tests: Actually test count buffers with indirect draws.

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 2019-05-21 10:57:20 +02:00 committed by Alexandre Julliard
parent faeb03c1a3
commit ad97f39d9a

View File

@ -21589,6 +21589,11 @@ static void test_execute_indirect(void)
{{-1.0f, 0.5f, 0.0f, 1.0f}, 0xff00ff00},
{{ 0.5f, -1.0f, 0.0f, 1.0f}, 0xff00ff00},
{{ 0.5f, 0.5f, 0.0f, 1.0f}, 0xff00ff00},
{{-1.0f, -1.0f, 0.0f, 1.0f}, 0xff00ff00},
{{-1.0f, 1.0f, 0.0f, 1.0f}, 0xff00ff00},
{{ 1.0f, -1.0f, 0.0f, 1.0f}, 0xff00ff00},
{{ 1.0f, 1.0f, 0.0f, 1.0f}, 0xff00ff00},
};
static const uint32_t indices[] = {0, 1, 2, 3, 2, 1};
static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
@ -21672,26 +21677,42 @@ static void test_execute_indirect(void)
};
static const struct argument_data
{
D3D12_DRAW_ARGUMENTS draw;
D3D12_DRAW_ARGUMENTS draws[4];
D3D12_DISPATCH_ARGUMENTS dispatch;
D3D12_DRAW_INDEXED_ARGUMENTS indexed_draws[2];
}
argument_data =
{
{3, 1, 0, 0},
{{6, 1, 4, 0}, {6, 1, 8, 0}, {6, 1, 0, 0}},
{2, 3, 4},
{{6, 1, 0, 0, 0}, {6, 1, 0, 4, 0}},
};
static const uint32_t count_data[] = {1, 2};
static const uint32_t count_data[] = {2, 1};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
memset(&desc, 0, sizeof(desc));
desc.root_signature_flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
desc.no_pipeline = true;
if (!init_test_context(&context, &desc))
return;
command_list = context.list;
queue = context.queue;
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);
vb = create_upload_buffer(context.device, sizeof(vertices), vertices);
vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
vbv.StrideInBytes = sizeof(*vertices);
vbv.SizeInBytes = sizeof(vertices);
ib = create_upload_buffer(context.device, sizeof(indices), indices);
ibv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(ib);
ibv.SizeInBytes = sizeof(indices);
ibv.Format = DXGI_FORMAT_R32_UINT;
argument_buffer = create_upload_buffer(context.device, sizeof(argument_data), &argument_data);
count_buffer = create_upload_buffer(context.device, sizeof(count_data), count_data);
@ -21702,10 +21723,11 @@ static void test_execute_indirect(void)
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_TRIANGLELIST);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 1, argument_buffer, 0, NULL, 0);
ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 2, argument_buffer, 0, NULL, 0);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
@ -21720,10 +21742,11 @@ static void test_execute_indirect(void)
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_TRIANGLELIST);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 1, argument_buffer, 0,
ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, 4, argument_buffer, 0,
count_buffer, 0);
transition_resource_state(command_list, context.render_target,
@ -21776,22 +21799,6 @@ static void test_execute_indirect(void)
ID3D12CommandSignature_Release(command_signature);
command_signature = create_command_signature(context.device, D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED);
ID3D12PipelineState_Release(context.pipeline_state);
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);
vb = create_upload_buffer(context.device, sizeof(vertices), vertices);
vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
vbv.StrideInBytes = sizeof(*vertices);
vbv.SizeInBytes = sizeof(vertices);
ib = create_upload_buffer(context.device, sizeof(indices), indices);
ibv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(ib);
ibv.SizeInBytes = sizeof(indices);
ibv.Format = DXGI_FORMAT_R32_UINT;
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
@ -21837,14 +21844,7 @@ static void test_execute_indirect(void)
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
set_box(&box, 0, 0, 0, 32, 8, 1);
check_readback_data_uint(&rb, &box, 0xffffff00, 0);
set_box(&box, 24, 8, 0, 32, 32, 1);
check_readback_data_uint(&rb, &box, 0xffffff00, 0);
set_box(&box, 0, 8, 0, 24, 32, 1);
check_readback_data_uint(&rb, &box, 0xff00ff00, 0);
release_resource_readback(&rb);
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xffffff00, 0);
ID3D12PipelineState_Release(pipeline_state);
ID3D12RootSignature_Release(root_signature);