From 94b616d6700cf1028754b42e74fdba3a899037dd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 1 Aug 2017 10:51:45 +0200 Subject: [PATCH] tests: Add test for multiple root constants. --- tests/d3d12.c | 147 +++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 141 insertions(+), 6 deletions(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index ac2bc149..16e1cb83 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -6857,19 +6857,20 @@ static void test_immediate_constant_buffer(void) static void test_root_constants(void) { - static const struct vec4 expected_result = {0.0f, 1.0f, 0.0f, 2.0f}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const unsigned int constants[4] = {0, 1, 0, 2}; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; - D3D12_ROOT_PARAMETER root_parameters[1]; + D3D12_ROOT_PARAMETER root_parameters[2]; ID3D12GraphicsCommandList *command_list; + struct vec4 vs_cb_color, ps_cb_color; struct test_context_desc desc; struct test_context context; + struct vec4 expected_result; ID3D12CommandQueue *queue; HRESULT hr; - static const DWORD ps_code[] = + static const DWORD ps_uint_constant_code[] = { #if 0 uint4 constants; @@ -6886,7 +6887,64 @@ static void test_root_constants(void) 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000056, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, }; - static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const D3D12_SHADER_BYTECODE ps_uint_constant = {ps_uint_constant_code, sizeof(ps_uint_constant_code)}; + static const DWORD vs_color_code[] = + { +#if 0 + float4 constant_color; + + void main(uint id : SV_VertexID, + out float4 position : SV_Position, out float4 color : COLOR) + { + float2 coords = float2((id << 1) & 2, id & 2); + position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); + color = constant_color; + } +#endif + 0x43425844, 0x7c3173fb, 0xdd990625, 0x290ad676, 0x50b41793, 0x00000001, 0x000001e0, 0x00000003, + 0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, + 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x505f5653, 0x7469736f, 0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x58454853, 0x00000124, 0x00010050, + 0x00000049, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000060, 0x00101012, + 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, + 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, + 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100042, + 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, + 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, + 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, + 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, + 0x3f800000, 0x06000036, 0x001020f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs_color = {vs_color_code, sizeof(vs_color_code)}; + static const DWORD ps_color_code[] = + { +#if 0 + float4 color; + + float4 main(float4 position : SV_POSITION, float4 in_color : COLOR) : SV_Target + { + if (any(color != in_color)) + return float4(0.0f, 0.0f, 1.0f, 1.0f); + return in_color; + } +#endif + 0x43425844, 0xb1e305a3, 0x962c4d64, 0x6b2c5515, 0x4fb4f524, 0x00000001, 0x0000019c, 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, 0x58454853, 0x000000e0, 0x00000050, + 0x00000038, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03001062, 0x001010f2, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000039, 0x001000f2, + 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00101e46, 0x00000001, 0x0700003c, 0x00100032, + 0x00000000, 0x00100ae6, 0x00000000, 0x00100046, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, + 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, + 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x0100003e, + 0x01000015, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_color = {ps_color_code, sizeof(ps_color_code)}; memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; @@ -6908,9 +6966,8 @@ static void test_root_constants(void) root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); - context.pipeline_state = create_pipeline_state(context.device, - context.root_signature, desc.rt_format, NULL, &ps, NULL); + context.root_signature, desc.rt_format, NULL, &ps_uint_constant, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); @@ -6926,7 +6983,85 @@ static void test_root_constants(void) transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + expected_result.x = constants[0]; + expected_result.y = constants[1]; + expected_result.z = constants[2]; + expected_result.w = constants[3]; + check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); + hr = ID3D12CommandAllocator_Reset(context.allocator); + ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); + hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL); + ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr); + + ID3D12PipelineState_Release(context.pipeline_state); + ID3D12RootSignature_Release(context.root_signature); + + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + root_parameters[0].Constants.ShaderRegister = 0; + root_parameters[0].Constants.RegisterSpace = 0; + root_parameters[0].Constants.Num32BitValues = 4; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + root_parameters[1].Constants.ShaderRegister = 0; + root_parameters[1].Constants.RegisterSpace = 0; + root_parameters[1].Constants.Num32BitValues = 4; + root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + root_signature_desc.NumParameters = 2; + root_signature_desc.pParameters = root_parameters; + root_signature_desc.NumStaticSamplers = 0; + root_signature_desc.pStaticSamplers = NULL; + root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; + hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); + ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, desc.rt_format, &vs_color, &ps_color, NULL); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + 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); + vs_cb_color = ps_cb_color = expected_result = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f}; + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 0); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); + + hr = ID3D12CommandAllocator_Reset(context.allocator); + ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); + hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL); + ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + 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); + vs_cb_color = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f}; + ps_cb_color = (struct vec4){1.0f, 1.0f, 1.0f, 1.0f}; + expected_result = (struct vec4){0.0f, 0.0f, 1.0f, 1.0f}; + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 0); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0); destroy_test_context(&context);