vkd3d: Allow 0 vertex stride.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2019-05-06 14:47:42 +02:00 committed by Alexandre Julliard
parent 890a77559f
commit 8a23ff1376
2 changed files with 171 additions and 3 deletions

View File

@ -2744,9 +2744,6 @@ VkPipeline d3d12_pipeline_state_get_or_create_pipeline(struct d3d12_pipeline_sta
b->stride = strides[binding];
b->inputRate = graphics->input_rates[binding];
if (!b->stride)
FIXME("Invalid stride for input slot %u.\n", binding);
pipeline_key.strides[binding_count] = strides[binding];
++binding_count;

View File

@ -21627,6 +21627,176 @@ static void test_dispatch_zero_thread_groups(void)
destroy_test_context(&context);
}
static void test_zero_vertex_stride(void)
{
ID3D12PipelineState *instance_pipeline_state;
ID3D12GraphicsCommandList *command_list;
D3D12_INPUT_LAYOUT_DESC input_layout;
D3D12_VERTEX_BUFFER_VIEW vbv[2];
struct test_context_desc desc;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Resource *vb[2];
static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
{
{"sv_position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
{"color", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
};
static const D3D12_INPUT_ELEMENT_DESC instance_layout_desc[] =
{
{"sv_position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT,
D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
{"color", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT,
D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 0},
};
static const DWORD vs_code[] =
{
#if 0
struct vs_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
void main(in struct vs_data vs_input, out struct vs_data vs_output)
{
vs_output.pos = vs_input.pos;
vs_output.color = vs_input.color;
}
#endif
0x43425844, 0xd5b32785, 0x35332906, 0x4d05e031, 0xf66a58af, 0x00000001, 0x00000144, 0x00000003,
0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040,
0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067,
0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2,
0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001,
0x0100003e,
};
static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
static const DWORD ps_code[] =
{
#if 0
struct ps_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
float4 main(struct ps_data ps_input) : SV_Target
{
return ps_input.color;
}
#endif
0x43425844, 0x89803e59, 0x3f798934, 0xf99181df, 0xf5556512, 0x00000001, 0x000000f4, 0x00000003,
0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
static const struct vec4 positions[] =
{
{-1.0f, -1.0f, 0.0f, 1.0f},
{-1.0f, 1.0f, 0.0f, 1.0f},
{ 1.0f, -1.0f, 0.0f, 1.0f},
{ 1.0f, 1.0f, 0.0f, 1.0f},
};
static const struct vec4 colors[] =
{
{0.0f, 1.0f, 0.0f, 1.0f},
{1.0f, 0.0f, 0.0f, 1.0f},
{0.5f, 0.5f, 0.5f, 1.0f},
{1.0f, 0.0f, 1.0f, 1.0f},
{1.0f, 0.0f, 1.0f, 1.0f},
{1.0f, 0.0f, 1.0f, 1.0f},
{1.0f, 0.0f, 1.0f, 1.0f},
{1.0f, 0.0f, 1.0f, 1.0f},
{1.0f, 0.0f, 1.0f, 1.0f},
};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
memset(&desc, 0, sizeof(desc));
desc.no_root_signature = true;
if (!init_test_context(&context, &desc))
return;
command_list = context.list;
queue = context.queue;
context.root_signature = create_empty_root_signature(context.device,
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
input_layout.pInputElementDescs = layout_desc;
input_layout.NumElements = ARRAY_SIZE(layout_desc);
context.pipeline_state = create_pipeline_state(context.device,
context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout);
input_layout.pInputElementDescs = instance_layout_desc;
input_layout.NumElements = ARRAY_SIZE(instance_layout_desc);
instance_pipeline_state = create_pipeline_state(context.device,
context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout);
memset(vbv, 0, sizeof(vbv));
vb[0] = create_upload_buffer(context.device, sizeof(positions), positions);
vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]);
vbv[0].StrideInBytes = sizeof(*positions);
vbv[0].SizeInBytes = sizeof(positions);
vb[1] = create_upload_buffer(context.device, sizeof(colors), colors);
vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]) + 2 * sizeof(*colors);
vbv[1].StrideInBytes = 0;
vbv[1].SizeInBytes = sizeof(colors);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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, ARRAY_SIZE(vbv), vbv);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 4, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff808080, 2);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
ID3D12GraphicsCommandList_SetPipelineState(command_list, instance_pipeline_state);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 4, 0, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
ID3D12Resource_Release(vb[1]);
ID3D12Resource_Release(vb[0]);
ID3D12PipelineState_Release(instance_pipeline_state);
destroy_test_context(&context);
}
static void test_instance_id(void)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
@ -28910,6 +29080,7 @@ START_TEST(d3d12)
run_test(test_resolve_query_data_in_reordered_command_list);
run_test(test_execute_indirect);
run_test(test_dispatch_zero_thread_groups);
run_test(test_zero_vertex_stride);
run_test(test_instance_id);
run_test(test_vertex_id);
run_test(test_copy_texture);