OUT.zeroVal = IN.zeroVal.xx;
OUT.oneVal = IN.oneVal;
OUT.negoneVal = IN.negoneVal;
OUT.tri = tri;
OUT.tinyVal = IN.oneVal * 1.0e-30f;
OUT.intval = tri + 7;
return OUT;
}
)EOSHADER";
std::string pixel = R"EOSHADER(
// error X3556: integer divides may be much slower, try using uints if possible.
// we want to do this on purpose
#pragma warning( disable : 3556 )
struct InnerStruct
{
float a;
float b[2];
float c;
};
struct MyStruct
{
float a;
float4 b;
float c;
InnerStruct d;
float e;
};
Buffer<float> test : register(t0);
ByteAddressBuffer byterotest : register(t1);
StructuredBuffer<MyStruct> structrotest : register(t2);
Texture2D<float> dimtex : register(t3);
Texture2DMS<float> dimtexms : register(t4);
Texture2D<float4> smiley : register(t5);
RWByteAddressBuffer byterwtest : register(u1);
RWStructuredBuffer<MyStruct> structrwtest : register(u2);
SamplerState linearclamp : register(s0);
SamplerState linearwrap : register(s1);
float4 main(v2f IN) : SV_Target0
{
float posinf = IN.oneVal/IN.zeroVal.x;
float neginf = IN.negoneVal/IN.zeroVal.x;
float nan = IN.zeroVal.x/IN.zeroVal.y;
float negone = IN.negoneVal;
float posone = IN.oneVal;
float zero = IN.zeroVal.x;
float tiny = IN.tinyVal;
int intval = IN.intval;
if(IN.tri == 0)
return float4(log(negone), log(zero), log(posone), 1.0f);
if(IN.tri == 1)
return float4(log(posinf), log(neginf), log(nan), 1.0f);
if(IN.tri == 2)
return float4(exp(negone), exp(zero), exp(posone), 1.0f);
if(IN.tri == 3)
return float4(exp(posinf), exp(neginf), exp(nan), 1.0f);
if(IN.tri == 4)
return float4(sqrt(negone), sqrt(zero), sqrt(posone), 1.0f);
if(IN.tri == 5)
return float4(sqrt(posinf), sqrt(neginf), sqrt(nan), 1.0f);
if(IN.tri == 6)
return float4(rsqrt(negone), rsqrt(zero), rsqrt(posone), 1.0f);
if(IN.tri == 7)
return float4(saturate(posinf), saturate(neginf), saturate(nan), 1.0f);
if(IN.tri == 8)
return float4(min(posinf, nan), min(neginf, nan), min(nan, nan), 1.0f);
if(IN.tri == 9)
return float4(min(posinf, posinf), min(neginf, posinf), min(nan, posinf), 1.0f);
if(IN.tri == 10)
return float4(min(posinf, neginf), min(neginf, neginf), min(nan, neginf), 1.0f);
if(IN.tri == 11)
return float4(max(posinf, nan), max(neginf, nan), max(nan, nan), 1.0f);
if(IN.tri == 12)
return float4(max(posinf, posinf), max(neginf, posinf), max(nan, posinf), 1.0f);
if(IN.tri == 13)
return float4(max(posinf, neginf), max(neginf, neginf), max(nan, neginf), 1.0f);
// rounding tests
float round_a = 1.7f*posone;
float round_b = 2.1f*posone;
float round_c = 1.5f*posone;
float round_d = 2.5f*posone;
float round_e = zero;
float round_f = -1.7f*posone;
float round_g = -2.1f*posone;
float round_h = -1.5f*posone;
float round_i = -2.5f*posone;
if(IN.tri == 14)
return float4(round(round_a), floor(round_a), ceil(round_a), trunc(round_a));
if(IN.tri == 15)
return float4(round(round_b), floor(round_b), ceil(round_b), trunc(round_b));
if(IN.tri == 16)
return float4(round(round_c), floor(round_c), ceil(round_c), trunc(round_c));
if(IN.tri == 17)
return float4(round(round_d), floor(round_d), ceil(round_d), trunc(round_d));
if(IN.tri == 18)
return float4(round(round_e), floor(round_e), ceil(round_e), trunc(round_e));
if(IN.tri == 19)
return float4(round(round_f), floor(round_f), ceil(round_f), trunc(round_f));
if(IN.tri == 20)
return float4(round(round_g), floor(round_g), ceil(round_g), trunc(round_g));
if(IN.tri == 21)
