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https://gitlab.winehq.org/wine/vkd3d.git
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tests: Add test for drawing with no render targets.
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parent
fbc5861728
commit
cab5640d56
139
tests/d3d12.c
139
tests/d3d12.c
@ -3881,10 +3881,7 @@ static void test_scissor(void)
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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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scissor_rect.left = 160;
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scissor_rect.top = 120;
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scissor_rect.right = 480;
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scissor_rect.bottom = 360;
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set_rect(&scissor_rect, 160, 120, 480, 360);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, red, 0, NULL);
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@ -4053,6 +4050,139 @@ static void test_draw_depth_only(void)
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destroy_test_context(&context);
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}
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static void test_draw_uav_only(void)
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{
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ID3D12DescriptorHeap *cpu_descriptor_heap, *descriptor_heap;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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D3D12_DESCRIPTOR_RANGE descriptor_range;
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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_HEAP_PROPERTIES heap_properties;
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D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
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D3D12_ROOT_PARAMETER root_parameter;
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D3D12_RESOURCE_DESC resource_desc;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Resource *resource;
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unsigned int i;
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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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RWTexture2D<int> u;
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void main()
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{
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InterlockedAdd(u[uint2(0, 0)], 1);
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}
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#endif
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0x43425844, 0x237a8398, 0xe7b34c17, 0xa28c91a4, 0xb3614d73, 0x00000001, 0x0000009c, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000048, 0x00000050, 0x00000012, 0x0100086a,
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0x0400189c, 0x0011e000, 0x00000000, 0x00003333, 0x0a0000ad, 0x0011e000, 0x00000000, 0x00004002,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004001, 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 zero[4] = {};
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memset(&desc, 0, sizeof(desc));
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desc.no_render_target = 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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descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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descriptor_range.NumDescriptors = 1;
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descriptor_range.BaseShaderRegister = 0;
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descriptor_range.RegisterSpace = 0;
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descriptor_range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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root_parameter.DescriptorTable.NumDescriptorRanges = 1;
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root_parameter.DescriptorTable.pDescriptorRanges = &descriptor_range;
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root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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root_signature_desc.NumParameters = 1;
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root_signature_desc.pParameters = &root_parameter;
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root_signature_desc.NumStaticSamplers = 0;
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root_signature_desc.pStaticSamplers = NULL;
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root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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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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init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL);
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pso_desc.NumRenderTargets = 0;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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resource_desc.Alignment = 0;
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resource_desc.Width = 1;
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resource_desc.Height = 1;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_R32_SINT;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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hr = ID3D12Device_CreateCommittedResource(context.device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, NULL,
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&IID_ID3D12Resource, (void **)&resource);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heap_desc.NumDescriptors = 1;
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heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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heap_desc.NodeMask = 0;
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hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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heap_desc.Flags = 0;
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hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc,
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&IID_ID3D12DescriptorHeap, (void **)&cpu_descriptor_heap);
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ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
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cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(descriptor_heap);
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gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(descriptor_heap);
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ID3D12Device_CreateUnorderedAccessView(context.device, resource, NULL, NULL, cpu_handle);
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cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(cpu_descriptor_heap);
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ID3D12Device_CreateUnorderedAccessView(context.device, resource, NULL, NULL, cpu_handle);
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ID3D12GraphicsCommandList_ClearUnorderedAccessViewFloat(command_list,
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gpu_handle, cpu_handle, resource, zero, 0, NULL);
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set_rect(&context.scissor_rect, 0, 0, 1000, 1000);
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set_viewport(&context.viewport, 0.0f, 0.0f, 1.0f, 100.0f, 0.0f, 0.0f);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &descriptor_heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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for (i = 0; i < 5; ++i)
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, resource,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(resource, 0, queue, command_list, 500, 0);
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ID3D12DescriptorHeap_Release(cpu_descriptor_heap);
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ID3D12DescriptorHeap_Release(descriptor_heap);
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ID3D12Resource_Release(resource);
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destroy_test_context(&context);
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}
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static void test_texture_resource_barriers(void)
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{
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D3D12_COMMAND_QUEUE_DESC command_queue_desc;
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@ -9595,6 +9725,7 @@ START_TEST(d3d12)
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run_test(test_fractional_viewports);
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run_test(test_scissor);
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run_test(test_draw_depth_only);
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run_test(test_draw_uav_only);
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run_test(test_texture_resource_barriers);
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run_test(test_invalid_texture_resource_barriers);
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run_test(test_device_removed_reason);
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