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tests: Test copying data from texture in generic read state.
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@ -12324,7 +12324,6 @@ static void test_depth_read_only_view(void)
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static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
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memset(&desc, 0, sizeof(desc));
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desc.rt_format = DXGI_FORMAT_R8G8B8A8_UNORM;
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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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@ -12335,9 +12334,8 @@ static void test_depth_read_only_view(void)
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context.root_signature = create_32bit_constants_root_signature(device,
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0, 4, D3D12_SHADER_VISIBILITY_PIXEL);
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init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL);
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pso_desc.NumRenderTargets = 1;
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pso_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, NULL, &ps, NULL);
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pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
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pso_desc.DepthStencilState.DepthEnable = TRUE;
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pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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@ -16055,6 +16053,11 @@ static void test_copy_texture_region(void)
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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static const float depth_values[] = {0.0f, 0.5f, 0.7f, 1.0f};
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static const D3D12_RESOURCE_STATES resource_states[] =
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{
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D3D12_RESOURCE_STATE_COPY_SOURCE,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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};
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memset(&desc, 0, sizeof(desc));
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desc.rt_format = DXGI_FORMAT_R32_FLOAT;
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@ -16065,21 +16068,25 @@ static void test_copy_texture_region(void)
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command_list = context.list;
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queue = context.queue;
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src_texture = create_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOURCE_STATE_COPY_DEST);
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for (i = 0; i < ARRAY_SIZE(resource_states); ++i)
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{
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src_texture = create_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM,
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D3D12_RESOURCE_STATE_COPY_DEST);
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texture_data.pData = bitmap_data;
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texture_data.RowPitch = 4 * sizeof(*bitmap_data);
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texture_data.SlicePitch = texture_data.RowPitch * 4;
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upload_texture_data(src_texture, &texture_data, 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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dst_texture = create_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOURCE_STATE_COPY_DEST);
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dst_texture = create_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM,
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D3D12_RESOURCE_STATE_COPY_DEST);
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texture_data.pData = clear_data;
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texture_data.RowPitch = 4 * sizeof(*bitmap_data);
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texture_data.SlicePitch = texture_data.RowPitch * 4;
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upload_texture_data(dst_texture, &texture_data, 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, src_texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D12_RESOURCE_STATE_COPY_DEST, resource_states[i]);
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src_location.pResource = src_texture;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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@ -16088,8 +16095,8 @@ static void test_copy_texture_region(void)
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst_location.SubresourceIndex = 0;
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set_box(&box, 0, 0, 0, 2, 2, 1);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 1, 1, 0,
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&src_location, &box);
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
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&dst_location, 1, 1, 0, &src_location, &box);
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transition_resource_state(command_list, dst_texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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@ -16101,7 +16108,8 @@ static void test_copy_texture_region(void)
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unsigned int color = get_readback_uint(&rb, x, y);
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unsigned int expected = result_data[y * 4 + x];
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ok(color == expected, "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
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ok(color == expected,
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"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
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color, x, y, expected);
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}
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}
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@ -16109,6 +16117,7 @@ static void test_copy_texture_region(void)
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ID3D12Resource_Release(src_texture);
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ID3D12Resource_Release(dst_texture);
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reset_command_list(command_list, context.allocator);
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}
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context.root_signature = create_texture_root_signature(device,
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D3D12_SHADER_VISIBILITY_PIXEL, 0, 0);
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@ -16125,7 +16134,7 @@ static void test_copy_texture_region(void)
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH, depth_values[i], 0, 0, NULL);
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transition_sub_resource_state(command_list, ds.texture, 0,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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D3D12_RESOURCE_STATE_DEPTH_WRITE, resource_states[i % ARRAY_SIZE(resource_states)]);
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dst_texture = create_texture(device, 32, 32, DXGI_FORMAT_R32_FLOAT,
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D3D12_RESOURCE_STATE_COPY_DEST);
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