return float4(round(round_h), floor(round_h), ceil(round_h), trunc(round_h));
if(IN.tri == 22)
return float4(round(round_i), floor(round_i), ceil(round_i), trunc(round_i));
if(IN.tri == 23)
return float4(round(neginf), floor(neginf), ceil(neginf), trunc(neginf));
if(IN.tri == 24)
return float4(round(posinf), floor(posinf), ceil(posinf), trunc(posinf));
if(IN.tri == 25)
return float4(round(nan), floor(nan), ceil(nan), trunc(nan));
if(IN.tri == 26)
return test[5].xxxx;
if(IN.tri == 27)
{
uint unsignedVal = uint(344.1f*posone);
int signedVal = int(344.1f*posone);
return float4(firstbithigh(unsignedVal), firstbitlow(unsignedVal),
firstbithigh(signedVal), firstbitlow(signedVal));
}
if(IN.tri == 28)
{
int signedVal = int(344.1f*negone);
return float4(firstbithigh(signedVal), firstbitlow(signedVal), 0.0f, 0.0f);
}
// saturate NaN returns 0
if(IN.tri == 29)
return float4(0.1f+saturate(nan * 2.0f), 0.1f+saturate(nan * 3.0f), 0.1f+saturate(nan * 4.0f), 1.0f);
// min() and max() with NaN return the other component if it's non-NaN, or else nan if it is nan
if(IN.tri == 30)
return float4(min(nan, 0.3f), max(nan, 0.3f), max(nan, nan), 1.0f);
// the above applies componentwise
if(IN.tri == 31)
return max( float4(0.1f, 0.2f, 0.3f, 0.4f), nan.xxxx );
if(IN.tri == 32)
return min( float4(0.1f, 0.2f, 0.3f, 0.4f), nan.xxxx );
// negating nan and abs(nan) gives nan
if(IN.tri == 33)
return float4(-nan, abs(nan), 0.0f, 1.0f);
// check denorm flushing
if(IN.tri == 34)
return float4(tiny * 1.5e-8f, tiny * 1.5e-9f, asfloat(intval) == 0.0f ? 1.0f : 0.0f, 1.0f);
// test reading/writing byte address data
// mis-aligned loads
if(IN.tri == 35)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
return float4(asfloat(byterotest.Load(z+0).x), asfloat(byterotest.Load(z+1).x),
asfloat(byterotest.Load(z+3).x), float(byterotest.Load(z+8).x));
}
// later loads: valid, out of view bounds but in buffer bounds, out of both bounds
if(IN.tri == 36)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
return float4(asfloat(byterotest.Load(z+40).x), asfloat(byterotest.Load(z+44).x),
asfloat(byterotest.Load(z+48).x), float(byterotest.Load(z+4096).x));
}
// 4-uint load
if(IN.tri == 37)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
// test a 4-uint load
return asfloat(byterotest.Load4(z+24));
}
// 4-uint load crossing view bounds
if(IN.tri == 38)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
// test a 4-uint load
return asfloat(byterotest.Load4(z+40));
}
// 4-uint load out of view bounds
if(IN.tri == 39)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
// test a 4-uint load
return asfloat(byterotest.Load4(z+48));
}
// mis-aligned store
if(IN.tri == 40)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store(z+0, asuint(5.4321f));
byterwtest.Store(z+1, asuint(9.8765f));
return asfloat(byterwtest.Load(z2+0).x);
}
// mis-aligned loads
if(IN.tri == 41)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store(z+0, asuint(5.4321f));
byterwtest.Store(z+4, asuint(9.8765f));
byterwtest.Store(z+8, 0xbeef);
return float4(asfloat(byterwtest.Load(z2+0).x), asfloat(byterwtest.Load(z2+1).x),
asfloat(byterwtest.Load(z2+3).x), float(byterwtest.Load(z2+8).x));
}
// later stores: valid, out of view bounds but in buffer bounds, out of both bounds
if(IN.tri == 42)
{
