mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
tests: Add test for depth clip.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
8350ba3fd2
commit
09bffa48c6
245
tests/d3d12.c
245
tests/d3d12.c
@ -16372,6 +16372,250 @@ static void test_get_copyable_footprints(void)
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ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
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}
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static void test_depth_clip(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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struct depth_stencil_resource ds;
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struct test_context_desc desc;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Resource *vb;
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unsigned int i;
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float depth;
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HRESULT hr;
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static const DWORD vs_code[] =
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{
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#if 0
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float4 main(float4 p : POSITION) : SV_Position
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{
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return p;
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}
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#endif
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0x43425844, 0x92767590, 0x06a6dba7, 0x0ae078b2, 0x7b5eb8f6, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
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static const DWORD ps_depth_code[] =
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{
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#if 0
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float depth;
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float4 main(float4 p : SV_Position, out float out_depth : SV_Depth) : SV_Target
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{
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out_depth = depth;
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return float4(0, 1, 0, 1);
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}
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#endif
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0x43425844, 0x6744db20, 0x3e266cd1, 0xc50630b3, 0xd7455b94, 0x00000001, 0x00000120, 0x00000003,
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0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x00000042, 0x00000000, 0x00000000, 0x00000003, 0xffffffff, 0x00000e01,
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0x545f5653, 0x65677261, 0x56530074, 0x7065445f, 0xab006874, 0x52444853, 0x00000064, 0x00000040,
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0x00000019, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x02000065, 0x0000c001, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000,
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0x00000000, 0x3f800000, 0x05000036, 0x0000c001, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_depth = {ps_depth_code, sizeof(ps_depth_code)};
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static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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};
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static const struct vec4 vertices[] =
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{
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{-1.0f, -1.0f, 0.0f, 1.0f},
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{-1.0f, 1.0f, 0.0f, 1.0f},
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{ 1.0f, -1.0f, 0.0f, 1.0f},
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{ 1.0f, 1.0f, 0.0f, 1.0f},
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{-1.0f, -1.0f, 0.5f, 1.0f},
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{-1.0f, 1.0f, 0.5f, 1.0f},
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{ 1.0f, -1.0f, 0.5f, 1.0f},
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{ 1.0f, 1.0f, 0.5f, 1.0f},
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{-1.0f, -1.0f, -0.5f, 1.0f},
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{-1.0f, 1.0f, -0.5f, 1.0f},
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{ 1.0f, -1.0f, -0.5f, 1.0f},
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{ 1.0f, 1.0f, -0.5f, 1.0f},
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{-1.0f, -1.0f, 1.0f, 1.0f},
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{-1.0f, 1.0f, 1.0f, 1.0f},
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{ 1.0f, -1.0f, 1.0f, 1.0f},
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{ 1.0f, 1.0f, 1.0f, 1.0f},
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{-1.0f, -1.0f, 1.5f, 1.0f},
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{-1.0f, 1.0f, 1.5f, 1.0f},
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{ 1.0f, -1.0f, 1.5f, 1.0f},
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{ 1.0f, 1.0f, 1.5f, 1.0f},
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};
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struct result
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{
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uint32_t expected_color;
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float expected_depth;
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};
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static const struct
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{
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struct result depth_clip;
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struct result no_depth_clip;
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}
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tests[] =
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{
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{{0xff00ff00, 0.0f }, {0xff00ff00, 0.0f}},
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{{0xff00ff00, 0.5f }, {0xff00ff00, 0.5f}},
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{{0xffffffff, 0.125f}, {0xff00ff00, 0.0f}},
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{{0xff00ff00, 1.0f }, {0xff00ff00, 1.0f}},
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{{0xffffffff, 0.125f}, {0xff00ff00, 1.0f}},
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};
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memset(&desc, 0, sizeof(desc));
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desc.no_root_signature = true;
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if (!init_test_context(&context, &desc))
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return;
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command_list = context.list;
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queue = context.queue;
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context.root_signature = create_32bit_constants_root_signature_(__LINE__, context.device,
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0, 4, D3D12_SHADER_VISIBILITY_PIXEL, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
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init_depth_stencil(&ds, context.device, 32, 32, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL);
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vb = create_upload_buffer(context.device, sizeof(vertices), vertices);
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vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
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vbv.StrideInBytes = sizeof(*vertices);
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vbv.SizeInBytes = sizeof(vertices);
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input_layout.pInputElementDescs = layout_desc;
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input_layout.NumElements = ARRAY_SIZE(layout_desc);
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, &vs, NULL, &input_layout);
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pso_desc.RasterizerState.DepthClipEnable = TRUE;
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pso_desc.DepthStencilState.DepthEnable = TRUE;
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pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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const struct result *result = &tests[i].depth_clip;
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list,
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ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.125f, 0, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, &ds.dsv_handle);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 4 * i, 0);
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transition_resource_state(command_list, ds.texture,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_float(ds.texture, 0, queue, command_list, result->expected_depth, 2);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, result->expected_color, 0);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, ds.texture,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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ID3D12PipelineState_Release(context.pipeline_state);
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pso_desc.RasterizerState.DepthClipEnable = FALSE;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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const struct result *result = &tests[i].no_depth_clip;
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list,
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ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.125f, 0, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, &ds.dsv_handle);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 4 * i, 0);
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transition_resource_state(command_list, ds.texture,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_float(ds.texture, 0, queue, command_list, result->expected_depth, 2);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, result->expected_color, 0);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, ds.texture,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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ID3D12PipelineState_Release(context.pipeline_state);
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pso_desc.PS = ps_depth;
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pso_desc.RasterizerState.DepthClipEnable = TRUE;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list,
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ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.125f, 0, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, &ds.dsv_handle);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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depth = 2.0f;
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 1, &depth, 0);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
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transition_resource_state(command_list, ds.texture,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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todo_if(!is_mesa_intel_device(context.device))
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check_sub_resource_float(ds.texture, 0, queue, command_list, 1.0f, 2);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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ID3D12Resource_Release(vb);
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destroy_depth_stencil(&ds);
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destroy_test_context(&context);
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}
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#define check_depth_stencil_sampling(a, b, c, d, e, f, g) \
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check_depth_stencil_sampling_(__LINE__, a, b, c, d, e, f, g)
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static void check_depth_stencil_sampling_(unsigned int line, struct test_context *context,
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@ -26941,6 +27185,7 @@ START_TEST(d3d12)
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run_test(test_null_cbv);
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run_test(test_null_srv);
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run_test(test_get_copyable_footprints);
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run_test(test_depth_clip);
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run_test(test_depth_stencil_sampling);
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run_test(test_depth_load);
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run_test(test_depth_read_only_view);
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@ -349,6 +349,11 @@ static inline bool is_mesa_device(ID3D12Device *device)
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return false;
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}
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static inline bool is_mesa_intel_device(ID3D12Device *device)
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{
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return false;
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}
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static inline bool is_nvidia_device(ID3D12Device *device)
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{
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return false;
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@ -556,6 +561,14 @@ static inline bool is_mesa_device(ID3D12Device *device)
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|| properties.driverID == VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA_KHR;
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}
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static inline bool is_mesa_intel_device(ID3D12Device *device)
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{
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VkPhysicalDeviceDriverPropertiesKHR properties;
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get_driver_properties(device, &properties);
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return properties.driverID == VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA_KHR;
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}
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static inline bool is_nvidia_device(ID3D12Device *device)
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{
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VkPhysicalDeviceDriverPropertiesKHR properties;
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