mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
tests: Add tests for bufinfo instructions.
Signed-off-by: Jactry Zeng <jzeng@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
8e6f5ddd24
commit
4feb40b6b3
366
tests/d3d12.c
366
tests/d3d12.c
@ -31741,6 +31741,371 @@ static void test_conditional_rendering(void)
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ID3D12PipelineState_Release(pipeline_state);
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destroy_test_context(&context);
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}
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static void test_bufinfo_instruction(void)
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{
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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const D3D12_SHADER_BYTECODE *current_shader;
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D3D12_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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D3D12_ROOT_PARAMETER root_parameter;
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struct test_context_desc desc;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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struct test_context context;
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ID3D12Resource *vb, *buffer;
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ID3D12DescriptorHeap *heap;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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HRESULT hr;
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int i;
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static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
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};
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static const DWORD vs_code[] =
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{
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#if 0
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void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION)
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{
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out_position = in_position;
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}
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#endif
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0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
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static const DWORD ps_srv_raw_code[] =
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{
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#if 0
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ByteAddressBuffer b;
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uint4 main(void) : SV_Target
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{
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uint width;
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b.GetDimensions(width);
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return width;
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}
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#endif
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0x43425844, 0x934bc27a, 0x3251cc9d, 0xa129bdd3, 0xf7cedcc4, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018,
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0x0100086a, 0x030000a1, 0x00107000, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x87000079, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x00107e46, 0x00000000,
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0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_srv_raw = {ps_srv_raw_code, sizeof(ps_srv_raw_code)};
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static const DWORD ps_srv_structured_code[] =
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{
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#if 0
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StructuredBuffer<bool> b;
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uint4 main(void) : SV_Target
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{
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uint count, stride;
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b.GetDimensions(count, stride);
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return uint4(count, stride, 0, 1);
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}
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#endif
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0x43425844, 0x313f910c, 0x2f60c646, 0x2d87455c, 0xb9988c2c, 0x00000001, 0x000000fc, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021,
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0x0100086a, 0x040000a2, 0x00107000, 0x00000000, 0x00000004, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000001, 0x87000079, 0x80002302, 0x00199983, 0x00100012, 0x00000000, 0x00107e46,
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0x00000000, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2,
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0x00000000, 0x00004002, 0x00000000, 0x00000004, 0x00000000, 0x00000001, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_srv_structured = {ps_srv_structured_code, sizeof(ps_srv_structured_code)};
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static const DWORD ps_srv_typed_code[] =
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{
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#if 0
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Buffer<float> b;
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uint4 main(void) : SV_Target
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{
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uint width;
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b.GetDimensions(width);
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return width;
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}
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#endif
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0x43425844, 0x6ae6dbb0, 0x6289d227, 0xaf4e708e, 0x111efed1, 0x00000001, 0x000000dc, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019,
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0x0100086a, 0x04000858, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000001, 0x87000079, 0x80000042, 0x00155543, 0x00100012, 0x00000000, 0x00107e46,
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0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_srv_typed = {ps_srv_typed_code, sizeof(ps_srv_typed_code)};
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static const DWORD ps_uav_raw_code[] =
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{
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#if 0
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RWByteAddressBuffer b;
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uint4 main(void) : SV_Target
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{
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uint width;
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b.GetDimensions(width);
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return width;
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}
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#endif
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0x43425844, 0xb06e9715, 0x99733b00, 0xaa536550, 0x703a01c5, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018,
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0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x87000079, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_uav_raw = {ps_uav_raw_code, sizeof(ps_uav_raw_code)};