// use this to ensure the compiler doesn't know we're loading from the same locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store(z+40, asuint(1.2345f));
byterwtest.Store(z+44, asuint(9.8765f));
byterwtest.Store(z+48, asuint(1.81818f));
byterwtest.Store(z+4096, asuint(5.55555f));
return float4(asfloat(byterwtest.Load(z2+40).x), asfloat(byterwtest.Load(z2+44).x),
asfloat(byterwtest.Load(z2+48).x), float(byterwtest.Load(z2+4096).x));
}
// 4-uint store
if(IN.tri == 43)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store4(z+24, uint4(99, 88, 77, 66));
return asfloat(byterotest.Load4(z2+24));
}
// 4-uint store crossing view bounds
if(IN.tri == 44)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store4(z+40, uint4(99, 88, 77, 66));
return asfloat(byterotest.Load4(z2+40));
}
// 4-uint store out of view bounds
if(IN.tri == 45)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
byterwtest.Store4(z+48, uint4(99, 88, 77, 66));
return asfloat(byterotest.Load4(z2+48));
}
// test reading/writing structured data
// reading struct at 0 (need two tests to verify most of the data,
// we assume the rest is OK because of alignment)
if(IN.tri == 46)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+0];
return float4(read.b.xyz, read.c);
}
if(IN.tri == 47)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+0];
return float4(read.a, read.e, read.d.b[z+0], read.d.c);
}
// reading later, but in bounds
if(IN.tri == 48)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+3];
return float4(read.b.xyz, read.c);
}
if(IN.tri == 49)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+3];
return float4(read.a, read.e, read.d.b[z+0], read.d.c);
}
// structured buffers do not allow partially out of bounds behaviour:
// - buffers must by multiples of structure stride (so buffer partials aren't allowed)
// - views work in units of structure stride (so view partials aren't allowed)
// we can only test fully out of bounds of the view, but in bounds of the buffer
if(IN.tri == 50)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+7];
return float4(read.b.xyz, read.c);
}
)EOSHADER"
R"EOSHADER(
if(IN.tri == 51)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
MyStruct read = structrotest[z+7];
return float4(read.a, read.e, read.d.b[z+0], read.d.c);
}
// storing in bounds
if(IN.tri == 52)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
MyStruct write = (MyStruct)0;
write.a = zero+1.0f;
write.c = zero+2.0f;
write.e = zero+3.0f;
write.b = float4(zero+4.0f, zero+5.0f, zero+6.0f, zero+7.0f);
write.d.a = zero+8.0f;
write.d.b[0] = zero+9.0f;
write.d.b[1] = zero+10.0f;
write.d.c = zero+11.0f;
structrwtest[z+2] = write;
MyStruct read = structrwtest[z2+2];
return float4(read.b.xyz, read.c);
}
if(IN.tri == 53)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
MyStruct write = (MyStruct)0;
write.a = zero+1.0f;
write.c = zero+2.0f;
write.e = zero+3.0f;
write.b = float4(zero+4.0f, zero+5.0f, zero+6.0f, zero+7.0f);
write.d.a = zero+8.0f;
write.d.b[0] = zero+9.0f;
write.d.b[1] = zero+10.0f;
write.d.c = zero+11.0f;
structrwtest[z+2] = write;
MyStruct read = structrwtest[z2+2];
return float4(read.a, read.e, read.d.b[z2+0], read.d.c);
}
// storing out of bounds
if(IN.tri == 54)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
MyStruct write = (MyStruct)0;
write.a = zero+1.0f;
write.c = zero+2.0f;
write.e = zero+3.0f;
write.b = float4(zero+4.0f, zero+5.0f, zero+6.0f, zero+7.0f);
write.d.a = zero+8.0f;
