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tests: Add test for early depth-stencil test.
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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154
tests/d3d12.c
154
tests/d3d12.c
@ -29966,6 +29966,159 @@ static void test_graphics_compute_queue_synchronization(void)
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destroy_test_context(&context);
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}
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static void test_early_depth_stencil_tests(void)
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{
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12DescriptorHeap *cpu_heap, *gpu_heap;
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ID3D12GraphicsCommandList *command_list;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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D3D12_ROOT_PARAMETER root_parameter;
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struct depth_stencil_resource ds;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Resource *texture;
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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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RWTexture2D<int> u;
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[earlydepthstencil]
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void main()
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{
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InterlockedAdd(u[uint2(0, 0)], 1);
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}
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#endif
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0x43425844, 0xd8c9f845, 0xadb9dbe2, 0x4e8aea86, 0x80f0b053, 0x00000001, 0x0000009c, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000048, 0x00000050, 0x00000012, 0x0100286a,
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0x0400189c, 0x0011e000, 0x00000000, 0x00003333, 0x0a0000ad, 0x0011e000, 0x00000000, 0x00004002,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004001, 0x00000001, 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 UINT values[4] = {0};
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memset(&desc, 0, sizeof(desc));
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desc.no_render_target = 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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descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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descriptor_range.NumDescriptors = 1;
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descriptor_range.BaseShaderRegister = 0;
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descriptor_range.RegisterSpace = 0;
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descriptor_range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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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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root_signature_desc.NumParameters = 1;
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root_signature_desc.pParameters = &root_parameter;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = NULL;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
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ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
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init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL);
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pso_desc.NumRenderTargets = 0;
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pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
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pso_desc.DepthStencilState.DepthEnable = TRUE;
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pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO;
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pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
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init_depth_stencil(&ds, context.device, 1, 1, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL);
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set_rect(&context.scissor_rect, 0, 0, 1, 1);
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texture = create_default_texture(context.device, 1, 1, DXGI_FORMAT_R32_SINT,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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gpu_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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ID3D12Device_CreateUnorderedAccessView(context.device, texture, NULL, NULL,
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get_cpu_descriptor_handle(&context, cpu_heap, 0));
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ID3D12Device_CreateUnorderedAccessView(context.device, texture, NULL, NULL,
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get_cpu_descriptor_handle(&context, gpu_heap, 0));
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set_viewport(&context.viewport, 0.0f, 0.0f, 1.0f, 100.0f, 0.5f, 0.5f);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, FALSE, &ds.dsv_handle);
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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_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_SetDescriptorHeaps(command_list, 1, &gpu_heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
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get_gpu_descriptor_handle(&context, gpu_heap, 0));
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ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list,
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get_gpu_descriptor_handle(&context, gpu_heap, 0),
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get_cpu_descriptor_handle(&context, cpu_heap, 0), texture, values, 0, NULL);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH, 0.6f, 0, 0, NULL);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, ds.texture,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_float(ds.texture, 0, queue, command_list, 0.6f, 1);
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reset_command_list(command_list, context.allocator);
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check_sub_resource_uint(texture, 0, queue, command_list, 2, 1);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, ds.texture,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, FALSE, &ds.dsv_handle);
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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_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_SetDescriptorHeaps(command_list, 1, &gpu_heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
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get_gpu_descriptor_handle(&context, gpu_heap, 0));
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH, 0.3f, 0, 0, NULL);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH, 0.55f, 0, 0, NULL);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH, 0.5f, 0, 0, NULL);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, ds.texture,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 1);
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reset_command_list(command_list, context.allocator);
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check_sub_resource_uint(texture, 0, queue, command_list, 4, 1);
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ID3D12Resource_Release(texture);
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ID3D12DescriptorHeap_Release(cpu_heap);
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ID3D12DescriptorHeap_Release(gpu_heap);
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destroy_depth_stencil(&ds);
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destroy_test_context(&context);
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}
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START_TEST(d3d12)
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{
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parse_args(argc, argv);
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@ -30123,4 +30276,5 @@ START_TEST(d3d12)
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run_test(test_read_write_subresource);
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run_test(test_queue_wait);
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run_test(test_graphics_compute_queue_synchronization);
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run_test(test_early_depth_stencil_tests);
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}
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