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Hull and Domain shader system-value tests #1304
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EmilioLaiso
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Traverse-Research:hull-and-domain-system-values-tests
Jun 18, 2026
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| Original file line number | Diff line number | Diff line change |
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| # Bundled domain-shader (DS) system-value test. Exercises: | ||
| # * SV_PrimitiveID - DS input (patch index; new coverage) | ||
| # * SV_DomainLocation - DS input (the tessellator's (u, v) for this vertex) | ||
| # * SV_Position - DS output -> rasterizer -> PS input (pixel center) | ||
| # | ||
| # Geometry: two independent quad patches drawn back-to-back (8 control points, | ||
| # PatchControlPoints = 4). The input-assembler hands each patch a distinct | ||
| # SV_PrimitiveID (0, 1). Each patch covers one half of a 4x2 render target: | ||
| # | ||
| # patch 0 -> NDC x in [-1, 0] -> columns 0,1 | ||
| # patch 1 -> NDC x in [ 0, 1] -> columns 2,3 | ||
| # | ||
| # With integer partitioning and all tessellation factors = 2, each patch is subdivided | ||
| # into a 2x2 grid of sub-quads. The sub-quad seams fall at domain (u, v) = 0.5, | ||
| # i.e. exactly on a pixel *boundary*, so every pixel center maps to a clean | ||
| # domain coordinate of 0.25 or 0.75 on each axis -- identical to the mapping | ||
| # proven in test/Graphics/QuadDomainTessellation.test, and exact across | ||
| # backends (the readback never lands on a triangle diagonal). | ||
| # | ||
| # Per patch the four pixel centers map to: | ||
| # (u, v) = (0.25, 0.75) (0.75, 0.75) <- top row (NDC +y) | ||
| # (0.25, 0.25) (0.75, 0.25) <- bottom row (NDC -y) | ||
|
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| #--- vertex.hlsl | ||
| struct VSOutput { | ||
| float4 position : POSITION; | ||
| }; | ||
|
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| // Pass-through: control points travel unchanged into the Hull stage. The vertex | ||
| // attribute supplies only xy; z=0, w=1 are filled by the input assembler. | ||
| VSOutput main(float4 position : POSITION) { | ||
| VSOutput o; | ||
| o.position = position; | ||
| return o; | ||
| } | ||
|
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||
| #--- hull.hlsl | ||
| struct HSInput { | ||
| float4 position : POSITION; | ||
| }; | ||
|
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| struct HSOutput { | ||
| float4 position : POSITION; | ||
| }; | ||
|
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| struct HSPatchConstants { | ||
| float Edges[4] : SV_TessFactor; | ||
| float Inside[2] : SV_InsideTessFactor; | ||
| }; | ||
|
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| HSPatchConstants PatchConstants(InputPatch<HSInput, 4> patch, | ||
| uint patchID : SV_PrimitiveID) { | ||
| HSPatchConstants c; | ||
| c.Edges[0] = 2.0; | ||
| c.Edges[1] = 2.0; | ||
| c.Edges[2] = 2.0; | ||
| c.Edges[3] = 2.0; | ||
| c.Inside[0] = 2.0; | ||
| c.Inside[1] = 2.0; | ||
| return c; | ||
| } | ||
|
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||
| [domain("quad")] | ||
| [partitioning("integer")] | ||
| [outputtopology("triangle_ccw")] | ||
| [outputcontrolpoints(4)] | ||
| [patchconstantfunc("PatchConstants")] | ||
| HSOutput main(InputPatch<HSInput, 4> patch, uint i : SV_OutputControlPointID) { | ||
| HSOutput o; | ||
| o.position = patch[i].position; | ||
