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tests: Add test for indirect draws with count buffer.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de> 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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@ -21554,10 +21554,10 @@ static void test_resolve_query_data_in_reordered_command_list(void)
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static void test_execute_indirect(void)
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{
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ID3D12Resource *argument_buffer, *count_buffer, *uav;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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ID3D12CommandSignature *command_signature;
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ID3D12GraphicsCommandList *command_list;
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ID3D12Resource *argument_buffer, *uav;
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D3D12_INPUT_LAYOUT_DESC input_layout;
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D3D12_ROOT_PARAMETER root_parameter;
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ID3D12PipelineState *pipeline_state;
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@ -21682,6 +21682,7 @@ static void test_execute_indirect(void)
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{2, 3, 4},
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{{6, 1, 0, 0, 0}, {6, 1, 0, 4, 0}},
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};
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static const uint32_t count_data[] = {1, 2};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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memset(&desc, 0, sizeof(desc));
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@ -21692,6 +21693,7 @@ static void test_execute_indirect(void)
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queue = context.queue;
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argument_buffer = create_upload_buffer(context.device, sizeof(argument_data), &argument_data);
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count_buffer = create_upload_buffer(context.device, sizeof(count_data), count_data);
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command_signature = create_command_signature(context.device, D3D12_INDIRECT_ARGUMENT_TYPE_DRAW);
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@ -21709,6 +21711,25 @@ static void test_execute_indirect(void)
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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, 0xff00ff00, 0);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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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_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_ExecuteIndirect(command_list, command_signature, 1, argument_buffer, 0,
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count_buffer, 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, 0xff00ff00, 0);
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reset_command_list(command_list, context.allocator);
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ID3D12CommandSignature_Release(command_signature);
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@ -21796,6 +21817,35 @@ static void test_execute_indirect(void)
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check_readback_data_uint(&rb, &box, 0xff00ff00, 0);
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release_resource_readback(&rb);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, 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_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_IASetIndexBuffer(command_list, &ibv);
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
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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_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature,
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ARRAY_SIZE(argument_data.indexed_draws), argument_buffer,
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offsetof(struct argument_data, indexed_draws), count_buffer, sizeof(uint32_t));
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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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get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
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set_box(&box, 0, 0, 0, 32, 8, 1);
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check_readback_data_uint(&rb, &box, 0xffffff00, 0);
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set_box(&box, 24, 8, 0, 32, 32, 1);
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check_readback_data_uint(&rb, &box, 0xffffff00, 0);
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set_box(&box, 0, 8, 0, 24, 32, 1);
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check_readback_data_uint(&rb, &box, 0xff00ff00, 0);
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release_resource_readback(&rb);
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ID3D12PipelineState_Release(pipeline_state);
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ID3D12RootSignature_Release(root_signature);
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ID3D12Resource_Release(ib);
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@ -21803,6 +21853,7 @@ static void test_execute_indirect(void)
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ID3D12Resource_Release(vb);
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ID3D12CommandSignature_Release(command_signature);
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ID3D12Resource_Release(argument_buffer);
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ID3D12Resource_Release(count_buffer);
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destroy_test_context(&context);
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}
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