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https://gitlab.winehq.org/wine/vkd3d.git
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tests: Add test for updating descriptor tables.
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parent
23150f6050
commit
6f2814532b
204
tests/d3d12.c
204
tests/d3d12.c
@ -920,22 +920,23 @@ static void check_sub_resource_float_(unsigned int line, ID3D12Resource *texture
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release_resource_readback(&rb);
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}
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#define check_sub_resource_uint(a, b, c, d, e, f) check_sub_resource_uint_(__LINE__, a, b, c, d, e, f)
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static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
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unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
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unsigned int expected, unsigned int max_diff)
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#define check_readback_data_uint(a, b, c, d) check_readback_data_uint_(__LINE__, a, b, c, d)
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static void check_readback_data_uint_(unsigned int line, struct resource_readback *rb,
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const RECT *rect, unsigned int expected, unsigned int max_diff)
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{
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struct resource_readback rb;
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RECT r = {0, 0, rb->width, rb->height};
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unsigned int x = 0, y;
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bool all_match = true;
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unsigned int got = 0;
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get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list);
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for (y = 0; y < rb.height; ++y)
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if (rect)
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r = *rect;
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for (y = r.top; y < r.bottom; ++y)
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{
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for (x = 0; x < rb.width; ++x)
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for (x = r.left; x < r.right; ++x)
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{
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got = get_readback_uint(&rb, x, y);
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got = get_readback_uint(rb, x, y);
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if (!compare_color(got, expected, max_diff))
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{
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all_match = false;
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@ -945,11 +946,21 @@ static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
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if (!all_match)
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break;
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}
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release_resource_readback(&rb);
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ok_(line)(all_match, "Got 0x%08x, expected 0x%08x at (%u, %u).\n", got, expected, x, y);
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}
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#define check_sub_resource_uint(a, b, c, d, e, f) check_sub_resource_uint_(__LINE__, a, b, c, d, e, f)
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static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
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unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
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unsigned int expected, unsigned int max_diff)
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{
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struct resource_readback rb;
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get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list);
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check_readback_data_uint_(line, &rb, NULL, expected, max_diff);
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release_resource_readback(&rb);
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}
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#define check_sub_resource_vec4(a, b, c, d, e, f) check_sub_resource_vec4_(__LINE__, a, b, c, d, e, f)
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static void check_sub_resource_vec4_(unsigned int line, ID3D12Resource *texture,
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unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
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@ -8568,6 +8579,176 @@ static void test_update_root_descriptors(void)
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destroy_test_context(&context);
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}
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static void test_update_descriptor_tables(void)
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{
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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ID3D12GraphicsCommandList *command_list;
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D3D12_STATIC_SAMPLER_DESC sampler_desc;
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ID3D12DescriptorHeap *heap, *cpu_heap;
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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D3D12_ROOT_PARAMETER root_parameter;
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struct test_context_desc desc;
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D3D12_SUBRESOURCE_DATA data;
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struct resource_readback rb;
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struct test_context context;
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ID3D12Resource *textures[3];
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ID3D12CommandQueue *queue;
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unsigned int i;
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HRESULT hr;
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RECT rect;
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static const DWORD ps_code[] =
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{
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#if 0
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Texture2D t0;
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Texture2D t1;
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SamplerState s;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p = (position.x / 32.0f, position.x / 32.0f);
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return float4(t0.Sample(s, p).r, t1.Sample(s, p).r, 0, 1);
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}
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#endif
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0x43425844, 0x5c19caa6, 0xd4fadb4f, 0xc9d6831e, 0x563b68b7, 0x00000001, 0x000001a4, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 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, 0x00000108, 0x00000050,
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0x00000042, 0x0100086a, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
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0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04002064, 0x00101012, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x07000038, 0x00100012,
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0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x3d000000, 0x8b000045, 0x800000c2, 0x00155543,
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0x00100022, 0x00000000, 0x00100006, 0x00000000, 0x00107e16, 0x00000000, 0x00106000, 0x00000000,
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0x8b000045, 0x800000c2, 0x00155543, 0x00100012, 0x00000000, 0x00100006, 0x00000000, 0x00107e46,
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0x00000001, 0x00106000, 0x00000000, 0x05000036, 0x00102032, 0x00000000, 0x00100516, 0x00000000,
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0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000,
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0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const float texture_data[] = {0.5f, 0.25f, 0.1f};
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memset(&desc, 0, sizeof(desc));
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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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memset(&sampler_desc, 0, sizeof(sampler_desc));
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sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc.ShaderRegister = 0;
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sampler_desc.RegisterSpace = 0;
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sampler_desc.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptor_range.NumDescriptors = 2;
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descriptor_range.BaseShaderRegister = 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 = 1;
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root_signature_desc.pStaticSamplers = &sampler_desc;
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hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
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ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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context.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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memset(&heap_desc, 0, sizeof(heap_desc));
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heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heap_desc.NumDescriptors = 4;
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&heap);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&cpu_heap);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(textures); ++i)
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{
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textures[i] = create_texture(context.device, 1, 1, DXGI_FORMAT_R32_FLOAT,
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D3D12_RESOURCE_STATE_COPY_DEST);
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data.pData = &texture_data[i];
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data.RowPitch = sizeof(texture_data[i]);
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data.SlicePitch = data.RowPitch;
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upload_texture_data(textures[i], &data, 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, textures[i],
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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}
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for (i = 0; i < heap_desc.NumDescriptors; ++i)
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{
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ID3D12Device_CreateShaderResourceView(context.device, textures[2], NULL,
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get_cpu_descriptor_handle(&context, heap, i));
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}
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for (i = 0; i < ARRAY_SIZE(textures); ++i)
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{
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ID3D12Device_CreateShaderResourceView(context.device, textures[i], NULL,
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get_cpu_descriptor_handle(&context, cpu_heap, i));
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}
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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_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
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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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set_rect(&rect, 0, 0, 16, 32);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &rect);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
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get_gpu_descriptor_handle(&context, heap, 0));
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ID3D12Device_CopyDescriptorsSimple(context.device, 2,
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get_cpu_sampler_handle(&context, heap, 0),
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get_cpu_sampler_handle(&context, cpu_heap, 0),
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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set_rect(&rect, 16, 0, 32, 32);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &rect);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
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get_gpu_descriptor_handle(&context, heap, 2));
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ID3D12Device_CreateShaderResourceView(context.device, textures[1], NULL,
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get_cpu_descriptor_handle(&context, heap, 2));
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ID3D12Device_CreateShaderResourceView(context.device, textures[0], NULL,
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get_cpu_descriptor_handle(&context, heap, 3));
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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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set_rect(&rect, 0, 0, 16, 32);
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check_readback_data_uint(&rb, &rect, 0xff00407f, 1);
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set_rect(&rect, 16, 0, 32, 32);
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check_readback_data_uint(&rb, &rect, 0xff007f40, 1);
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release_resource_readback(&rb);
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for (i = 0; i < ARRAY_SIZE(textures); ++i)
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ID3D12Resource_Release(textures[i]);
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ID3D12DescriptorHeap_Release(cpu_heap);
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ID3D12DescriptorHeap_Release(heap);
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destroy_test_context(&context);
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}
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static void test_copy_descriptors(void)
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{
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struct data
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@ -12579,6 +12760,7 @@ START_TEST(d3d12)
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run_test(test_texture);
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run_test(test_descriptor_tables);
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run_test(test_update_root_descriptors);
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run_test(test_update_descriptor_tables);
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run_test(test_copy_descriptors);
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run_test(test_get_copyable_footprints);
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run_test(test_depth_stencil_sampling);
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