| return o; | ||
| } | ||
|
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| #--- domain.hlsl | ||
| struct DSInput { | ||
| float4 position : POSITION; | ||
| }; | ||
|
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| struct DSPatchConstants { | ||
| float Edges[4] : SV_TessFactor; | ||
| float Inside[2] : SV_InsideTessFactor; | ||
| }; | ||
|
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| struct DSOutput { | ||
| float4 position : SV_POSITION; | ||
| // SV_DomainLocation forwarded for per-pixel capture (interpolated), and the | ||
| // DS-stage SV_PrimitiveID forwarded flat (constant over the patch). | ||
| float2 uv : TEXCOORD0; | ||
| nointerpolation uint primID : PRIMID; | ||
| }; | ||
|
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||
| // Bilinearly interpolate the four corner control points by the (u, v) location. | ||
| // The generated triangles tile the input quad, so each patch fully covers its | ||
| // half of the viewport. | ||
| [domain("quad")] | ||
| DSOutput main(DSPatchConstants constants, float2 uv : SV_DomainLocation, | ||
| const OutputPatch<DSInput, 4> patch, | ||
| uint primID : SV_PrimitiveID) { | ||
| float4 bottom = lerp(patch[0].position, patch[1].position, uv.x); | ||
| float4 top = lerp(patch[3].position, patch[2].position, uv.x); | ||
|
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| DSOutput o; | ||
| o.position = lerp(bottom, top, uv.y); | ||
| o.uv = uv; | ||
| o.primID = primID; | ||
| return o; | ||
| } | ||
|
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||
| #--- pixel.hlsl | ||
| struct PSInput { | ||
| float4 position : SV_POSITION; | ||
| float2 uv : TEXCOORD0; | ||
| nointerpolation uint primID : PRIMID; | ||
| }; | ||
|
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||
| struct Record { | ||
| uint PrimID; | ||
| float DomU; | ||
| float DomV; | ||
| float PosX; | ||
| float PosY; | ||
| float PosZ; | ||
| float PosW; | ||
| }; | ||
|
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| RWStructuredBuffer<Record> Output : register(u0); | ||
|
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| float4 main(PSInput input) : SV_TARGET { | ||
| uint idx = (uint)input.position.y * 4u + (uint)input.position.x; | ||
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| Record r; | ||
| r.PrimID = input.primID; | ||
| r.DomU = input.uv.x; | ||
| r.DomV = input.uv.y; | ||
| r.PosX = input.position.x; | ||
| r.PosY = input.position.y; | ||
| r.PosZ = input.position.z; | ||
| r.PosW = input.position.w; | ||
| Output[idx] = r; | ||
|
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| return float4(1.0, 0.0, 0.0, 1.0); | ||
| } | ||
|
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||
| #--- pipeline.yaml | ||
| --- | ||
| Shaders: | ||
| - Stage: Vertex | ||
| Entry: main | ||
| - Stage: Hull | ||
| Entry: main | ||
| - Stage: Domain | ||
| Entry: main | ||
| - Stage: Pixel | ||
| Entry: main | ||
| Buffers: | ||
| # Two quad patches (cp order: BL, BR, TR, TL), each covering half the viewport. | ||
| - Name: VertexData | ||
| Format: Float32 | ||
| Stride: 8 # float2 position | ||
| Data: [ # patch 0: NDC x in [-1, 0] | ||
| -1.0, -1.0, # cp0 bottom-left | ||
| 0.0, -1.0, # cp1 bottom-right | ||
| 0.0, 1.0, # cp2 top-right | ||
| -1.0, 1.0, # cp3 top-left | ||
| # patch 1: NDC x in [0, 1] | ||
| 0.0, -1.0, # cp0 bottom-left | ||
| 1.0, -1.0, # cp1 bottom-right | ||
| 1.0, 1.0, # cp2 top-right | ||
| 0.0, 1.0 ] # cp3 top-left | ||
| - Name: RenderTarget | ||