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static const DWORD ps_uav_structured_code[] =
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{
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#if 0
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struct s
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{
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uint4 u;
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bool b;
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};
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RWStructuredBuffer<s> b;
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uint4 main(void) : SV_Target
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{
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uint count, stride;
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b.GetDimensions(count, stride);
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return uint4(count, stride, 0, 1);
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}
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#endif
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0x43425844, 0xe1900f85, 0x13c1f338, 0xbb19865e, 0x366df28f, 0x00000001, 0x000000fc, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021,
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0x0100086a, 0x0400009e, 0x0011e000, 0x00000001, 0x00000014, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000001, 0x87000079, 0x8000a302, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46,
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0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2,
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0x00000000, 0x00004002, 0x00000000, 0x00000014, 0x00000000, 0x00000001, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_uav_structured = {ps_uav_structured_code, sizeof(ps_uav_structured_code)};
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static const DWORD ps_uav_structured32_code[] =
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{
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#if 0
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struct s
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{
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uint4 u;
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bool4 b;
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};
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RWStructuredBuffer<s> b;
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uint4 main(void) : SV_Target
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{
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uint count, stride;
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b.GetDimensions(count, stride);
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return uint4(count, stride, 0, 1);
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}
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#endif
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0x43425844, 0xdd87a805, 0x28090470, 0xe4fa7c4d, 0x57963f52, 0x00000001, 0x000000fc, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021,
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0x0100086a, 0x0400009e, 0x0011e000, 0x00000001, 0x00000020, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000001, 0x87000079, 0x80010302, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46,
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0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2,
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0x00000000, 0x00004002, 0x00000000, 0x00000020, 0x00000000, 0x00000001, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_uav_structured32 = {ps_uav_structured32_code, sizeof(ps_uav_structured32_code)};
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static const DWORD ps_uav_typed_code[] =
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{
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#if 0
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RWBuffer<float> b;
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uint4 main(void) : SV_Target
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{
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uint width;
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b.GetDimensions(width);
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return width;
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}
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#endif
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0x43425844, 0x96b39f5f, 0x5fef24c7, 0xed404a41, 0x01c9d4fe, 0x00000001, 0x000000dc, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019,
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0x0100086a, 0x0400089c, 0x0011e000, 0x00000001, 0x00005555, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000001, 0x87000079, 0x80000042, 0x00155543, 0x00100012, 0x00000000, 0x0011ee46,
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0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_uav_typed = {ps_uav_typed_code, sizeof(ps_uav_typed_code)};
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static const struct test
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{
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const D3D12_SHADER_BYTECODE *ps;
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BOOL uav;
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BOOL raw;
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unsigned int buffer_size;
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unsigned int buffer_structure_byte_stride;
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DXGI_FORMAT view_format;
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unsigned int view_element_idx;
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unsigned int view_element_count;
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struct uvec4 expected_result;
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}
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tests[] =
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{
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{&ps_srv_raw, false, true, 100, 0, DXGI_FORMAT_R32_TYPELESS, 0, 25, {100, 100, 100, 100}},
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{&ps_srv_raw, false, true, 500, 0, DXGI_FORMAT_R32_TYPELESS, 64, 4, { 16, 16, 16, 16}},
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{&ps_srv_structured, false, false, 100, 4, DXGI_FORMAT_UNKNOWN, 0, 5, { 5, 4, 0, 1}},
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{&ps_srv_structured, false, false, 100, 4, DXGI_FORMAT_UNKNOWN, 0, 2, { 2, 4, 0, 1}},
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{&ps_srv_structured, false, false, 400, 4, DXGI_FORMAT_UNKNOWN, 64, 2, { 2, 4, 0, 1}},
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{&ps_srv_typed, false, false, 200, 0, DXGI_FORMAT_R32_FLOAT, 0, 50, { 50, 50, 50, 50}},
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{&ps_srv_typed, false, false, 400, 0, DXGI_FORMAT_R32_FLOAT, 64, 1, { 1, 1, 1, 1}},
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{&ps_srv_typed, false, false, 100, 0, DXGI_FORMAT_R16_FLOAT, 0, 50, { 50, 50, 50, 50}},
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{&ps_srv_typed, false, false, 400, 0, DXGI_FORMAT_R16_FLOAT, 128, 2, { 2, 2, 2, 2}},
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{&ps_uav_raw, true, true, 100, 0, DXGI_FORMAT_R32_TYPELESS, 0, 25, {100, 100, 100, 100}},
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{&ps_uav_raw, true, true, 512, 0, DXGI_FORMAT_R32_TYPELESS, 64, 64, {256, 256, 256, 256}},
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{&ps_uav_structured, true, false, 100, 20, DXGI_FORMAT_UNKNOWN, 0, 5, { 5, 20, 0, 1}},
