tests: Add test for cube maps.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-06-27 15:19:23 +02:00 committed by Alexandre Julliard
parent 9b214c9ea7
commit cc8c0135a1
2 changed files with 313 additions and 7 deletions

View File

@ -909,6 +909,7 @@ static ID3D12RootSignature *create_texture_root_signature_(unsigned int line,
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.MaxLOD = D3D12_FLOAT32_MAX;
sampler_desc.ShaderRegister = 0; sampler_desc.ShaderRegister = 0;
sampler_desc.RegisterSpace = 0; sampler_desc.RegisterSpace = 0;
sampler_desc.ShaderVisibility = shader_visibility; sampler_desc.ShaderVisibility = shader_visibility;
@ -8973,6 +8974,309 @@ static void test_gather(void)
destroy_test_context(&context); destroy_test_context(&context);
} }
static void test_cube_maps(void)
{
unsigned int i, j, sub_resource_idx, sub_resource_count;
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
D3D12_SUBRESOURCE_DATA *texture_data;
const D3D12_SHADER_BYTECODE *ps;
struct test_context_desc desc;
struct test_context context;
ID3D12DescriptorHeap *heap;
ID3D12CommandQueue *queue;
ID3D12PipelineState *pso;
ID3D12Resource *texture;
float *data;
HRESULT hr;
struct
{
unsigned int face;
unsigned int level;
unsigned int cube;
} constants;
const unsigned int texture_size = 64;
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const DWORD ps_cube_code[] =
{
#if 0
TextureCube t;
SamplerState s;
uint face;
uint level;
float4 main(float4 position : SV_POSITION) : SV_Target
{
float2 p;
p.x = position.x / 640.0f;
p.y = position.y / 480.0f;
float3 coord;
switch (face)
{
case 0:
coord = float3(1.0f, p.x, p.y);
break;
case 1:
coord = float3(-1.0f, p.x, p.y);
break;
case 2:
coord = float3(p.x, 1.0f, p.y);
break;
case 3:
coord = float3(p.x, -1.0f, p.y);
break;
case 4:
coord = float3(p.x, p.y, 1.0f);
break;
case 5:
default:
coord = float3(p.x, p.y, -1.0f);
break;
}
return t.SampleLevel(s, coord, level);
}
#endif
0x43425844, 0x039aee18, 0xfd630453, 0xb884cf0f, 0x10100744, 0x00000001, 0x00000310, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000274, 0x00000040,
0x0000009d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400004c, 0x0020800a, 0x00000000,
0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001,
0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000,
0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036,
0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106,
0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006,
0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001,
0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000,
0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036,
0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004,
0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889,
0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002,
0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000,
0x01000002, 0x01000017, 0x06000056, 0x00100082, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
0x0b000048, 0x001020f2, 0x00000000, 0x00100246, 0x00000000, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x0010003a, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
static const DWORD ps_cube_array_code[] =
{
#if 0
TextureCubeArray t;
SamplerState s;
uint face;
uint level;
uint cube;
float4 main(float4 position : SV_POSITION) : SV_Target
{
float2 p;
p.x = position.x / 640.0f;
p.y = position.y / 480.0f;
float3 coord;
switch (face)
{
case 0:
coord = float3(1.0f, p.x, p.y);
break;
case 1:
coord = float3(-1.0f, p.x, p.y);
break;
case 2:
coord = float3(p.x, 1.0f, p.y);
break;
case 3:
coord = float3(p.x, -1.0f, p.y);
break;
case 4:
coord = float3(p.x, p.y, 1.0f);
break;
case 5:
default:
coord = float3(p.x, p.y, -1.0f);
break;
}
return t.SampleLevel(s, float4(coord, cube), level);
}
#endif
0x43425844, 0xb8d5b94a, 0xdb4be034, 0x183aed19, 0xad4af415, 0x00000001, 0x00000328, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000028c, 0x00000041,
0x000000a3, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000,
0x00000000, 0x04005058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0400004c, 0x0020800a,
0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000,
0x00004001, 0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001,
0x05000036, 0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000,
0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002,
0x03000006, 0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000,
0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000,
0x00004001, 0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052,
0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000,
0x05000036, 0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001,
0x00000004, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000,
0x01000002, 0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002,
0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001,
0xbf800000, 0x01000002, 0x01000017, 0x06000056, 0x00100032, 0x00000001, 0x00208a66, 0x00000000,
0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x0010000a, 0x00000001, 0x0b000048, 0x001020f2,
0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0010001a,
0x00000001, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)};
static const struct ps_test
{
const D3D12_SHADER_BYTECODE *ps;
unsigned int miplevel_count;
unsigned int array_size;
}
ps_tests[] =
{
{&ps_cube, 1, 6},
{&ps_cube, 2, 6},
{&ps_cube, 3, 6},
{&ps_cube_array, 1, 12},
{&ps_cube_array, 2, 12},
{&ps_cube_array, 3, 12},
};
memset(&desc, 0, sizeof(desc));
desc.rt_width = 640;
desc.rt_height = 480;
desc.rt_format = DXGI_FORMAT_R32_FLOAT;
desc.no_root_signature = true;
if (!init_test_context(&context, &desc))
return;
command_list = context.list;
queue = context.queue;
context.root_signature = create_texture_root_signature(context.device,
D3D12_SHADER_VISIBILITY_PIXEL, 3, 0);
init_pipeline_state_desc(&pso_desc, context.root_signature,
context.render_target_desc.Format, NULL, NULL, NULL);
heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
ps = NULL;
pso = NULL;
for (i = 0; i < ARRAY_SIZE(ps_tests); ++i)
{
const struct ps_test *test = &ps_tests[i];
if (ps != test->ps)
{
if (pso)
ID3D12PipelineState_Release(pso);
ps = test->ps;
pso_desc.PS = *test->ps;
hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
&IID_ID3D12PipelineState, (void **)&pso);
ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
}
texture = create_default_texture2d(context.device, texture_size, texture_size,
test->array_size, test->miplevel_count, DXGI_FORMAT_R32_FLOAT,
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
if (ps == &ps_cube)
{
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
srv_desc.TextureCube.MostDetailedMip = 0;
srv_desc.TextureCube.MipLevels = test->miplevel_count;
srv_desc.TextureCube.ResourceMinLODClamp = 0.0f;
}
else
{
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
srv_desc.TextureCubeArray.MostDetailedMip = 0;
srv_desc.TextureCubeArray.MipLevels = test->miplevel_count;
srv_desc.TextureCubeArray.First2DArrayFace = 0;
srv_desc.TextureCubeArray.NumCubes = test->array_size / 6;
srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
}
ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, cpu_handle);
sub_resource_count = test->array_size * test->miplevel_count;
texture_data = calloc(sub_resource_count, sizeof(*texture_data));
ok(texture_data, "Failed to allocate memory.\n");
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
{
data = calloc(texture_size * texture_size, sizeof(*data));
ok(data, "Failed to allocate memory.\n");
for (j = 0; j < texture_size * texture_size; ++j)
data[j] = sub_resource_idx;
texture_data[sub_resource_idx].pData = data;
texture_data[sub_resource_idx].RowPitch = texture_size * sizeof(*data);
texture_data[sub_resource_idx].SlicePitch = 0;
}
upload_texture_data(texture, texture_data, sub_resource_count, queue, command_list);
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
free((void *)texture_data[sub_resource_idx].pData);
free(texture_data);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
{
constants.face = (sub_resource_idx / test->miplevel_count) % 6;
constants.level = sub_resource_idx % test->miplevel_count;
constants.cube = (sub_resource_idx / test->miplevel_count) / 6;
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, pso);
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 3, &constants.face, 0);
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_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_float(context.render_target, 0, queue, command_list, sub_resource_idx, 0);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
}
ID3D12Resource_Release(texture);
}
ID3D12PipelineState_Release(pso);
ID3D12DescriptorHeap_Release(heap);
destroy_test_context(&context);
}
static void test_descriptor_tables(void) static void test_descriptor_tables(void)
{ {
ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2]; ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2];
@ -17380,6 +17684,7 @@ START_TEST(d3d12)
run_test(test_root_constants); run_test(test_root_constants);
run_test(test_texture); run_test(test_texture);
run_test(test_gather); run_test(test_gather);
run_test(test_cube_maps);
run_test(test_descriptor_tables); run_test(test_descriptor_tables);
run_test(test_descriptor_tables_overlapping_bindings); run_test(test_descriptor_tables_overlapping_bindings);
run_test(test_update_root_descriptors); run_test(test_update_root_descriptors);