write.d.b[0] = zero+9.0f;
write.d.b[1] = zero+10.0f;
write.d.c = zero+11.0f;
structrwtest[z+7] = write;
MyStruct read = structrwtest[z2+7];
return float4(read.b.xyz, read.c);
}
if(IN.tri == 55)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
uint z2 = uint(zero);
MyStruct write = (MyStruct)0;
write.a = zero+1.0f;
write.c = zero+2.0f;
write.e = zero+3.0f;
write.b = float4(zero+4.0f, zero+5.0f, zero+6.0f, zero+7.0f);
write.d.a = zero+8.0f;
write.d.b[0] = zero+9.0f;
write.d.b[1] = zero+10.0f;
write.d.c = zero+11.0f;
structrwtest[z+7] = write;
MyStruct read = structrwtest[z2+7];
return float4(read.a, read.e, read.d.b[z2+0], read.d.c);
}
if(IN.tri == 56)
{
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(0, width, height, numLevels);
return float4(width, height, numLevels, 0.0f);
}
if(IN.tri == 57)
{
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(2, width, height, numLevels);
return float4(width, height, numLevels, 0.0f);
}
if(IN.tri == 58)
{
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(10, width, height, numLevels);
return float4(max(1,width), max(1,height), numLevels, 0.0f);
}
if(IN.tri == 59)
{
// use this to ensure the compiler doesn't know we're using fixed mips
uint z = intval - IN.tri - 7;
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(z, width, height, numLevels);
return float4(width, height, numLevels, 0.0f);
}
if(IN.tri == 60)
{
// use this to ensure the compiler doesn't know we're using fixed mips
uint z = intval - IN.tri - 7;
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(z+2, width, height, numLevels);
return float4(width, height, numLevels, 0.0f);
}
if(IN.tri == 61)
{
// use this to ensure the compiler doesn't know we're using fixed mips
uint z = intval - IN.tri - 7;
uint width = 0, height = 0, numLevels = 0;
dimtex.GetDimensions(z+10, width, height, numLevels);
return float4(max(1,width), max(1,height), numLevels, 0.0f);
}
if(IN.tri == 62)
{
uint width = 0;
test.GetDimensions(width);
return float4(max(1,width), 0.0f, 0.0f, 0.0f);
}
if(IN.tri == 63)
{
uint width = 0, height = 0, numSamples = 0;
dimtexms.GetDimensions(width, height, numSamples);
return float4(width, height, numSamples, 0.0f);
}
if(IN.tri == 64)
{
uint width = 0, height = 0, numSamples = 0;
dimtexms.GetDimensions(width, height, numSamples);
float2 posLast = dimtexms.GetSamplePosition(numSamples - 1);
return float4(posLast, 0.0f, 0.0f);
}
if(IN.tri == 65)
{
uint width = 0, height = 0, numSamples = 0;
dimtexms.GetDimensions(width, height, numSamples);
float2 posInvalid = dimtexms.GetSamplePosition(numSamples + 1);
return float4(posInvalid, 0.0f, 0.0f);
}
if(IN.tri == 66)
{
// Test sampleinfo with a non-MSAA rasterizer
uint numSamples = GetRenderTargetSampleCount();
float2 pos = GetRenderTargetSamplePosition(0);
return float4(pos, numSamples, 0.0f);
}
if(IN.tri == 67)
{
float val = posone * 1.8631f;
float a = 0.0f, b = 0.0f;
sincos(val, a, b);
return float4(val, a, b, 0.0f);
}
if(IN.tri == 68)
{
// use this to ensure the compiler doesn't know we're using fixed locations
uint z = intval - IN.tri - 7;
// try to force a swizzle on the load
return asfloat(byterotest.Load4(z+0).yz).xyxy;
}
if(IN.tri == 69)
{
float2 uv = posone * float2(1.81f, 0.48f);
return smiley.Sample(linearclamp, uv);
}
if(IN.tri == 70)
{
float2 uv = posone * float2(1.81f, 0.48f);
return smiley.Sample(linearwrap, uv);
