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https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
tests: Add test for updating descriptors after closing command list.
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parent
6f2814532b
commit
9d899b3f06
145
tests/d3d12.c
145
tests/d3d12.c
@ -3764,7 +3764,6 @@ static void test_gpu_virtual_address(void)
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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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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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ID3D12Resource_Release(buffer);
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@ -4331,7 +4330,6 @@ static void test_draw_uav_only(void)
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transition_resource_state(command_list, resource,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(resource, 0, queue, command_list, 500, 0);
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ID3D12DescriptorHeap_Release(cpu_descriptor_heap);
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@ -4906,7 +4904,6 @@ static void test_bundle_state_inheritance(void)
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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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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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reset_command_list(command_list, context.allocator);
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@ -4932,7 +4929,6 @@ static void test_bundle_state_inheritance(void)
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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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check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
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ID3D12CommandAllocator_Release(bundle_allocator);
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@ -6818,7 +6814,6 @@ static void test_shader_instructions(void)
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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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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].output.f, 2);
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reset_command_list(command_list, context.allocator);
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@ -7032,7 +7027,6 @@ static void test_shader_interstage_interface(void)
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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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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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ID3D12Resource_Release(vb);
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@ -7740,7 +7734,6 @@ static void test_immediate_constant_buffer(void)
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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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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result[i], 0);
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reset_command_list(command_list, context.allocator);
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@ -8749,6 +8742,143 @@ static void test_update_descriptor_tables(void)
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destroy_test_context(&context);
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}
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/* This cannot be implemented reasonably in Vulkan. Vulkan doesn't allow
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* updating descriptor sets after the vkCmdBindDescriptorSets() command
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* is recorded.
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*/
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static void test_update_descriptor_heap_after_closing_command_list(void)
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{
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ID3D12Resource *red_texture, *green_texture;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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ID3D12DescriptorHeap *cpu_heap, *heap;
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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D3D12_SUBRESOURCE_DATA texture_data;
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struct test_context_desc desc;
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struct resource_readback rb;
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struct test_context context;
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ID3D12CommandQueue *queue;
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unsigned int value;
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HRESULT hr;
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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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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 unsigned int red_data[] = {0xff0000ff};
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static const unsigned int green_data[] = {0xff00ff00};
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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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context.root_signature = create_texture_root_signature(context.device,
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D3D12_SHADER_VISIBILITY_PIXEL, 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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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 = 1;
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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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cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
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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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red_texture = create_texture(context.device, 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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D3D12_RESOURCE_STATE_COPY_DEST);
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texture_data.pData = red_data;
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texture_data.RowPitch = sizeof(*red_data);
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texture_data.SlicePitch = texture_data.RowPitch;
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upload_texture_data(red_texture, &texture_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, red_texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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green_texture = create_texture(context.device, 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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D3D12_RESOURCE_STATE_COPY_DEST);
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texture_data.pData = green_data;
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upload_texture_data(green_texture, &texture_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, green_texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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ID3D12Device_CreateShaderResourceView(context.device, red_texture, NULL,
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get_cpu_descriptor_handle(&context, cpu_heap, 0));
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ID3D12Device_CopyDescriptorsSimple(context.device, 1,
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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_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,
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ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(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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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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/* Update the descriptor heap used by the closed command list. */
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ID3D12Device_CreateShaderResourceView(context.device, green_texture, NULL, cpu_handle);
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exec_command_list(queue, command_list);
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wait_queue_idle(context.device, queue);
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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_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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value = get_readback_uint(&rb, 0, 0);
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todo(value == 0xff00ff00, "Got unexpected value %#x.\n", value);
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release_resource_readback(&rb);
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ID3D12DescriptorHeap_Release(cpu_heap);
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ID3D12DescriptorHeap_Release(heap);
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ID3D12Resource_Release(green_texture);
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ID3D12Resource_Release(red_texture);
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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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@ -12761,6 +12891,7 @@ START_TEST(d3d12)
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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_update_descriptor_heap_after_closing_command_list);
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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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