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https://gitlab.winehq.org/wine/vkd3d.git
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tests: Add test for D3D12_SHADER_VISIBILITY_ALL root constants.
This commit is contained in:
parent
ae8d8036c6
commit
e7d3897797
209
tests/d3d12.c
209
tests/d3d12.c
@ -6861,7 +6861,7 @@ static void test_root_constants(void)
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static const unsigned int constants[4] = {0, 1, 0, 2};
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D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
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D3D12_ROOT_PARAMETER root_parameters[2];
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D3D12_ROOT_PARAMETER root_parameters[3];
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ID3D12GraphicsCommandList *command_list;
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struct vec4 vs_cb_color, ps_cb_color;
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struct test_context_desc desc;
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@ -6945,6 +6945,100 @@ static void test_root_constants(void)
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0x01000015, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_color = {ps_color_code, sizeof(ps_color_code)};
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static const DWORD vs_mix_code[] =
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{
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#if 0
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cbuffer shared_cb
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{
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uint token;
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uint op;
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};
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cbuffer vs_cb
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{
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float4 padding;
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float4 vs_color;
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};
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void main(uint id : SV_VertexID,
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out float4 position : SV_Position, out float4 color : COLOR,
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out uint vs_token : TOKEN)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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color = vs_color;
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vs_token = token;
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}
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#endif
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0x43425844, 0xb5bc00c3, 0x6b5041fe, 0xd55d1d86, 0x34a2a229, 0x00000001, 0x00000230, 0x00000003,
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0x0000002c, 0x00000060, 0x000000d0, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
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0x4e47534f, 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
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0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x505f5653, 0x7469736f,
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0x006e6f69, 0x4f4c4f43, 0x4f540052, 0x004e454b, 0x58454853, 0x00000158, 0x00010050, 0x00000056,
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0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000059, 0x00208e46, 0x00000001,
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0x00000002, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x00102012, 0x00000002, 0x02000068,
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0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001,
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0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100042, 0x00000000, 0x0010100a,
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0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086, 0x00000000,
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0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, 0xc0000000,
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0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x08000036,
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0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x06000036,
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0x001020f2, 0x00000001, 0x00208e46, 0x00000001, 0x00000001, 0x06000036, 0x00102012, 0x00000002,
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0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE vs_mix = {vs_mix_code, sizeof(vs_mix_code)};
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static const DWORD ps_mix_code[] =
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{
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#if 0
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cbuffer shared_cb
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{
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uint token;
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uint op;
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};
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cbuffer ps_cb
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{
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float4 ps_color;
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};
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float4 main(float4 position : SV_POSITION, float4 vs_color : COLOR,
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uint vs_token : TOKEN) : SV_Target
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{
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if (token != vs_token)
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return (float4)1.0f;
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switch (op)
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{
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case 0: return vs_color;
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case 1: return ps_color;
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case 2: return vs_color * ps_color;
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default: return (float4)0.0f;
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}
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}
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#endif
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0x43425844, 0x128ef4ce, 0xa1c46517, 0x34ca76f3, 0x3c7d6112, 0x00000001, 0x00000240, 0x00000003,
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0x0000002c, 0x0000009c, 0x000000d0, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000f0f, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002,
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0x00000101, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0x4f540052, 0x004e454b, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000168, 0x00000050, 0x0000005a,
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0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000059, 0x00208e46, 0x00000001,
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0x00000001, 0x03001062, 0x001010f2, 0x00000001, 0x03000862, 0x00101012, 0x00000002, 0x03000065,
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0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000027, 0x00100012, 0x00000000, 0x0020800a,
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0x00000000, 0x00000000, 0x0010100a, 0x00000002, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036,
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0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e,
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0x01000015, 0x0400004c, 0x0020801a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, 0x03000006, 0x00004001,
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0x00000001, 0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000001, 0x00000000, 0x0100003e,
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0x03000006, 0x00004001, 0x00000002, 0x08000038, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001,
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0x00208e46, 0x00000001, 0x00000000, 0x0100003e, 0x0100000a, 0x08000036, 0x001020f2, 0x00000000,
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0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, 0x01000017, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_mix = {ps_mix_code, sizeof(ps_mix_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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@ -6970,7 +7064,6 @@ static void test_root_constants(void)
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context.root_signature, desc.rt_format, NULL, &ps_uint_constant, NULL);
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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_SetGraphicsRoot32BitConstants(command_list, 0,
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@ -7021,7 +7114,6 @@ static void test_root_constants(void)
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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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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vs_cb_color = ps_cb_color = expected_result = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f};
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@ -7046,7 +7138,6 @@ static void test_root_constants(void)
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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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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vs_cb_color = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f};
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@ -7064,6 +7155,116 @@ static void test_root_constants(void)
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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ID3D12PipelineState_Release(context.pipeline_state);
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ID3D12RootSignature_Release(context.root_signature);
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root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_parameters[0].Constants.ShaderRegister = 1;
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root_parameters[0].Constants.RegisterSpace = 0;
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root_parameters[0].Constants.Num32BitValues = 8;
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root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_parameters[1].Constants.ShaderRegister = 1;
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root_parameters[1].Constants.RegisterSpace = 0;
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root_parameters[1].Constants.Num32BitValues = 4;
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root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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root_parameters[2].Constants.ShaderRegister = 0;
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root_parameters[2].Constants.RegisterSpace = 0;
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root_parameters[2].Constants.Num32BitValues = 2;
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root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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root_signature_desc.NumParameters = 3;
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root_signature_desc.pParameters = root_parameters;
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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.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
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ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, desc.rt_format, &vs_mix, &ps_mix, NULL);
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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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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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vs_cb_color = expected_result = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f};
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ps_cb_color = (struct vec4){1.0f, 1.0f, 1.0f, 1.0f};
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 4);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0xdeadbeef, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0, 1);
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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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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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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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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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vs_cb_color = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f};
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ps_cb_color = expected_result = (struct vec4){1.0f, 1.0f, 1.0f, 1.0f};
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 4);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0xdeadbeef, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 1, 1);
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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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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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hr = ID3D12CommandAllocator_Reset(context.allocator);
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ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
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hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
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ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
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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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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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vs_cb_color = (struct vec4){0.5f, 1.0f, 0.5f, 1.0f};
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ps_cb_color = (struct vec4){0.5f, 0.7f, 1.0f, 1.0f};
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expected_result = (struct vec4){0.25f, 0.7f, 0.5f, 1.0f};
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 4);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0xdeadbeef, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 2, 1);
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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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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
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destroy_test_context(&context);
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}
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