View File

@ -318,11 +318,12 @@ static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
release_resource_readback(&rb); release_resource_readback(&rb);
} }
#define create_texture(a, b, c, d, e) create_default_texture_(__LINE__, a, b, c, d, 0, e) #define create_default_texture(a, b, c, d, e, f) create_default_texture2d_(__LINE__, a, b, c, 1, 1, d, e, f)
#define create_default_texture(a, b, c, d, e, f) create_default_texture_(__LINE__, a, b, c, d, e, f) #define create_texture(a, b, c, d, e) create_default_texture(a, b, c, d, 0, e)
static ID3D12Resource *create_default_texture_(unsigned int line, ID3D12Device *device, #define create_default_texture2d(a, b, c, d, e, f, g, h) create_default_texture2d_(__LINE__, a, b, c, d, e, f, g, h)
unsigned int width, unsigned int height, DXGI_FORMAT format, static ID3D12Resource *create_default_texture2d_(unsigned int line, ID3D12Device *device,
D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initial_state) unsigned int width, unsigned int height, unsigned int array_size, unsigned int miplevel_count,
DXGI_FORMAT format, D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initial_state)
{ {
D3D12_HEAP_PROPERTIES heap_properties; D3D12_HEAP_PROPERTIES heap_properties;
D3D12_RESOURCE_DESC resource_desc; D3D12_RESOURCE_DESC resource_desc;
@ -336,8 +337,8 @@ static ID3D12Resource *create_default_texture_(unsigned int line, ID3D12Device *
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resource_desc.Width = width; resource_desc.Width = width;
resource_desc.Height = height; resource_desc.Height = height;
resource_desc.DepthOrArraySize = 1; resource_desc.DepthOrArraySize = array_size;
resource_desc.MipLevels = 1; resource_desc.MipLevels = miplevel_count;
resource_desc.Format = format; resource_desc.Format = format;
resource_desc.SampleDesc.Count = 1; resource_desc.SampleDesc.Count = 1;
resource_desc.Flags = flags; resource_desc.Flags = flags;