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https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-09-12 18:50:22 -07:00
libs/vkd3d: Implement d3d12_command_list_ClearDepthStencilView().
This commit is contained in:
114
tests/d3d12.c
114
tests/d3d12.c
@@ -323,6 +323,7 @@ static unsigned int format_size(DXGI_FORMAT format)
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{
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switch (format)
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{
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case DXGI_FORMAT_D32_FLOAT:
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case DXGI_FORMAT_R8G8B8A8_UNORM:
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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return 4;
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@@ -2290,6 +2291,118 @@ static void test_multithread_fence_wait(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_clear_depth_stencil_view(void)
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{
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D3D12_COMMAND_QUEUE_DESC command_queue_desc;
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ID3D12CommandAllocator *command_allocator;
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D3D12_DESCRIPTOR_HEAP_DESC dsv_heap_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle;
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_RESOURCE_DESC resource_desc;
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unsigned int dsv_increment_size;
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ID3D12DescriptorHeap *dsv_heap;
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D3D12_CLEAR_VALUE clear_value;
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struct resource_readback rb;
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ID3D12CommandQueue *queue;
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ID3D12Resource *resource;
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ID3D12Device *device;
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unsigned int x, y;
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ULONG refcount;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device.\n");
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return;
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}
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command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
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command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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command_queue_desc.NodeMask = 0;
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hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
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&IID_ID3D12CommandQueue, (void **)&queue);
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ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
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&IID_ID3D12CommandAllocator, (void **)&command_allocator);
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ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr);
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dsv_heap_desc.NumDescriptors = 1;
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dsv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
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dsv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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dsv_heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateDescriptorHeap(device, &dsv_heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&dsv_heap);
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ok(SUCCEEDED(hr), "CreateDescriptorHeap failed, hr %#x.\n", hr);
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dsv_increment_size = ID3D12Device_GetDescriptorHandleIncrementSize(device,
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D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
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trace("DSV descriptor handle increment size: %u.\n", dsv_increment_size);
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ok(dsv_increment_size, "Got unexpectd increment size %#x.\n", dsv_increment_size);
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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resource_desc.Alignment = 0;
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resource_desc.Width = 32;
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resource_desc.Height = 32;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_D32_FLOAT;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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clear_value.Format = DXGI_FORMAT_D32_FLOAT;
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clear_value.DepthStencil.Depth = 0.5f;
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clear_value.DepthStencil.Stencil = 0x3;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, &clear_value, &IID_ID3D12Resource, (void **)&resource);
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ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
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dsv_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(dsv_heap);
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ID3D12Device_CreateDepthStencilView(device, resource, NULL, dsv_handle);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.75f, 0x7, 0, NULL);
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transition_resource_state(command_list, resource,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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hr = ID3D12CommandAllocator_Reset(command_allocator);
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ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list);
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for (y = 0; y < resource_desc.Height; ++y)
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{
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for (x = 0; x < resource_desc.Width; ++x)
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{
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unsigned int v = get_readback_uint(&rb, x, y);
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ok(v == 0x3f400000, "Got unexpected value 0x%08x at (%u, %u).\n", v, x, y);
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}
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}
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release_resource_readback(&rb);
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ID3D12GraphicsCommandList_Release(command_list);
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ID3D12CommandAllocator_Release(command_allocator);
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ID3D12Resource_Release(resource);
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ID3D12CommandQueue_Release(queue);
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ID3D12DescriptorHeap_Release(dsv_heap);
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refcount = ID3D12Device_Release(device);
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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_clear_render_target_view(void)
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{
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static const float green[] = { 0.0f, 1.0f, 0.0f, 1.0f };
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@@ -3138,6 +3251,7 @@ START_TEST(d3d12)
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run_test(test_cpu_signal_fence);
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run_test(test_gpu_signal_fence);
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run_test(test_multithread_fence_wait);
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run_test(test_clear_depth_stencil_view);
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run_test(test_clear_render_target_view);
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run_test(test_draw_instanced);
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run_test(test_texture_resource_barriers);
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