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tests: Add test for DSVFormat equal to DXGI_FORMAT_UNKNOWN.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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2482af566d
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tests/d3d12.c
100
tests/d3d12.c
@ -4839,6 +4839,105 @@ static void test_unknown_rtv_format(void)
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destroy_test_context(&context);
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}
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static void test_unknown_dsv_format(void)
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{
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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struct depth_stencil_resource ds;
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D3D12_CLEAR_VALUE clear_value;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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HRESULT hr;
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static const DWORD ps_color_code[] =
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{
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#if 0
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float4 color;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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return color;
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}
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#endif
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0x43425844, 0xd18ead43, 0x8b8264c1, 0x9c0a062d, 0xfc843226, 0x00000001, 0x000000e0, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050,
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0x00000011, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2,
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0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_color = {ps_color_code, sizeof(ps_color_code)};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
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static const struct vec4 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_R32G32B32A32_FLOAT;
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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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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 = 0;
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init_depth_stencil(&ds, context.device, 32, 32, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, &clear_value);
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context.root_signature = create_32bit_constants_root_signature(context.device,
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0, 4, D3D12_SHADER_VISIBILITY_PIXEL);
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/* DSVFormat = DXGI_FORMAT_UNKNOWN and D3D12_DEPTH_WRITE_MASK_ZERO */
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init_pipeline_state_desc(&pso_desc, context.root_signature, desc.rt_format, NULL, &ps_color, NULL);
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pso_desc.DSVFormat = DXGI_FORMAT_UNKNOWN;
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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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pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_EQUAL;
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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 graphics pipeline state, 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, ds.dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH, 0.5f, 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_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.5f, 0.5f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &red.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 1.0f, 1.0f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.0f, 0.0f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.55f, 0.55f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 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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check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 1);
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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_vec4(context.render_target, 0, queue, command_list, &green, 0);
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destroy_depth_stencil(&ds);
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destroy_test_context(&context);
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}
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static void test_append_aligned_element(void)
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{
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ID3D12GraphicsCommandList *command_list;
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@ -29055,6 +29154,7 @@ START_TEST(d3d12)
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run_test(test_draw_no_descriptor_bindings);
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run_test(test_multiple_render_targets);
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run_test(test_unknown_rtv_format);
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run_test(test_unknown_dsv_format);
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run_test(test_append_aligned_element);
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run_test(test_gpu_virtual_address);
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run_test(test_fragment_coords);
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