From b3066e6ba88b505b76bed573d8f3b0000094997d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Thu, 28 Mar 2019 17:07:28 +0100 Subject: [PATCH] tests: Add simple test for 2D NULL SRVs. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- tests/d3d12.c | 168 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 168 insertions(+) diff --git a/tests/d3d12.c b/tests/d3d12.c index edd1f595..1eca3b9c 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -15801,6 +15801,173 @@ static void test_null_cbv(void) destroy_test_context(&context); } +static void test_null_srv(void) +{ + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; + ID3D12GraphicsCommandList *command_list; + struct test_context_desc desc; + struct test_context context; + ID3D12DescriptorHeap *heap; + ID3D12CommandQueue *queue; + struct uvec4 location; + ID3D12Device *device; + unsigned int i, j; + + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const DWORD ps_sample_code[] = + { +#if 0 + Texture2D t; + SamplerState s; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.Sample(s, float2(position.x / 32.0f, position.y / 32.0f)); + } +#endif + 0x43425844, 0xe096fa11, 0xeb01c081, 0x961588d4, 0x27c031af, 0x00000001, 0x00000140, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a4, 0x00000050, + 0x00000029, 0x0100086a, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, + 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, + 0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, 0x00155543, 0x001020f2, + 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_sample = {ps_sample_code, sizeof(ps_sample_code)}; + static const DWORD ps_ld_code[] = + { +#if 0 + Texture2D t; + + uint4 location; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.Load(location.xyz); + } +#endif + 0x43425844, 0xfa13670e, 0x291af510, 0xc253cc12, 0x9474950b, 0x00000001, 0x00000100, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, + 0x00000019, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000, + 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x8a00002d, 0x800000c2, 0x00155543, + 0x001020f2, 0x00000000, 0x00208a46, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_ld = {ps_ld_code, sizeof(ps_ld_code)}; + static const DXGI_FORMAT formats[] = + { + DXGI_FORMAT_R32_FLOAT, + DXGI_FORMAT_R32_UINT, + DXGI_FORMAT_R8G8B8A8_UNORM, + }; + /* component mapping is ignored for NULL SRVs */ + static const unsigned int component_mappings[] = + { + D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING, + D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( + D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, + D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, + D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1, + D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1), + }; + + memset(&desc, 0, sizeof(desc)); + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + device = context.device; + + context.root_signature = create_texture_root_signature(context.device, + D3D12_SHADER_VISIBILITY_PIXEL, 4, 0); + + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, NULL, &ps_sample, NULL); + + heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 16); + + for (i = 0; i < ARRAY_SIZE(formats); ++i) + { + for (j = 0; j < ARRAY_SIZE(component_mappings); ++j) + { + vkd3d_test_set_context("format %#x, component mapping %#x", formats[i], component_mappings[j]); + + memset(&srv_desc, 0, sizeof(srv_desc)); + srv_desc.Format = formats[i]; + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srv_desc.Shader4ComponentMapping = component_mappings[j]; + srv_desc.Texture2D.MipLevels = 1; + ID3D12Device_CreateShaderResourceView(device, NULL, &srv_desc, + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap)); + + 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); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); + 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_sub_resource_state(command_list, context.render_target, 0, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0x00000000, 0); + + reset_command_list(command_list, context.allocator); + transition_sub_resource_state(command_list, context.render_target, 0, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + } + } + vkd3d_test_set_context(NULL); + + ID3D12PipelineState_Release(context.pipeline_state); + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, NULL, &ps_ld, NULL); + + memset(&srv_desc, 0, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srv_desc.Texture2D.MipLevels = 1; + ID3D12Device_CreateShaderResourceView(device, NULL, &srv_desc, + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap)); + + 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); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + location.x = 10; + location.y = 20; + location.z = 0; + location.w = 0; + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &location, 0); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_sub_resource_state(command_list, context.render_target, 0, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0x00000000, 0); + + ID3D12DescriptorHeap_Release(heap); + destroy_test_context(&context); +} + #define check_copyable_footprints(a, b, c, d, e, f, g, h) \ check_copyable_footprints_(__LINE__, a, b, c, d, e, f, g, h) static void check_copyable_footprints_(unsigned int line, const D3D12_RESOURCE_DESC *desc, @@ -26674,6 +26841,7 @@ START_TEST(d3d12) run_test(test_descriptors_visibility); run_test(test_create_null_descriptors); run_test(test_null_cbv); + run_test(test_null_srv); run_test(test_get_copyable_footprints); run_test(test_depth_stencil_sampling); run_test(test_depth_load);