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tests: Add test for OMSetRenderTargets().
Signed-off-by: Józef Kucia <jkucia@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
128
tests/d3d12.c
@ -3968,6 +3968,133 @@ static void test_draw_indexed_instanced(void)
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destroy_test_context(&context);
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}
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static void test_multiple_render_targets(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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struct vec4 expected_vec4 = {0.0f, 0.0f, 0.0f, 1.0f};
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE rtvs[3];
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ID3D12Resource *render_targets[2];
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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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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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void main(out float4 target0 : SV_Target0, out float4 target1 : SV_Target1,
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out float4 target2 : SV_Target2)
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{
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target0 = float4(1.0f, 0.0f, 0.0f, 1.0f);
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target1 = float4(2.0f, 0.0f, 0.0f, 1.0f);
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target2 = float4(3.0f, 0.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0xc4325131, 0x8ba4a693, 0x08d15431, 0xcb990885, 0x00000001, 0x0000013c, 0x00000003,
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0x0000002c, 0x0000003c, 0x000000a0, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000005c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x00000050, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000050,
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0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074,
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0x58454853, 0x00000094, 0x00000050, 0x00000025, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000,
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0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x08000036, 0x001020f2,
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0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x08000036, 0x001020f2,
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0x00000001, 0x00004002, 0x40000000, 0x00000000, 0x00000000, 0x3f800000, 0x08000036, 0x001020f2,
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0x00000002, 0x00004002, 0x40400000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
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memset(&desc, 0, sizeof(desc));
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.rt_descriptor_count = ARRAY_SIZE(rtvs);
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desc.no_pipeline = 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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init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL);
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pso_desc.NumRenderTargets = ARRAY_SIZE(rtvs);
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for (i = 0; i < ARRAY_SIZE(rtvs); ++i)
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pso_desc.RTVFormats[i] = desc.rt_format;
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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(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
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rtvs[0] = get_cpu_rtv_handle(&context, context.rtv_heap, 2);
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rtvs[1] = get_cpu_rtv_handle(&context, context.rtv_heap, 0);
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rtvs[2] = get_cpu_rtv_handle(&context, context.rtv_heap, 1);
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create_render_target(&context, &desc, &render_targets[0], &rtvs[0]);
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create_render_target(&context, &desc, &render_targets[1], &rtvs[2]);
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for (i = 0; i < ARRAY_SIZE(rtvs); ++i)
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtvs[i], white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, ARRAY_SIZE(rtvs), rtvs, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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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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transition_resource_state(command_list, render_targets[0],
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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transition_resource_state(command_list, render_targets[1],
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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expected_vec4.x = 2.0f;
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0);
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reset_command_list(command_list, context.allocator);
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expected_vec4.x = 1.0f;
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check_sub_resource_vec4(render_targets[0], 0, queue, command_list, &expected_vec4, 0);
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reset_command_list(command_list, context.allocator);
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expected_vec4.x = 3.0f;
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check_sub_resource_vec4(render_targets[1], 0, queue, command_list, &expected_vec4, 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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transition_resource_state(command_list, render_targets[0],
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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transition_resource_state(command_list, render_targets[1],
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, ARRAY_SIZE(rtvs), &context.rtv, TRUE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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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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transition_resource_state(command_list, render_targets[0],
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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transition_resource_state(command_list, render_targets[1],
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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expected_vec4.x = 1.0f;
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0);
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reset_command_list(command_list, context.allocator);
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expected_vec4.x = 3.0f;
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check_sub_resource_vec4(render_targets[0], 0, queue, command_list, &expected_vec4, 0);
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reset_command_list(command_list, context.allocator);
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expected_vec4.x = 2.0f;
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check_sub_resource_vec4(render_targets[1], 0, queue, command_list, &expected_vec4, 0);
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reset_command_list(command_list, context.allocator);
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for (i = 0; i < ARRAY_SIZE(render_targets); ++i)
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ID3D12Resource_Release(render_targets[i]);
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destroy_test_context(&context);
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}
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static void test_append_aligned_element(void)
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{
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ID3D12GraphicsCommandList *command_list;
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@ -17391,6 +17518,7 @@ START_TEST(d3d12)
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run_test(test_clear_unordered_access_view);
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run_test(test_draw_instanced);
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run_test(test_draw_indexed_instanced);
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run_test(test_multiple_render_targets);
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run_test(test_append_aligned_element);
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run_test(test_gpu_virtual_address);
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run_test(test_fragment_coords);
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