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tests: Add test for SRV component mapping.
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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parent
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247
tests/d3d12.c
247
tests/d3d12.c
@ -13040,6 +13040,252 @@ static void test_resinfo(void)
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destroy_test_context(&context);
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}
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static void test_srv_component_mapping(void)
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{
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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D3D12_SUBRESOURCE_DATA subresource_data;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12DescriptorHeap *heap;
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ID3D12CommandQueue *queue;
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ID3D12Resource *texture;
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uint32_t expected_color;
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unsigned int i, j;
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static const DWORD ps_code[] =
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{
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#if 0
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Texture2D t;
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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;
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D3D12_SUBRESOURCE_DATA data;
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p.x = position.x / 32.0f;
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p.y = position.y / 32.0f;
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return t.Sample(s, p);
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}
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#endif
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0x43425844, 0x7a0c3929, 0x75ff3ca4, 0xccb318b2, 0xe6965b4c, 0x00000001, 0x00000140, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 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, 0x000000a4, 0x00000050,
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0x00000029, 0x0100086a, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
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0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002,
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0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, 0x00155543, 0x001020f2,
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0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 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 uint32_t r8g8b8a8_data = 0x39495969;
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static const uint16_t r8g8_data = 0xaabb;
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static const uint8_t a8_data = 0x11;
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static const uint8_t r8_data = 0xfe;
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static const struct
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{
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const char *name;
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DXGI_FORMAT format;
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const void *data;
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uint32_t color;
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}
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tests[] =
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{
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{"R8G8B8A8", DXGI_FORMAT_R8G8B8A8_UNORM, &r8g8b8a8_data, 0x39495969},
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{"R8G8", DXGI_FORMAT_R8G8_UNORM, &r8g8_data, 0xff00aabb},
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{"R8", DXGI_FORMAT_R8_UNORM, &r8_data, 0xff0000fe},
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{"A8", DXGI_FORMAT_A8_UNORM, &a8_data, 0x11000000},
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};
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static const struct
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{
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unsigned int mapping;
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unsigned int r_shift;
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unsigned int g_shift;
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unsigned int b_shift;
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unsigned int a_shift;
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uint32_t forced_mask;
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uint32_t forced_color;
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}
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component_mappings[] =
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{
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0),
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0, 0, 0, 0, 0xffffffff, 0x00000000,
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},
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1),
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0, 0, 0, 0, 0xffffffff, 0xffffffff,
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},
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1),
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0, 0, 0, 0, 0xffffffff, 0xff0000ff,
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},
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0),
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0, 0, 0, 0, 0xffffffff, 0x00ff00ff,
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},
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3),
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0, 8, 16, 24, 0x00000000, 0x00000000,
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},
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0),
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24, 16, 8, 0, 0x00000000, 0x00000000,
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},
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0),
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0, 8, 16, 24, 0xff000000, 0x00000000,
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},
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0),
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0, 0, 0, 0, 0x00000000, 0x00000000,
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},
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1),
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8, 8, 8, 8, 0x00000000, 0x00000000,
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},
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2),
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16, 16, 16, 16, 0x00000000, 0x00000000,
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},
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{
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3,
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D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3),
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24, 24, 24, 24, 0x00000000, 0x00000000,
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},
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};
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memset(&desc, 0, sizeof(desc));
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desc.rt_width = desc.rt_height = 32;
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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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context.root_signature = create_texture_root_signature(context.device,
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D3D12_SHADER_VISIBILITY_PIXEL, 0, 0);
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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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heap = create_gpu_descriptor_heap(context.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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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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vkd3d_test_set_context("Test %s", tests[i].name);
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texture = create_default_texture(context.device, 1, 1,
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tests[i].format, 0, D3D12_RESOURCE_STATE_COPY_DEST);
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subresource_data.pData = tests[i].data;
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subresource_data.RowPitch = format_size(tests[i].format);
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subresource_data.SlicePitch = subresource_data.RowPitch;
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upload_texture_data(texture, &subresource_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, texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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for (j = 0; j < ARRAY_SIZE(component_mappings); ++j)
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{
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vkd3d_test_set_context("Test %s, %u", tests[i].name, j);
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memset(&srv_desc, 0, sizeof(srv_desc));
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srv_desc.Format = tests[i].format;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Shader4ComponentMapping = component_mappings[j].mapping;
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srv_desc.Texture2D.MipLevels = 1;
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ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, cpu_handle);
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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_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
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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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expected_color = 0;
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expected_color |= ((tests[i].color >> component_mappings[j].r_shift) & 0xff) << 0;
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expected_color |= ((tests[i].color >> component_mappings[j].g_shift) & 0xff) << 8;
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expected_color |= ((tests[i].color >> component_mappings[j].b_shift) & 0xff) << 16;
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expected_color |= ((tests[i].color >> component_mappings[j].a_shift) & 0xff) << 24;
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expected_color &= ~component_mappings[j].forced_mask;
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expected_color |= component_mappings[j].forced_color & component_mappings[j].forced_mask;
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check_sub_resource_uint(context.render_target, 0, queue, command_list, expected_color, 0);
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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_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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ID3D12Resource_Release(texture);
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}
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vkd3d_test_set_context(NULL);
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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_descriptor_tables(void)
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{
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ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2];
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@ -26416,6 +26662,7 @@ START_TEST(d3d12)
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run_test(test_cube_maps);
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run_test(test_multisample_array_texture);
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run_test(test_resinfo);
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run_test(test_srv_component_mapping);
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run_test(test_descriptor_tables);
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run_test(test_descriptor_tables_overlapping_bindings);
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run_test(test_update_root_descriptors);
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@ -228,9 +228,11 @@ static unsigned int format_size(DXGI_FORMAT format)
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case DXGI_FORMAT_UNKNOWN:
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case DXGI_FORMAT_A8_UNORM:
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case DXGI_FORMAT_R8_UINT:
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case DXGI_FORMAT_R8_UNORM:
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return 1;
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case DXGI_FORMAT_R32G32B32A32_FLOAT:
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case DXGI_FORMAT_R32G32B32A32_UINT:
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case DXGI_FORMAT_R8G8_UNORM:
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return 16;
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case DXGI_FORMAT_R32_TYPELESS:
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case DXGI_FORMAT_D32_FLOAT:
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