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tests: Add simple test for 2D NULL SRVs.
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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168
tests/d3d12.c
168
tests/d3d12.c
@ -15801,6 +15801,173 @@ static void test_null_cbv(void)
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destroy_test_context(&context);
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}
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static void test_null_srv(void)
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{
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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ID3D12GraphicsCommandList *command_list;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12DescriptorHeap *heap;
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ID3D12CommandQueue *queue;
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struct uvec4 location;
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ID3D12Device *device;
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unsigned int i, j;
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const DWORD ps_sample_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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return t.Sample(s, float2(position.x / 32.0f, position.y / 32.0f));
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}
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#endif
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0x43425844, 0xe096fa11, 0xeb01c081, 0x961588d4, 0x27c031af, 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, 0x7469736f, 0x006e6f69,
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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_sample = {ps_sample_code, sizeof(ps_sample_code)};
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static const DWORD ps_ld_code[] =
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{
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#if 0
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Texture2D t;
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uint4 location;
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float4 main(float4 position : SV_Position) : SV_Target
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{
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return t.Load(location.xyz);
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}
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#endif
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0x43425844, 0xfa13670e, 0x291af510, 0xc253cc12, 0x9474950b, 0x00000001, 0x00000100, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050,
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0x00000019, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000,
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0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x8a00002d, 0x800000c2, 0x00155543,
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0x001020f2, 0x00000000, 0x00208a46, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_ld = {ps_ld_code, sizeof(ps_ld_code)};
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static const DXGI_FORMAT formats[] =
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{
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DXGI_FORMAT_R32_FLOAT,
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DXGI_FORMAT_R32_UINT,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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};
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/* component mapping is ignored for NULL SRVs */
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static const unsigned int component_mappings[] =
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{
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D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
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D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
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D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1),
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};
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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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device = context.device;
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context.root_signature = create_texture_root_signature(context.device,
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D3D12_SHADER_VISIBILITY_PIXEL, 4, 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_sample, NULL);
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heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 16);
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for (i = 0; i < ARRAY_SIZE(formats); ++i)
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{
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for (j = 0; j < ARRAY_SIZE(component_mappings); ++j)
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{
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vkd3d_test_set_context("format %#x, component mapping %#x", formats[i], component_mappings[j]);
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memset(&srv_desc, 0, sizeof(srv_desc));
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srv_desc.Format = formats[i];
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Shader4ComponentMapping = component_mappings[j];
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srv_desc.Texture2D.MipLevels = 1;
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ID3D12Device_CreateShaderResourceView(device, NULL, &srv_desc,
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap));
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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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transition_sub_resource_state(command_list, context.render_target, 0,
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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, 0x00000000, 0);
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reset_command_list(command_list, context.allocator);
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transition_sub_resource_state(command_list, context.render_target, 0,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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}
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vkd3d_test_set_context(NULL);
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ID3D12PipelineState_Release(context.pipeline_state);
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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_ld, NULL);
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memset(&srv_desc, 0, sizeof(srv_desc));
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srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Texture2D.MipLevels = 1;
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ID3D12Device_CreateShaderResourceView(device, NULL, &srv_desc,
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap));
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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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location.x = 10;
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location.y = 20;
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location.z = 0;
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location.w = 0;
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &location, 0);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_sub_resource_state(command_list, context.render_target, 0,
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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, 0x00000000, 0);
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ID3D12DescriptorHeap_Release(heap);
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destroy_test_context(&context);
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}
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#define check_copyable_footprints(a, b, c, d, e, f, g, h) \
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check_copyable_footprints_(__LINE__, a, b, c, d, e, f, g, h)
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static void check_copyable_footprints_(unsigned int line, const D3D12_RESOURCE_DESC *desc,
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@ -26674,6 +26841,7 @@ START_TEST(d3d12)
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run_test(test_descriptors_visibility);
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run_test(test_create_null_descriptors);
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run_test(test_null_cbv);
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run_test(test_null_srv);
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run_test(test_get_copyable_footprints);
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run_test(test_depth_stencil_sampling);
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run_test(test_depth_load);
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