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| 1 | +// Test that has a really simple passthrough amplification shader that halfs the |
| 2 | +// green color component on all triangle vertices. |
| 3 | + |
| 4 | +#--- amplification.hlsl |
| 5 | +struct Payload { |
| 6 | + float3 color; |
| 7 | +}; |
| 8 | + |
| 9 | +[numthreads(1, 1, 1)] |
| 10 | +void main() |
| 11 | +{ |
| 12 | + Payload payload = (Payload)0; |
| 13 | + payload.color = float3(1.0, 0.5, 1.0); |
| 14 | + DispatchMesh(1, 1, 1, payload); |
| 15 | +} |
| 16 | + |
| 17 | +#--- mesh.hlsl |
| 18 | +struct Payload { |
| 19 | + float3 color; |
| 20 | +}; |
| 21 | + |
| 22 | +struct PSInput |
| 23 | +{ |
| 24 | + float4 position : SV_POSITION; |
| 25 | + float4 color : COLOR; |
| 26 | +}; |
| 27 | + |
| 28 | +[outputtopology("triangle")] |
| 29 | +[numthreads(3, 1, 1)] |
| 30 | +void main( |
| 31 | + uint groupThreadID: SV_GroupThreadID, |
| 32 | + in payload Payload payload, |
| 33 | + out vertices PSInput verts[3], |
| 34 | + out indices uint3 tris[1]) { |
| 35 | + |
| 36 | + SetMeshOutputCounts(3, 1); |
| 37 | + |
| 38 | + float4 position; |
| 39 | + float4 color = float4(payload.color, 1.0); |
| 40 | + if (groupThreadID == 0) { |
| 41 | + // position = float4(-1.0, -1.0, 0.0, 1.0); |
| 42 | + position = float4(0.0, 0.25, 0.0, 1.0); |
| 43 | + color *= float4(1.0, 0.0, 0.0, 1.0); |
| 44 | + } else if (groupThreadID == 1) { |
| 45 | + // position = float4(0.0, 1.0, 0.0, 1.0); |
| 46 | + position = float4(0.25, -0.25, 0.0, 1.0); |
| 47 | + color *= float4(0.0, 1.0, 0.0, 1.0); |
| 48 | + } else /*if (groupThreadID == 2)*/ { |
| 49 | + // position = float4(1.0, -1.0, 0.0, 1.0); |
| 50 | + position = float4(-0.25, -0.25, 0.0, 1.0); |
| 51 | + color *= float4(0.0, 0.0, 1.0, 1.0); |
| 52 | + } |
| 53 | + |
| 54 | + verts[groupThreadID].position = position; |
| 55 | + verts[groupThreadID].color = color; |
| 56 | + |
| 57 | + if (groupThreadID == 0) { |
| 58 | + tris[0] = uint3(0, 1, 2); |
| 59 | + } |
| 60 | +} |
| 61 | + |
| 62 | +#--- pixel.hlsl |
| 63 | +struct PSInput |
| 64 | +{ |
| 65 | + float4 position : SV_POSITION; |
| 66 | + float4 color : COLOR; |
| 67 | +}; |
| 68 | + |
| 69 | +float4 main(PSInput input) : SV_TARGET |
| 70 | +{ |
| 71 | + return input.color; |
| 72 | +} |
| 73 | +#--- pipeline.yaml |
| 74 | +--- |
| 75 | +Shaders: |
| 76 | + - Stage: Amplification |
| 77 | + Entry: main |
| 78 | + - Stage: Mesh |
| 79 | + Entry: main |
| 80 | + - Stage: Pixel |
| 81 | + Entry: main |
| 82 | +Buffers: |
| 83 | + - Name: Output |
| 84 | + Format: Float32 |
| 85 | + Channels: 4 |
| 86 | + FillSize: 1048576 # 256x256 @ 16 bytes per pixel |
| 87 | + OutputProps: |
| 88 | + Height: 256 |
| 89 | + Width: 256 |
| 90 | + Depth: 1 |
| 91 | +Bindings: |
| 92 | + RenderTarget: Output |
| 93 | +DescriptorSets: [] |
| 94 | +... |
| 95 | +#--- rules.yaml |
| 96 | +--- |
| 97 | +- Type: PixelPercent |
| 98 | + Val: 0.2 # No more than 0.2% of pixels may be visibly different. |
| 99 | +... |
| 100 | +#--- end |
| 101 | + |
| 102 | +REQUIRES: MeshShader |
| 103 | + |
| 104 | +# Unimplemented https://github.com/llvm/llvm-project/issues/136966 |
| 105 | +# XFAIL: Clang |
| 106 | + |
| 107 | +# RUN: split-file %s %t |
| 108 | +# RUN: %dxc_target -T as_6_5 -Fo %t-amplification.o %t/amplification.hlsl |
| 109 | +# RUN: %dxc_target -T ms_6_5 -Fo %t-mesh.o %t/mesh.hlsl |
| 110 | +# RUN: %dxc_target -T ps_6_5 -Fo %t-pixel.o %t/pixel.hlsl |
| 111 | +# RUN: %offloader %t/pipeline.yaml %t-amplification.o %t-mesh.o %t-pixel.o -r Output -o %t/Output.png |
| 112 | +# RUN: imgdiff %t/Output.png %goldenimage_dir/hlsl/Graphics/MeshShaders/SimpleAmplification.png -rules %t/rules.yaml |
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