| Format: Float32 | ||
| Channels: 4 | ||
| FillSize: 128 # 4x2 @ 16 bytes per pixel | ||
| OutputProps: | ||
| Height: 2 | ||
| Width: 4 | ||
| Depth: 1 | ||
| - Name: ResultBuffer | ||
| Format: Hex32 | ||
| Stride: 28 # sizeof(Record): 1 uint + 6 float | ||
| FillSize: 224 # 8 records * 28 bytes | ||
| FillValue: 0 | ||
| - Name: ResultBuffer_Expected | ||
| Format: Hex32 | ||
| # Each record mixes a uint (PrimID) with floats, and the YAML buffer format | ||
| # is uniform per buffer, so the values are written as raw 32-bit hex. | ||
| Stride: 28 | ||
| # Per-pixel expected records: PrimID, DomU, DomV, PosX, PosY, PosZ, PosW | ||
| # Float bits: 0.0->0x0 0.25->0x3E800000 0.5->0x3F000000 0.75->0x3F400000 | ||
| # 1.0->0x3F800000 1.5->0x3FC00000 2.5->0x40200000 3.5->0x40600000 | ||
| Data: [ | ||
| # --- row 0 (top, NDC +y, DomV = 0.75) --- | ||
| # idx0: col0 -> patch0, (u,v)=(0.25,0.75), pos=(0.5,0.5,0,1) | ||
| 0x0, 0x3E800000, 0x3F400000, 0x3F000000, 0x3F000000, 0x0, 0x3F800000, | ||
| # idx1: col1 -> patch0, (u,v)=(0.75,0.75), pos=(1.5,0.5,0,1) | ||
| 0x0, 0x3F400000, 0x3F400000, 0x3FC00000, 0x3F000000, 0x0, 0x3F800000, | ||
| # idx2: col2 -> patch1, (u,v)=(0.25,0.75), pos=(2.5,0.5,0,1) | ||
| 0x1, 0x3E800000, 0x3F400000, 0x40200000, 0x3F000000, 0x0, 0x3F800000, | ||
| # idx3: col3 -> patch1, (u,v)=(0.75,0.75), pos=(3.5,0.5,0,1) | ||
| 0x1, 0x3F400000, 0x3F400000, 0x40600000, 0x3F000000, 0x0, 0x3F800000, | ||
| # --- row 1 (bottom, NDC -y, DomV = 0.25) --- | ||
| # idx4: col0 -> patch0, (u,v)=(0.25,0.25), pos=(0.5,1.5,0,1) | ||
| 0x0, 0x3E800000, 0x3E800000, 0x3F000000, 0x3FC00000, 0x0, 0x3F800000, | ||
| # idx5: col1 -> patch0, (u,v)=(0.75,0.25), pos=(1.5,1.5,0,1) | ||
| 0x0, 0x3F400000, 0x3E800000, 0x3FC00000, 0x3FC00000, 0x0, 0x3F800000, | ||
| # idx6: col2 -> patch1, (u,v)=(0.25,0.25), pos=(2.5,1.5,0,1) | ||
| 0x1, 0x3E800000, 0x3E800000, 0x40200000, 0x3FC00000, 0x0, 0x3F800000, | ||
| # idx7: col3 -> patch1, (u,v)=(0.75,0.25), pos=(3.5,1.5,0,1) | ||
| 0x1, 0x3F400000, 0x3E800000, 0x40600000, 0x3FC00000, 0x0, 0x3F800000, | ||
| ] | ||
| Bindings: | ||
| VertexBuffer: VertexData | ||
| VertexAttributes: | ||
| - Format: Float32 | ||
| Channels: 2 | ||
| Offset: 0 | ||
| Name: POSITION | ||
| Topology: PatchList | ||
| PatchControlPoints: 4 | ||
| RenderTarget: RenderTarget | ||
| DescriptorSets: | ||
| - Resources: | ||
| - Name: ResultBuffer | ||
| Kind: RWStructuredBuffer | ||
| DirectXBinding: | ||
| Register: 0 | ||
| Space: 0 | ||
| VulkanBinding: | ||
| Binding: 0 | ||
| Results: | ||
| - Result: SystemValues | ||
| Rule: BufferExact | ||
| Actual: ResultBuffer | ||
| Expected: ResultBuffer_Expected | ||
| ... | ||
| #--- end | ||
|
|
||
| # Metal has tessellation but no Hull/Domain stages: HS is a compute kernel | ||
| # writing per-patch factors, DS is a post-tessellation vertex function tagged | ||
| # [[patch(...)]]. Mapping HLSL HS/DS onto that isn't wired up, so skip Metal. | ||
| # UNSUPPORTED: Metal | ||
|
|
||
| # XFAIL: Clang | ||
|
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||
| # RUN: split-file %s %t | ||
| # RUN: %dxc_target -T vs_6_0 -Fo %t-vertex.o %t/vertex.hlsl | ||
| # RUN: %dxc_target -T hs_6_0 -Fo %t-hull.o %t/hull.hlsl | ||
| # RUN: %dxc_target -T ds_6_0 -Fo %t-domain.o %t/domain.hlsl | ||
| # RUN: %dxc_target -T ps_6_0 -Fo %t-pixel.o %t/pixel.hlsl | ||
| # RUN: %offloader %t/pipeline.yaml %t-vertex.o %t-hull.o %t-domain.o %t-pixel.o | ||
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