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tests: Add test for initial pipeline state.
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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34ceaecb50
@ -20023,6 +20023,82 @@ static void test_suballocate_small_textures(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_command_list_initial_pipeline_state(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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ID3D12PipelineState *pipeline_state;
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ID3D12CommandAllocator *allocator;
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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_code[] =
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{
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#if 0
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void main(out float4 target : SV_Target)
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{
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target = float4(0.0f, 0.25f, 0.5f, 1.0f);
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}
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#endif
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0x43425844, 0x2f09e5ff, 0xaa135d5e, 0x7860f4b5, 0x5c7b8cbc, 0x00000001, 0x000000b4, 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, 0x0000003c, 0x00000050, 0x0000000f,
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0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x00000000, 0x3e800000, 0x3f000000, 0x3f800000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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if (!init_test_context(&context, NULL))
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return;
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queue = context.queue;
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pipeline_state = create_pipeline_state(context.device,
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context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
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hr = ID3D12Device_CreateCommandAllocator(context.device, D3D12_COMMAND_LIST_TYPE_DIRECT,
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&IID_ID3D12CommandAllocator, (void **)&allocator);
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ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
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hr = ID3D12Device_CreateCommandList(context.device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
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allocator, pipeline_state, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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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_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.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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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff804000, 1);
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hr = ID3D12CommandAllocator_Reset(allocator);
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ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, allocator, context.pipeline_state);
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ok(hr == S_OK, "Failed to reset command list, hr %#x.\n", hr);
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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_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.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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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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ID3D12CommandAllocator_Release(allocator);
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ID3D12GraphicsCommandList_Release(command_list);
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ID3D12PipelineState_Release(pipeline_state);
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destroy_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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@ -20143,4 +20219,5 @@ START_TEST(d3d12)
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run_test(test_combined_clip_and_cull_distances);
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run_test(test_resource_allocation_info);
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run_test(test_suballocate_small_textures);
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run_test(test_command_list_initial_pipeline_state);
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}
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