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tests: Add test for descriptor tables.
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parent
074513dc4d
commit
ba91aeb720
221
tests/d3d12.c
221
tests/d3d12.c
@ -224,6 +224,18 @@ static void exec_command_list(ID3D12CommandQueue *queue, ID3D12GraphicsCommandLi
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ID3D12CommandQueue_ExecuteCommandLists(queue, 1, lists);
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}
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#define reset_command_list(a, b) reset_command_list_(__LINE__, a, b)
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static void reset_command_list_(unsigned int line,
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ID3D12GraphicsCommandList *list, ID3D12CommandAllocator *allocator)
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{
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HRESULT hr;
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hr = ID3D12CommandAllocator_Reset(allocator);
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ok_(line)(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(list, allocator, NULL);
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ok_(line)(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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}
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#ifdef _WIN32
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static HANDLE create_event(void)
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{
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@ -7833,6 +7845,214 @@ static void test_texture(void)
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destroy_test_context(&context);
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}
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static void test_descriptor_tables(void)
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{
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ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2];
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_DESCRIPTOR_RANGE descriptor_range[4];
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc;
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D3D12_ROOT_PARAMETER root_parameters[3];
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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ID3D12Resource *cb, *textures[4];
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unsigned int i, descriptor_size;
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D3D12_SAMPLER_DESC sampler_desc;
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struct test_context_desc desc;
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D3D12_SUBRESOURCE_DATA data;
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struct test_context context;
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ID3D12CommandQueue *queue;
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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 t0;
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Texture2D t1;
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Texture2D t2;
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Texture2D t3;
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SamplerState s0;
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cbuffer cb0
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{
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float4 c;
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};
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p = float2(position.x / 32.0f, position.y / 32.0f);
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return c.x * t0.Sample(s0, p) + c.y * t1.Sample(s0, p)
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+ c.z * t2.Sample(s0, p) + c.w * t3.Sample(s0, p);
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}
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#endif
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0x43425844, 0xf848ef5f, 0x4da3fe0c, 0x776883a0, 0x6b3f0297, 0x00000001, 0x0000029c, 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, 0x00000200, 0x00000050,
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0x00000080, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000,
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0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000, 0x00000001,
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0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555, 0x04001858, 0x00107000, 0x00000003,
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0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000003, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002,
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0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, 0x00155543, 0x001000f2,
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0x00000001, 0x00100046, 0x00000000, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x08000038,
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0x001000f2, 0x00000001, 0x00100e46, 0x00000001, 0x00208556, 0x00000000, 0x00000000, 0x8b000045,
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0x800000c2, 0x00155543, 0x001000f2, 0x00000002, 0x00100046, 0x00000000, 0x00107e46, 0x00000000,
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0x00106000, 0x00000000, 0x0a000032, 0x001000f2, 0x00000001, 0x00208006, 0x00000000, 0x00000000,
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0x00100e46, 0x00000002, 0x00100e46, 0x00000001, 0x8b000045, 0x800000c2, 0x00155543, 0x001000f2,
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0x00000002, 0x00100046, 0x00000000, 0x00107e46, 0x00000002, 0x00106000, 0x00000000, 0x8b000045,
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0x800000c2, 0x00155543, 0x001000f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000003,
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0x00106000, 0x00000000, 0x0a000032, 0x001000f2, 0x00000001, 0x00208aa6, 0x00000000, 0x00000000,
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0x00100e46, 0x00000002, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2, 0x00000000, 0x00208ff6,
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0x00000000, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 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 float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const struct vec4 constant = {0.1f, 0.2f, 0.3f, 0.1f};
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static const unsigned int texture_data[4] = {0xff0000ff, 0xff00ff00, 0xffff0000, 0xffffff00};
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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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cb = create_upload_buffer(context.device, sizeof(constant), &constant.x);
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descriptor_range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptor_range[0].NumDescriptors = 2;
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descriptor_range[0].BaseShaderRegister = 0;
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descriptor_range[0].RegisterSpace = 0;
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descriptor_range[0].OffsetInDescriptorsFromTableStart = 0;
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root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameters[0].DescriptorTable.NumDescriptorRanges = 1;
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root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_range[0];
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root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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descriptor_range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
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descriptor_range[1].NumDescriptors = 1;
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descriptor_range[1].BaseShaderRegister = 0;
