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tests: Add tests for an unbounded sampler array.
Based on a vkd3d-proton patch by Hans-Kristian Arntzen. Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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tests/d3d12.c
144
tests/d3d12.c
@ -34979,6 +34979,149 @@ done:
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destroy_test_context(&context);
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}
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static void test_unbounded_samplers(void)
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{
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ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2];
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ID3D12Resource *input_texture, *output_buffer;
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_SAMPLER_DESC sampler_desc;
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D3D12_SUBRESOURCE_DATA data;
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struct resource_readback rb;
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struct test_context context;
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ID3D12CommandQueue *queue;
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ID3D12Device *device;
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unsigned int i;
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HRESULT hr;
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static const D3D12_DESCRIPTOR_RANGE descriptor_ranges[] =
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{
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{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 1, 1, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
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{D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, UINT_MAX, 1, 1, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
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};
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static const D3D12_ROOT_PARAMETER root_parameters[] =
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{
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{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, .DescriptorTable = {1, &descriptor_ranges[0]}},
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{D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, .DescriptorTable = {1, &descriptor_ranges[1]}},
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{D3D12_ROOT_PARAMETER_TYPE_UAV, .Descriptor = {1, 1}},
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};
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static const DWORD cs_code[] =
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{
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#if 0
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Texture2D<float> t1 : register(t1, space1);
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SamplerState s1[] : register(s1, space1);
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RWByteAddressBuffer u1 : register(u1, space1);
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[numthreads(64, 1, 1)]
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void main(uint id : SV_DispatchThreadID)
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{
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/* Should alternate between wrap (address 0.1), or clamp (address 1.0). */
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uint value = t1.SampleLevel(s1[NonUniformResourceIndex(id)], float2(1.1, 1.1), 0.0);
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u1.Store(4 * id, value);
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}
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#endif
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0x43425844, 0x19feacce, 0xef7000f7, 0xd6411d98, 0x890a6fa4, 0x00000001, 0x00000178, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000124, 0x00050051, 0x00000049, 0x0100086a,
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0x0600005a, 0x00306e46, 0x00000000, 0x00000001, 0xffffffff, 0x00000001, 0x07001858, 0x00307e46,
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0x00000000, 0x00000001, 0x00000001, 0x00005555, 0x00000001, 0x0600009d, 0x0031ee46, 0x00000000,
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0x00000001, 0x00000001, 0x00000001, 0x0200005f, 0x00020012, 0x02000068, 0x00000001, 0x0400009b,
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0x00000040, 0x00000001, 0x00000001, 0x04000036, 0x00100012, 0x00000000, 0x0002000a, 0x13000048,
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0x00100012, 0x00000000, 0x00004002, 0x3f8ccccd, 0x3f8ccccd, 0x00000000, 0x00000000, 0x00207e46,
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0x00000000, 0x00000001, 0x86206000, 0x00020001, 0x00000000, 0x00000001, 0x0010000a, 0x00000000,
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0x00004001, 0x00000000, 0x0500001c, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x06000029,
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0x00100022, 0x00000000, 0x0002000a, 0x00004001, 0x00000002, 0x080000a6, 0x0021e012, 0x00000000,
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0x00000001, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
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};
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static const float texture_data[] = {10.0f, 100.0f, 100.0f, 100.0f};
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if (!init_compute_test_context(&context))
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return;
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device = context.device;
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command_list = context.list;
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queue = context.queue;
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root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters);
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root_signature_desc.Flags = 0;
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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.pParameters = root_parameters;
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hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
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todo
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ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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if (FAILED(hr))
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goto done;
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input_texture = create_default_texture2d(device, 2, 2, 1, 1, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_FLAG_NONE,
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D3D12_RESOURCE_STATE_COPY_DEST);
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data.pData = texture_data;
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data.RowPitch = 2 * sizeof(uint32_t);
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data.SlicePitch = 2 * data.RowPitch;
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upload_texture_data(input_texture, &data, 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, input_texture, D3D12_RESOURCE_STATE_COPY_DEST,
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D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
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output_buffer = create_default_buffer(device, 64 * sizeof(uint32_t), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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context.pipeline_state = create_compute_pipeline_state(device,
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context.root_signature, shader_bytecode(cs_code, sizeof(cs_code)));
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heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
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sampler_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 64);
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Texture2D.MipLevels = 1;
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srv_desc.Texture2D.MostDetailedMip = 0;
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srv_desc.Texture2D.PlaneSlice = 0;
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srv_desc.Texture2D.ResourceMinLODClamp = 0;
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ID3D12Device_CreateShaderResourceView(device, input_texture, &srv_desc,
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap));
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for (i = 0; i < 64; ++i)
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{
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memset(&sampler_desc, 0, sizeof(sampler_desc));
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sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = sampler_desc.AddressV = sampler_desc.AddressW
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= (i & 1) ? D3D12_TEXTURE_ADDRESS_MODE_CLAMP : D3D12_TEXTURE_ADDRESS_MODE_WRAP;
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ID3D12Device_CreateSampler(device, &sampler_desc, get_cpu_descriptor_handle(&context, sampler_heap, i));
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}
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ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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heaps[0] = heap; heaps[1] = sampler_heap;
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 2, heaps);
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ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap));
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ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 1, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(sampler_heap));
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ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(output_buffer));
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ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1);
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transition_resource_state(command_list, output_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_buffer_readback_with_command_list(output_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
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for (i = 0; i < 64; ++i)
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{
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unsigned int value = get_readback_uint(&rb, i, 0, 0);
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unsigned int expected = (i & 1) ? 100 : 10;
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ok(value == expected, "Got %u, expected %u at %u.\n", value, expected, i);
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}
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release_resource_readback(&rb);
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ID3D12Resource_Release(input_texture);
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ID3D12Resource_Release(output_buffer);
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ID3D12DescriptorHeap_Release(heap);
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ID3D12DescriptorHeap_Release(sampler_heap);
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done:
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destroy_test_context(&context);
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}
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START_TEST(d3d12)
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{
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parse_args(argc, argv);
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@ -35151,4 +35294,5 @@ START_TEST(d3d12)
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run_test(test_hull_shader_patch_constant_inputs);
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run_test(test_resource_arrays);
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run_test(test_unbounded_resource_arrays);
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run_test(test_unbounded_samplers);
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}
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