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{&ps_uav_structured, true, false, 100, 20, DXGI_FORMAT_UNKNOWN, 0, 2, { 2, 20, 0, 1}},
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{&ps_uav_structured32, true, false, 320, 32, DXGI_FORMAT_UNKNOWN, 8, 2, { 2, 32, 0, 1}},
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{&ps_uav_typed, true, false, 200, 0, DXGI_FORMAT_R32_FLOAT, 0, 50, { 50, 50, 50, 50}},
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{&ps_uav_typed, true, false, 400, 0, DXGI_FORMAT_R32_FLOAT, 64, 1, { 1, 1, 1, 1}},
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{&ps_uav_typed, true, false, 100, 0, DXGI_FORMAT_R16_FLOAT, 0, 50, { 50, 50, 50, 50}},
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{&ps_uav_typed, true, false, 400, 0, DXGI_FORMAT_R16_FLOAT, 128, 1, { 1, 1, 1, 1}},
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};
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static const struct vec4 quad[] =
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{
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{-1.0f, -1.0f, 0.0f, 1.0f},
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{-1.0f, 1.0f, 0.0f, 1.0f},
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{ 1.0f, -1.0f, 0.0f, 1.0f},
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{ 1.0f, 1.0f, 0.0f, 1.0f},
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};
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memset(&desc, 0, sizeof(desc));
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desc.rt_width = desc.rt_height = 64;
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.no_root_signature = true;
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desc.no_pipeline = true;
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if (!init_test_context(&context, &desc))
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return;
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
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gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
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vb = create_upload_buffer(device, sizeof(quad), quad);
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vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
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vbv.StrideInBytes = sizeof(*quad);
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vbv.SizeInBytes = sizeof(quad);
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current_shader = NULL;
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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const struct test *test = &tests[i];
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vkd3d_test_set_context("Test %u", i);
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if (!context.root_signature || test->uav != tests[i - 1].uav)
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{
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if (context.root_signature)
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ID3D12RootSignature_Release(context.root_signature);
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descriptor_range.RangeType = test->uav
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? D3D12_DESCRIPTOR_RANGE_TYPE_UAV : D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptor_range.NumDescriptors = 1;
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descriptor_range.BaseShaderRegister = test->uav ? 1 : 0;
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descriptor_range.RegisterSpace = 0;
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descriptor_range.OffsetInDescriptorsFromTableStart = 0;
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root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameter.DescriptorTable.NumDescriptorRanges = 1;
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root_parameter.DescriptorTable.pDescriptorRanges = &descriptor_range;
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root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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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.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = NULL;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
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hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
|
||||
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
|
||||
}
|
||||
|
||||
if (current_shader != test->ps)
|
||||
{
|
||||
if (context.pipeline_state)
|
||||
ID3D12PipelineState_Release(context.pipeline_state);
|
||||
|
||||
input_layout.pInputElementDescs = layout_desc;
|
||||
input_layout.NumElements = ARRAY_SIZE(layout_desc);
|
||||
current_shader = test->ps;
|
||||
init_pipeline_state_desc(&pso_desc, context.root_signature,
|
||||
context.render_target_desc.Format, &vs, current_shader, &input_layout);
|
||||
hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
|
||||
&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
|
||||
ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
|
||||
}
|
||||
|
||||
if (test->uav)
|
||||
{
|
||||
buffer = create_default_buffer(device, test->buffer_size,
|
||||
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
memset(&uav_desc, 0, sizeof(uav_desc));
|
||||
uav_desc.Format = test->view_format;
|
||||
uav_desc.ViewDimension = D3D12_UAV_DIMENSION_BUFFER;
|
||||
uav_desc.Buffer.Flags = test->raw ? D3D12_BUFFER_UAV_FLAG_RAW : 0;
|
||||
uav_desc.Buffer.FirstElement = test->view_element_idx;
|
||||
uav_desc.Buffer.NumElements = test->view_element_count;
|
||||
uav_desc.Buffer.StructureByteStride = test->buffer_structure_byte_stride;;
|
||||
ID3D12Device_CreateUnorderedAccessView(device, buffer, NULL, &uav_desc, cpu_handle);
|
||||
}
|
||||
else
|
||||
{
|
||||
buffer = create_default_buffer(device, test->buffer_size,
|
||||
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
|
||||
memset(&srv_desc, 0, sizeof(srv_desc));
|
||||
srv_desc.Format = test->view_format;
|
||||
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
|
||||
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
srv_desc.Buffer.Flags = test->raw ? D3D12_BUFFER_SRV_FLAG_RAW : 0;
|
||||
srv_desc.Buffer.FirstElement = test->view_element_idx;
|
||||
srv_desc.Buffer.NumElements = test->view_element_count;
|
||||
srv_desc.Buffer.StructureByteStride = test->buffer_structure_byte_stride;
|
||||
ID3D12Device_CreateShaderResourceView(device, buffer, &srv_desc, cpu_handle);
|
||||
}
|
||||
|
||||
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
|
||||
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
|
||||
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
|
||||
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
|
||||
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
|
||||
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
|
||||
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
|
||||
ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
|
||||
|
||||
transition_resource_state(command_list, context.render_target,
|
||||
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
check_sub_resource_uvec4(context.render_target, 0, queue, command_list, &test->expected_result);
|
||||
reset_command_list(command_list, context.allocator);
|
||||
|
||||
ID3D12Resource_Release(buffer);
|
||||
}
|
||||
vkd3d_test_set_context(NULL);
|
||||
|
||||
ID3D12Resource_Release(vb);
|
||||
ID3D12DescriptorHeap_Release(heap);
|
||||
destroy_test_context(&context);
|
||||
}
|
||||
|
||||
START_TEST(d3d12)
|
||||
{
|
||||
@ -31903,4 +32268,5 @@ START_TEST(d3d12)
|
||||
run_test(test_graphics_compute_queue_synchronization);
|
||||
run_test(test_early_depth_stencil_tests);
|
||||
run_test(test_conditional_rendering);
|
||||
run_test(test_bufinfo_instruction);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user