From 201782ed7c7a1d331b1e2cc6dc7e3e013dc4d3c2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 31 Oct 2017 10:55:13 +0100 Subject: [PATCH] tests: Test copying data from texture in generic read state. --- tests/d3d12.c | 99 ++++++++++++++++++++++++++++----------------------- 1 file changed, 54 insertions(+), 45 deletions(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index 18219de0..b8c86703 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -12324,7 +12324,6 @@ static void test_depth_read_only_view(void) static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; memset(&desc, 0, sizeof(desc)); - desc.rt_format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; @@ -12335,9 +12334,8 @@ static void test_depth_read_only_view(void) context.root_signature = create_32bit_constants_root_signature(device, 0, 4, D3D12_SHADER_VISIBILITY_PIXEL); - init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL); - pso_desc.NumRenderTargets = 1; - pso_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + init_pipeline_state_desc(&pso_desc, context.root_signature, + context.render_target_desc.Format, NULL, &ps, NULL); pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; pso_desc.DepthStencilState.DepthEnable = TRUE; pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; @@ -16055,6 +16053,11 @@ static void test_copy_texture_region(void) }; static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; static const float depth_values[] = {0.0f, 0.5f, 0.7f, 1.0f}; + static const D3D12_RESOURCE_STATES resource_states[] = + { + D3D12_RESOURCE_STATE_COPY_SOURCE, + D3D12_RESOURCE_STATE_GENERIC_READ, + }; memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32_FLOAT; @@ -16065,50 +16068,56 @@ static void test_copy_texture_region(void) command_list = context.list; queue = context.queue; - src_texture = create_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOURCE_STATE_COPY_DEST); - texture_data.pData = bitmap_data; - texture_data.RowPitch = 4 * sizeof(*bitmap_data); - texture_data.SlicePitch = texture_data.RowPitch * 4; - upload_texture_data(src_texture, &texture_data, 1, queue, command_list); - reset_command_list(command_list, context.allocator); - - dst_texture = create_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOURCE_STATE_COPY_DEST); - texture_data.pData = clear_data; - texture_data.RowPitch = 4 * sizeof(*bitmap_data); - texture_data.SlicePitch = texture_data.RowPitch * 4; - upload_texture_data(dst_texture, &texture_data, 1, queue, command_list); - reset_command_list(command_list, context.allocator); - transition_resource_state(command_list, src_texture, - D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); - - src_location.pResource = src_texture; - src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; - src_location.SubresourceIndex = 0; - dst_location.pResource = dst_texture; - dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; - dst_location.SubresourceIndex = 0; - set_box(&box, 0, 0, 0, 2, 2, 1); - ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 1, 1, 0, - &src_location, &box); - - transition_resource_state(command_list, dst_texture, - D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); - get_texture_readback_with_command_list(dst_texture, 0, &rb, queue, command_list); - for (y = 0; y < 4; ++y) + for (i = 0; i < ARRAY_SIZE(resource_states); ++i) { - for (x = 0; x < 4; ++x) - { - unsigned int color = get_readback_uint(&rb, x, y); - unsigned int expected = result_data[y * 4 + x]; + src_texture = create_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM, + D3D12_RESOURCE_STATE_COPY_DEST); + texture_data.pData = bitmap_data; + texture_data.RowPitch = 4 * sizeof(*bitmap_data); + texture_data.SlicePitch = texture_data.RowPitch * 4; + upload_texture_data(src_texture, &texture_data, 1, queue, command_list); + reset_command_list(command_list, context.allocator); - ok(color == expected, "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n", - color, x, y, expected); + dst_texture = create_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM, + D3D12_RESOURCE_STATE_COPY_DEST); + texture_data.pData = clear_data; + texture_data.RowPitch = 4 * sizeof(*bitmap_data); + texture_data.SlicePitch = texture_data.RowPitch * 4; + upload_texture_data(dst_texture, &texture_data, 1, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, src_texture, + D3D12_RESOURCE_STATE_COPY_DEST, resource_states[i]); + + src_location.pResource = src_texture; + src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + src_location.SubresourceIndex = 0; + dst_location.pResource = dst_texture; + dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dst_location.SubresourceIndex = 0; + set_box(&box, 0, 0, 0, 2, 2, 1); + ID3D12GraphicsCommandList_CopyTextureRegion(command_list, + &dst_location, 1, 1, 0, &src_location, &box); + + transition_resource_state(command_list, dst_texture, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + get_texture_readback_with_command_list(dst_texture, 0, &rb, queue, command_list); + for (y = 0; y < 4; ++y) + { + for (x = 0; x < 4; ++x) + { + unsigned int color = get_readback_uint(&rb, x, y); + unsigned int expected = result_data[y * 4 + x]; + + ok(color == expected, + "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n", + color, x, y, expected); + } } + release_resource_readback(&rb); + ID3D12Resource_Release(src_texture); + ID3D12Resource_Release(dst_texture); + reset_command_list(command_list, context.allocator); } - release_resource_readback(&rb); - ID3D12Resource_Release(src_texture); - ID3D12Resource_Release(dst_texture); - reset_command_list(command_list, context.allocator); context.root_signature = create_texture_root_signature(device, D3D12_SHADER_VISIBILITY_PIXEL, 0, 0); @@ -16125,7 +16134,7 @@ static void test_copy_texture_region(void) ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, depth_values[i], 0, 0, NULL); transition_sub_resource_state(command_list, ds.texture, 0, - D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); + D3D12_RESOURCE_STATE_DEPTH_WRITE, resource_states[i % ARRAY_SIZE(resource_states)]); dst_texture = create_texture(device, 32, 32, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_STATE_COPY_DEST);