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https://gitlab.winehq.org/wine/vkd3d.git
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tests: Add initial visual test for shader instructions.
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parent
becd93c8bd
commit
2c4a4bd816
172
tests/d3d12.c
172
tests/d3d12.c
@ -504,7 +504,31 @@ static ID3D12RootSignature *create_empty_root_signature_(unsigned int line,
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = NULL;
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root_signature_desc.Flags = flags;
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hr = create_root_signature(device, &root_signature_desc, &root_signature);
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ok_(line)(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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return root_signature;
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}
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#define create_cb_root_signature(a, b, c, e) create_cb_root_signature_(__LINE__, a, b, c, e)
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static ID3D12RootSignature *create_cb_root_signature_(unsigned int line,
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ID3D12Device *device, unsigned int reg_idx, D3D12_SHADER_VISIBILITY shader_visibility,
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D3D12_ROOT_SIGNATURE_FLAGS flags)
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{
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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ID3D12RootSignature *root_signature = NULL;
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D3D12_ROOT_PARAMETER root_parameter;
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HRESULT hr;
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root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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root_parameter.Descriptor.ShaderRegister = reg_idx;
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root_parameter.Descriptor.RegisterSpace = 0;
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root_parameter.ShaderVisibility = shader_visibility;
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memset(&root_signature_desc, 0, sizeof(root_signature_desc));
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root_signature_desc.NumParameters = 1;
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root_signature_desc.pParameters = &root_parameter;
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root_signature_desc.Flags = flags;
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hr = create_root_signature(device, &root_signature_desc, &root_signature);
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ok_(line)(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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@ -3621,6 +3645,153 @@ static void test_bundle_state_inheritance(void)
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destroy_draw_test_context(&context);
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}
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static void test_shader_instructions(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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ID3D12GraphicsCommandList *command_list;
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D3D12_HEAP_PROPERTIES heap_properties;
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struct draw_test_context_desc desc;
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D3D12_RESOURCE_DESC resource_desc;
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struct draw_test_context context;
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struct resource_readback rb;
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ID3D12CommandQueue *queue;
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D3D12_VIEWPORT viewport;
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unsigned int i, x, y;
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ID3D12Resource *cb;
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RECT scissor_rect;
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HRESULT hr;
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void *ptr;
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static const DWORD ps_dot2_code[] =
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{
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#if 0
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float4 src0;
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float4 src1;
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void main(out float4 dst : SV_Target)
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{
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dst.x = dot(src0.xy, src1.xy);
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dst.yzw = (float3)0;
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}
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#endif
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0x43425844, 0x3621a1c7, 0x79d3be21, 0x9f14138c, 0x9f5506f2, 0x00000001, 0x000000e8, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000070, 0x00000050, 0x0000001c,
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0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000,
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0x0900000f, 0x00102012, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00208046, 0x00000000,
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0x00000001, 0x08000036, 0x001020e2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x0100003e,
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};
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const D3D12_SHADER_BYTECODE ps_dot2 = {ps_dot2_code, sizeof(ps_dot2_code)};
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static const struct
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{
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struct
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{
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struct vec4 src0;
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struct vec4 src1;
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} input;
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struct vec4 output;
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}
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tests[] =
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{
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{{{1.0f, 1.0f}, {1.0f, 1.0f}}, {2.0f}},
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{{{1.0f, 1.0f}, {2.0f, 3.0f}}, {5.0f}},
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};
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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_draw_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_cb_root_signature(context.device,
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0, D3D12_SHADER_VISIBILITY_PIXEL, D3D12_ROOT_SIGNATURE_FLAG_NONE);
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, desc.rt_format, NULL, &ps_dot2, NULL);
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_UPLOAD;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resource_desc.Alignment = 0;
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resource_desc.Width = sizeof(tests->input);
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resource_desc.Height = 1;
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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_UNKNOWN;
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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_ROW_MAJOR;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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hr = ID3D12Device_CreateCommittedResource(context.device, &heap_properties,
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D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ,
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NULL, &IID_ID3D12Resource, (void **)&cb);
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ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
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viewport.TopLeftX = 0.0f;
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viewport.TopLeftY = 0.0f;
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viewport.Width = context.render_target_desc.Width;
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viewport.Height = context.render_target_desc.Height;
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viewport.MinDepth = 0.0f;
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viewport.MaxDepth = 1.0f;
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scissor_rect.left = scissor_rect.top = 0;
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scissor_rect.right = context.render_target_desc.Width;
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scissor_rect.bottom = context.render_target_desc.Height;
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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hr = ID3D12Resource_Map(cb, 0, NULL, (void **)&ptr);
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ok(SUCCEEDED(hr), "Failed to map constant buffer, hr %#x.\n", hr);
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memcpy(ptr, &tests[i].input, sizeof(tests[i].input));
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ID3D12Resource_Unmap(cb, 0, NULL);
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if (i)
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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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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0,
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ID3D12Resource_GetGPUVirtualAddress(cb));
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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_RSSetViewports(command_list, 1, &viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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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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get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
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for (y = 0; y < context.render_target_desc.Height; ++y)
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{
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for (x = 0; x < context.render_target_desc.Width; ++x)
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{
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const struct vec4 *v = get_readback_vec4(&rb, x, y);
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ok(compare_vec4(v, &tests[i].output, 0),
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"Got %.8e, %.8e, %.8e, %.8e expected %.8e, %.8e, %.8e, %.8e.\n",
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v->x, v->y, v->z, v->w, tests[i].output.x, tests[i].output.y,
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tests[i].output.z, tests[i].output.w);
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}
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}
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release_resource_readback(&rb);
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hr = ID3D12CommandAllocator_Reset(context.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, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr);
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}
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ID3D12Resource_Release(cb);
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destroy_draw_test_context(&context);
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}
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START_TEST(d3d12)
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{
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BOOL enable_debug_layer = FALSE;
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@ -3661,4 +3832,5 @@ START_TEST(d3d12)
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run_test(test_device_removed_reason);
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run_test(test_map_resource);
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run_test(test_bundle_state_inheritance);
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run_test(test_shader_instructions);
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}
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