tests: Add tests for loading stencil values from textures.

With plane slice and component mapping.

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 2019-06-07 14:38:05 +02:00 committed by Alexandre Julliard
parent 5f4b2266b9
commit cd059215bf

View File

@ -18858,6 +18858,187 @@ static void test_depth_read_only_view(void)
destroy_test_context(&context);
}
static void test_stencil_load(void)
{
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_DESCRIPTOR_RANGE descriptor_ranges[2];
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
D3D12_ROOT_PARAMETER root_parameters[1];
ID3D12GraphicsCommandList *command_list;
ID3D12PipelineState *pipeline_state;
struct depth_stencil_resource ds;
struct test_context_desc desc;
struct test_context context;
ID3D12DescriptorHeap *heap;
ID3D12CommandQueue *queue;
struct uvec4 uvec4 = {0};
ID3D12Resource *texture;
ID3D12Device *device;
unsigned int i;
HRESULT hr;
static const DWORD cs_code[] =
{
#if 0
Texture2D<uint4> t;
RWTexture2D<uint4> u;
[numthreads(1, 1, 1)]
void main(uint2 id : SV_GroupID)
{
u[id] = t[id];
}
#endif
0x43425844, 0x0b41fa64, 0xd64df766, 0xc4c98283, 0xb810dc2b, 0x00000001, 0x00000110, 0x00000003,
0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000000bc, 0x00050050, 0x0000002f, 0x0100086a,
0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x0400189c, 0x0011e000, 0x00000000, 0x00004444,
0x0200005f, 0x00021032, 0x02000068, 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001,
0x04000036, 0x00100032, 0x00000000, 0x00021046, 0x08000036, 0x001000c2, 0x00000000, 0x00004002,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00111103, 0x001000f2,
0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x060000a4, 0x0011e0f2, 0x00000000,
0x00021546, 0x00100e46, 0x00000000, 0x0100003e,
};
static const DWORD ps_code[] =
{
#if 0
Texture2D<uint4> t;
uint4 main(float4 position : SV_Position) : SV_Target
{
return t[int2(position.x, position.y)];
}
#endif
0x43425844, 0x9ad18dbc, 0x98de0e54, 0xe3c15d5b, 0xac8b580a, 0x00000001, 0x00000138, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000009c, 0x00000050,
0x00000027, 0x0100086a, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032,
0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0500001b,
0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00111103, 0x001020f2,
0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static unsigned int tests[] = {0, 50, 75, 100, 150, 200, 255};
memset(&desc, 0, sizeof(desc));
desc.rt_format = DXGI_FORMAT_R32G32B32A32_UINT;
desc.no_root_signature = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descriptor_ranges[0].NumDescriptors = 1;
descriptor_ranges[0].BaseShaderRegister = 0;
descriptor_ranges[0].RegisterSpace = 0;
descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0;
descriptor_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
descriptor_ranges[1].NumDescriptors = 1;
descriptor_ranges[1].BaseShaderRegister = 0;
descriptor_ranges[1].RegisterSpace = 0;
descriptor_ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
root_parameters[0].DescriptorTable.NumDescriptorRanges = 2;
root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges;
root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_signature_desc.NumParameters = 1;
root_signature_desc.pParameters = root_parameters;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = NULL;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
pipeline_state = create_compute_pipeline_state(device, context.root_signature,
shader_bytecode(cs_code, sizeof(cs_code)));
context.pipeline_state = create_pipeline_state(context.device,
context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
init_depth_stencil(&ds, device, context.render_target_desc.Width,
context.render_target_desc.Height, 1, 1, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, NULL);
memset(&srv_desc, 0, sizeof(srv_desc));
srv_desc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT;
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1,
D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1);
srv_desc.Texture2D.MipLevels = 1;
srv_desc.Texture2D.PlaneSlice = 1;
ID3D12Device_CreateShaderResourceView(device, ds.texture, &srv_desc,
get_cpu_descriptor_handle(&context, heap, 0));
texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R32G32B32A32_UINT,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
ID3D12Device_CreateUnorderedAccessView(device, texture, NULL, NULL,
get_cpu_descriptor_handle(&context, heap, 1));
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
vkd3d_test_set_context("Test %u", i);
uvec4.x = uvec4.y = uvec4.z = uvec4.w = tests[i];
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
D3D12_CLEAR_FLAG_STENCIL, 0.0f, tests[i], 0, NULL);
transition_sub_resource_state(command_list, ds.texture, 0,
D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap));
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0,
ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap));
ID3D12GraphicsCommandList_Dispatch(command_list, 32, 32, 1);
transition_sub_resource_state(command_list, context.render_target, 0,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uvec4(context.render_target, 0, queue, command_list, &uvec4);
reset_command_list(command_list, context.allocator);
transition_sub_resource_state(command_list, texture, 0,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uvec4(texture, 0, queue, command_list, &uvec4);
reset_command_list(command_list, context.allocator);
transition_sub_resource_state(command_list, context.render_target, 0,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
transition_sub_resource_state(command_list, texture, 0,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
transition_sub_resource_state(command_list, ds.texture, 0,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE);
}
vkd3d_test_set_context(NULL);
destroy_depth_stencil(&ds);
ID3D12Resource_Release(texture);
ID3D12DescriptorHeap_Release(heap);
ID3D12PipelineState_Release(pipeline_state);
destroy_test_context(&context);
}
static void test_typed_buffer_uav(void)
{
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
@ -29843,6 +30024,7 @@ START_TEST(d3d12)
run_test(test_depth_stencil_sampling);
run_test(test_depth_load);
run_test(test_depth_read_only_view);
run_test(test_stencil_load);
run_test(test_typed_buffer_uav);
run_test(test_typed_uav_store);
run_test(test_compute_shader_registers);