mirror of
https://gitlab.winehq.org/wine/vkd3d.git
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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:
parent
9b214c9ea7
commit
cc8c0135a1
305
tests/d3d12.c
305
tests/d3d12.c
@ -909,6 +909,7 @@ static ID3D12RootSignature *create_texture_root_signature_(unsigned int line,
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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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sampler_desc.MaxLOD = D3D12_FLOAT32_MAX;
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sampler_desc.ShaderRegister = 0;
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sampler_desc.RegisterSpace = 0;
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sampler_desc.ShaderVisibility = shader_visibility;
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@ -8973,6 +8974,309 @@ static void test_gather(void)
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destroy_test_context(&context);
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}
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static void test_cube_maps(void)
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{
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unsigned int i, j, sub_resource_idx, sub_resource_count;
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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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_SUBRESOURCE_DATA *texture_data;
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const D3D12_SHADER_BYTECODE *ps;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12DescriptorHeap *heap;
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ID3D12CommandQueue *queue;
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ID3D12PipelineState *pso;
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ID3D12Resource *texture;
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float *data;
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HRESULT hr;
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struct
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{
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unsigned int face;
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unsigned int level;
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unsigned int cube;
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} constants;
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const unsigned int texture_size = 64;
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const DWORD ps_cube_code[] =
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{
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#if 0
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TextureCube t;
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SamplerState s;
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uint face;
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uint level;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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float3 coord;
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switch (face)
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{
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case 0:
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coord = float3(1.0f, p.x, p.y);
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break;
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case 1:
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coord = float3(-1.0f, p.x, p.y);
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break;
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case 2:
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coord = float3(p.x, 1.0f, p.y);
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break;
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case 3:
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coord = float3(p.x, -1.0f, p.y);
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break;
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case 4:
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coord = float3(p.x, p.y, 1.0f);
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break;
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case 5:
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default:
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coord = float3(p.x, p.y, -1.0f);
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break;
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}
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return t.SampleLevel(s, coord, level);
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}
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#endif
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0x43425844, 0x039aee18, 0xfd630453, 0xb884cf0f, 0x10100744, 0x00000001, 0x00000310, 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, 0x52444853, 0x00000274, 0x00000040,
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0x0000009d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
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0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400004c, 0x0020800a, 0x00000000,
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0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001,
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0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000,
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0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036,
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0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106,
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0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006,
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0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
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0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001,
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0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000,
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0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036,
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0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004,
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0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889,
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0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002,
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0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000,
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0x01000002, 0x01000017, 0x06000056, 0x00100082, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
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0x0b000048, 0x001020f2, 0x00000000, 0x00100246, 0x00000000, 0x00107e46, 0x00000000, 0x00106000,
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0x00000000, 0x0010003a, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
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static const DWORD ps_cube_array_code[] =
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{
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#if 0
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TextureCubeArray t;
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SamplerState s;
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uint face;
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uint level;
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uint cube;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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float3 coord;
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switch (face)
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{
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case 0:
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coord = float3(1.0f, p.x, p.y);
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break;
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case 1:
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coord = float3(-1.0f, p.x, p.y);
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break;
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case 2:
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coord = float3(p.x, 1.0f, p.y);
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break;
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case 3:
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coord = float3(p.x, -1.0f, p.y);
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break;
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case 4:
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coord = float3(p.x, p.y, 1.0f);
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break;
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case 5:
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default:
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coord = float3(p.x, p.y, -1.0f);
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break;
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}
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return t.SampleLevel(s, float4(coord, cube), level);
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}
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#endif
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0x43425844, 0xb8d5b94a, 0xdb4be034, 0x183aed19, 0xad4af415, 0x00000001, 0x00000328, 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, 0x52444853, 0x0000028c, 0x00000041,
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0x000000a3, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000,
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0x00000000, 0x04005058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0400004c, 0x0020800a,
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0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000,
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0x00004001, 0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
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0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001,
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0x05000036, 0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000,
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0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002,
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0x03000006, 0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000,
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0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000,
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0x00004001, 0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052,
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0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000,