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descriptor_range[1].RegisterSpace = 0;
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descriptor_range[1].OffsetInDescriptorsFromTableStart = 0;
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root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameters[1].DescriptorTable.NumDescriptorRanges = 1;
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root_parameters[1].DescriptorTable.pDescriptorRanges = &descriptor_range[1];
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root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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descriptor_range[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descriptor_range[2].NumDescriptors = 2;
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descriptor_range[2].BaseShaderRegister = 2;
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descriptor_range[2].RegisterSpace = 0;
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descriptor_range[2].OffsetInDescriptorsFromTableStart = 0;
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descriptor_range[3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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descriptor_range[3].NumDescriptors = 1;
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descriptor_range[3].BaseShaderRegister = 0;
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descriptor_range[3].RegisterSpace = 0;
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descriptor_range[3].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameters[2].DescriptorTable.NumDescriptorRanges = 2;
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root_parameters[2].DescriptorTable.pDescriptorRanges = &descriptor_range[2];
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root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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memset(&root_signature_desc, 0, sizeof(root_signature_desc));
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root_signature_desc.NumParameters = 3;
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root_signature_desc.pParameters = root_parameters;
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hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
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ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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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(&sampler_desc, 0, sizeof(sampler_desc));
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sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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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 = 5;
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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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heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
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heap_desc.NumDescriptors = 1;
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hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&sampler_heap);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device,
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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for (i = 0; i < ARRAY_SIZE(textures); ++i)
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{
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textures[i] = create_texture(context.device,
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1, 1, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOURCE_STATE_COPY_DEST);
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data.pData = &texture_data[i];
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data.RowPitch = sizeof(texture_data[i]);
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data.SlicePitch = data.RowPitch;
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upload_texture_data(textures[i], &data, queue, command_list);
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reset_command_list(command_list, context.allocator);
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}
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for (i = 0; i < ARRAY_SIZE(textures); ++i)
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transition_resource_state(command_list, textures[i],
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
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/* t0-t3 */
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for (i = 0; i < ARRAY_SIZE(textures); ++i)
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{
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ID3D12Device_CreateShaderResourceView(context.device, textures[i], NULL, cpu_handle);
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cpu_handle.ptr += descriptor_size;
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}
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/* cbv0 */
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cbv_desc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(cb);
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cbv_desc.SizeInBytes = align(sizeof(constant), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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ID3D12Device_CreateConstantBufferView(context.device, &cbv_desc, cpu_handle);
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cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(sampler_heap);
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/* s0 */
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ID3D12Device_CreateSampler(context.device, &sampler_desc, cpu_handle);
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gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(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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heaps[0] = heap; heaps[1] = sampler_heap;
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, ARRAY_SIZE(heaps), heaps);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
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gpu_handle.ptr += 2 * descriptor_size;
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 1,
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ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(sampler_heap));
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 2, gpu_handle);
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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_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, 0xb2664c19, 2);
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ID3D12Resource_Release(cb);
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for (i = 0; i < ARRAY_SIZE(textures); ++i)
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ID3D12Resource_Release(textures[i]);
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ID3D12DescriptorHeap_Release(heap);
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ID3D12DescriptorHeap_Release(sampler_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) \
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check_copyable_footprints_(__LINE__, a, b, c, d, e, f, g)
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static void check_copyable_footprints_(unsigned int line, const D3D12_RESOURCE_DESC *desc,
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@ -8262,6 +8482,7 @@ START_TEST(d3d12)
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run_test(test_immediate_constant_buffer);
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run_test(test_root_constants);
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run_test(test_texture);
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run_test(test_descriptor_tables);
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run_test(test_get_copyable_footprints);
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run_test(test_typed_buffer_uav);
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}
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