}
if(IN.tri == 71)
{
float2 uv = posone * float2(1.81f, 0.48f) / zero;
return smiley.Sample(linearclamp, uv);
}
return float4(0.4f, 0.4f, 0.4f, 0.4f);
}
)EOSHADER";
std::string msaaPixel = R"EOSHADER(
struct v2f
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
Buffer<float> test : register(t0);
Texture2D<float4> tex : register(t3);
SamplerState linearclamp : register(s0);
float4 main(v2f IN, uint samp : SV_SampleIndex) : SV_Target0
{
float2 uvCentroid = EvaluateAttributeCentroid(IN.uv);
float2 uvSamp0 = EvaluateAttributeAtSample(IN.uv, 0) - IN.uv;
float2 uvSampThis = EvaluateAttributeAtSample(IN.uv, samp) - IN.uv;
float2 uvOffset = EvaluateAttributeSnapped(IN.uv, int2(1, 1));
float x = (uvCentroid.x + uvCentroid.y) * 0.5f;
float y = (uvSamp0.x + uvSamp0.y) * 0.5f;
float z = (uvSampThis.x + uvSampThis.y) * 0.5f;
float w = (uvOffset.x + uvOffset.y) * 0.5f;
// Test sampleinfo with a MSAA rasterizer
uint numSamples = 100;
float2 pos = float2(99.9f, 99.9f);
uint width = 3;
// do a condition that relies on texture samples and math operations so that we can check that
// evaluating those has no side-effects
if(IN.pos.x + sin(IN.pos.y) + tex.Sample(linearclamp, IN.uv).z < 1000.0f)
{
// RT should still have the same properties
numSamples = GetRenderTargetSampleCount();
pos = GetRenderTargetSamplePosition(samp);
// SRV bound at slot 0 should still be the buffer
test.GetDimensions(width);
}
return float4(x + pos.x, y + pos.y, z + (float)numSamples + (float)width, w);
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
size_t lastTest = pixel.rfind("IN.tri == ");
lastTest += sizeof("IN.tri == ") - 1;
const uint32_t numTests = atoi(pixel.c_str() + lastTest) + 1;
ID3DBlobPtr vsblob = Compile(common + vertex, "main", "vs_5_0");
ID3DBlobPtr psblob = Compile(common + pixel, "main", "ps_5_0");
D3D11_INPUT_ELEMENT_DESC layoutdesc[] = {
{
"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0,
},
{
"ZERO", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA, 0,
},
{
"ONE", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA, 0,
},
{
"NEGONE", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA, 0,
},
};
ID3D11InputLayoutPtr layout;
CHECK_HR(dev->CreateInputLayout(layoutdesc, ARRAY_COUNT(layoutdesc), vsblob->GetBufferPointer(),
vsblob->GetBufferSize(), &layout));
ID3D11VertexShaderPtr vs = CreateVS(vsblob);
ID3D11PixelShaderPtr ps = CreatePS(psblob);
static const uint32_t texDim = AlignUp(numTests, 64U) * 4;
ID3D11Texture2DPtr fltTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, texDim, 4).RTV();
ID3D11RenderTargetViewPtr fltRT = MakeRTV(fltTex);
float triWidth = 8.0f / float(texDim);
ConstsA2V triangle[] = {
{Vec3f(-1.0f, -1.0f, triWidth), 0.0f, 1.0f, -1.0f},
{Vec3f(-1.0f, 1.0f, triWidth), 0.0f, 1.0f, -1.0f},
{Vec3f(-1.0f + triWidth, 1.0f, triWidth), 0.0f, 1.0f, -1.0f},
};
ID3D11BufferPtr vb = MakeBuffer().Vertex().Data(triangle);
union
{
float f;
uint32_t u;
} pun;
pun.u = 0xdead;
float testdata[] = {
1.0f, 2.0f, 3.0f, 4.0f, 1.234567f, pun.f, 7.0f, 8.0f, 9.0f, 10.0f,
11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f, 17.0f, 18.0f, 19.0f, 20.0f,
};
ID3D11BufferPtr srvBuf = MakeBuffer().SRV().Data(testdata);
ID3D11ShaderResourceViewPtr srv = MakeSRV(srvBuf).Format(DXGI_FORMAT_R32_FLOAT);
ID3D11Texture2DPtr testTex = MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 16, 16).Mips(3).SRV();