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0x05000036, 0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001,
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0x00000004, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000,
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0x01000002, 0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002,
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0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001,
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0xbf800000, 0x01000002, 0x01000017, 0x06000056, 0x00100032, 0x00000001, 0x00208a66, 0x00000000,
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0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x0010000a, 0x00000001, 0x0b000048, 0x001020f2,
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0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0010001a,
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0x00000001, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)};
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static const struct ps_test
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{
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const D3D12_SHADER_BYTECODE *ps;
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unsigned int miplevel_count;
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unsigned int array_size;
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}
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ps_tests[] =
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{
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{&ps_cube, 1, 6},
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{&ps_cube, 2, 6},
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{&ps_cube, 3, 6},
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{&ps_cube_array, 1, 12},
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{&ps_cube_array, 2, 12},
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{&ps_cube_array, 3, 12},
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};
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memset(&desc, 0, sizeof(desc));
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desc.rt_width = 640;
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desc.rt_height = 480;
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desc.rt_format = DXGI_FORMAT_R32_FLOAT;
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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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context.root_signature = create_texture_root_signature(context.device,
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D3D12_SHADER_VISIBILITY_PIXEL, 3, 0);
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init_pipeline_state_desc(&pso_desc, context.root_signature,
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context.render_target_desc.Format, NULL, NULL, NULL);
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heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
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gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
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ps = NULL;
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pso = NULL;
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for (i = 0; i < ARRAY_SIZE(ps_tests); ++i)
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{
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const struct ps_test *test = &ps_tests[i];
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if (ps != test->ps)
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{
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if (pso)
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ID3D12PipelineState_Release(pso);
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ps = test->ps;
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pso_desc.PS = *test->ps;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&pso);
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ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
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}
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texture = create_default_texture2d(context.device, texture_size, texture_size,
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test->array_size, test->miplevel_count, DXGI_FORMAT_R32_FLOAT,
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D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
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srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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if (ps == &ps_cube)
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{
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
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srv_desc.TextureCube.MostDetailedMip = 0;
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srv_desc.TextureCube.MipLevels = test->miplevel_count;
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srv_desc.TextureCube.ResourceMinLODClamp = 0.0f;
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}
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else
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{
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
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srv_desc.TextureCubeArray.MostDetailedMip = 0;
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srv_desc.TextureCubeArray.MipLevels = test->miplevel_count;
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srv_desc.TextureCubeArray.First2DArrayFace = 0;
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srv_desc.TextureCubeArray.NumCubes = test->array_size / 6;
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srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
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}
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ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, cpu_handle);
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sub_resource_count = test->array_size * test->miplevel_count;
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texture_data = calloc(sub_resource_count, sizeof(*texture_data));
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ok(texture_data, "Failed to allocate memory.\n");
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for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
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{
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data = calloc(texture_size * texture_size, sizeof(*data));
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ok(data, "Failed to allocate memory.\n");
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for (j = 0; j < texture_size * texture_size; ++j)
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data[j] = sub_resource_idx;
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texture_data[sub_resource_idx].pData = data;
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texture_data[sub_resource_idx].RowPitch = texture_size * sizeof(*data);
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texture_data[sub_resource_idx].SlicePitch = 0;
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}
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upload_texture_data(texture, texture_data, sub_resource_count, queue, command_list);
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for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
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free((void *)texture_data[sub_resource_idx].pData);
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free(texture_data);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
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{
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constants.face = (sub_resource_idx / test->miplevel_count) % 6;
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constants.level = sub_resource_idx % test->miplevel_count;
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constants.cube = (sub_resource_idx / test->miplevel_count) / 6;
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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, pso);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 3, &constants.face, 0);
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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_float(context.render_target, 0, queue, command_list, sub_resource_idx, 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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}
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ID3D12Resource_Release(texture);
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}
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ID3D12PipelineState_Release(pso);
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ID3D12DescriptorHeap_Release(heap);
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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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@ -17380,6 +17684,7 @@ START_TEST(d3d12)
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run_test(test_root_constants);
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run_test(test_texture);
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run_test(test_gather);
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run_test(test_cube_maps);
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run_test(test_descriptor_tables);
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||||
run_test(test_descriptor_tables_overlapping_bindings);
|
||||
run_test(test_update_root_descriptors);
|
||||
|
@ -318,11 +318,12 @@ static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
|
||||
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_texture_(__LINE__, a, b, c, d, e, f)
|
||||
static ID3D12Resource *create_default_texture_(unsigned int line, ID3D12Device *device,
|
||||
unsigned int width, unsigned int height, DXGI_FORMAT format,
|
||||
D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initial_state)
|
||||
#define create_default_texture(a, b, c, d, e, f) create_default_texture2d_(__LINE__, a, b, c, 1, 1, d, e, f)
|
||||
#define create_texture(a, b, c, d, e) create_default_texture(a, b, c, d, 0, e)
|
||||
#define create_default_texture2d(a, b, c, d, e, f, g, h) create_default_texture2d_(__LINE__, a, b, c, d, e, f, g, h)
|
||||
static ID3D12Resource *create_default_texture2d_(unsigned int line, ID3D12Device *device,
|
||||
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_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.Width = width;
|
||||
resource_desc.Height = height;
|
||||
resource_desc.DepthOrArraySize = 1;
|
||||
resource_desc.MipLevels = 1;
|
||||
resource_desc.DepthOrArraySize = array_size;
|
||||
resource_desc.MipLevels = miplevel_count;
|
||||
resource_desc.Format = format;
|
||||
resource_desc.SampleDesc.Count = 1;
|
||||
resource_desc.Flags = flags;
|
||||
|
Loading…
Reference in New Issue
Block a user