ID3D11ShaderResourceViewPtr testSRV = MakeSRV(testTex);
ID3D11Texture2DPtr msTex = MakeTexture(DXGI_FORMAT_R32_FLOAT, 16, 16).Multisampled(4).RTV().SRV();
ID3D11ShaderResourceViewPtr msSRV = MakeSRV(msTex);
ID3D11BufferPtr rawBuf = MakeBuffer().SRV().ByteAddressed().Data(testdata);
ID3D11ShaderResourceViewPtr rawsrv =
MakeSRV(rawBuf).Format(DXGI_FORMAT_R32_TYPELESS).FirstElement(4).NumElements(12);
ID3D11BufferPtr rawBuf2 = MakeBuffer().UAV().ByteAddressed().Size(1024);
ID3D11UnorderedAccessViewPtr rawuav =
MakeUAV(rawBuf2).Format(DXGI_FORMAT_R32_TYPELESS).FirstElement(4).NumElements(12);
float structdata[220];
for(int i = 0; i < 220; i++)
structdata[i] = float(i);
ID3D11BufferPtr structBuf = MakeBuffer().SRV().Structured(11 * sizeof(float)).Data(structdata);
ID3D11ShaderResourceViewPtr structsrv =
MakeSRV(structBuf).Format(DXGI_FORMAT_UNKNOWN).FirstElement(3).NumElements(5);
ID3D11BufferPtr structBuf2 = MakeBuffer().UAV().Structured(11 * sizeof(float)).Size(880);
ID3D11UnorderedAccessViewPtr structuav =
MakeUAV(structBuf2).Format(DXGI_FORMAT_UNKNOWN).FirstElement(3).NumElements(5);
Texture rgba8;
LoadXPM(SmileyTexture, rgba8);
ID3D11Texture2DPtr smiley =
MakeTexture(DXGI_FORMAT_R8G8B8A8_UNORM, rgba8.width, rgba8.height).SRV();
ID3D11ShaderResourceViewPtr smileysrv = MakeSRV(smiley);
ctx->UpdateSubresource(smiley, 0, NULL, rgba8.data.data(), rgba8.width * sizeof(uint32_t), 0);
ID3D11ShaderResourceView *srvs[] = {
srv, rawsrv, structsrv, testSRV, msSRV, smileysrv,
};
ctx->PSSetShaderResources(0, ARRAY_COUNT(srvs), srvs);
// Create resources for MSAA draw
ID3DBlobPtr vsmsaablob = Compile(D3DDefaultVertex, "main", "vs_5_0");
ID3DBlobPtr psmsaablob = Compile(msaaPixel, "main", "ps_5_0");
CreateDefaultInputLayout(vsmsaablob);
ID3D11SamplerStatePtr linearclamp = MakeSampler();
ctx->PSSetSamplers(0, 1, &linearclamp.GetInterfacePtr());
ID3D11SamplerStatePtr linearwrap = MakeSampler();
ctx->PSSetSamplers(1, 1, &linearwrap.GetInterfacePtr());
ID3D11VertexShaderPtr vsmsaa = CreateVS(vsmsaablob);
ID3D11PixelShaderPtr psmsaa = CreatePS(psmsaablob);
ID3D11BufferPtr vbmsaa = MakeBuffer().Vertex().Data(DefaultTri);
ID3D11Texture2DPtr msaaTex =
MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 8, 8).Multisampled(4).RTV();
ID3D11RenderTargetViewPtr msaaRT = MakeRTV(msaaTex);
while(Running())
{
ClearRenderTargetView(fltRT, {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
IASetVertexBuffer(vb, sizeof(ConstsA2V), 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->IASetInputLayout(layout);
ctx->VSSetShader(vs, NULL, 0);
ctx->PSSetShader(ps, NULL, 0);
RSSetViewport({0.0f, 0.0f, (float)texDim, 4.0f, 0.0f, 1.0f});
UINT zero[4] = {};
ctx->ClearUnorderedAccessViewUint(rawuav, zero);
ctx->ClearUnorderedAccessViewUint(structuav, zero);
ID3D11UnorderedAccessView *uavs[] = {rawuav, structuav};
ctx->OMSetRenderTargetsAndUnorderedAccessViews(1, &fltRT.GetInterfacePtr(), NULL, 1, 2, uavs,
NULL);
ctx->DrawInstanced(3, numTests, 0, 0);
ctx->OMSetRenderTargets(1, &msaaRT.GetInterfacePtr(), NULL);
RSSetViewport({0.0f, 0.0f, 8.0f, 8.0f, 0.0f, 1.0f});
IASetVertexBuffer(vbmsaa, sizeof(DefaultA2V), 0);
ctx->IASetInputLayout(defaultLayout);
ctx->VSSetShader(vsmsaa, NULL, 0);
ctx->PSSetShader(psmsaa, NULL, 0);
ctx->Draw(3, 0);
Present();
}
return 0;
}
};
REGISTER_TEST();
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