tests: Introduce "draw_test_context" for simple drawing tests.

This commit is contained in:
Józef Kucia 2016-10-24 13:20:09 +02:00
parent eea8617b9b
commit f35b311aa1

View File

@ -446,6 +446,254 @@ static ID3D12Device *create_device(void)
return device; return device;
} }
struct draw_test_context
{
ID3D12Device *device;
ID3D12CommandQueue *queue;
ID3D12CommandAllocator *allocator;
ID3D12GraphicsCommandList *list;
D3D12_RESOURCE_DESC render_target_desc;
ID3D12Resource *render_target;
ID3D12DescriptorHeap *rtv_heap;
D3D12_CPU_DESCRIPTOR_HANDLE rtv;
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
};
#define init_draw_test_context(context) init_draw_test_context_(__LINE__, context)
static bool init_draw_test_context_(unsigned int line, struct draw_test_context *context)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_desc;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_COMMAND_QUEUE_DESC command_queue_desc;
D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc;
D3D12_HEAP_PROPERTIES heap_properties;
D3D12_RESOURCE_DESC resource_desc;
D3D12_CLEAR_VALUE clear_value;
ID3D12Device *device;
HRESULT hr;
static const DWORD dxbc_vs_code[] =
{
#if 0
void main(uint id : SV_VertexID, out float4 position : SV_Position)
{
float2 coords = float2((id << 1) & 2, id & 2);
position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
#endif
0x43425844, 0xf900d25e, 0x68bfefa7, 0xa63ac0a7, 0xa476af7a, 0x00000001, 0x0000018c, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000f0, 0x00010050,
0x0000003c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2,
0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001,
0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001,
0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032,
0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000,
0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000,
0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
0x00000000, 0x3f800000, 0x0100003e,
};
static const DWORD spv_vs_code[] =
{
#if 0
#version 450 core
void main()
{
uint id = gl_VertexIndex;
vec2 coords = vec2((id << 1) & 2, id & 2);
gl_Position = vec4(coords * vec2(2, -2) + vec2(-1, 1), 0, 1);
}
#endif
0x07230203, 0x00010000, 0x00080001, 0x00000032, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0007000f, 0x00000000, 0x00000004, 0x6e69616d, 0x00000000, 0x0000000b, 0x00000021, 0x00040047,
0x0000000b, 0x0000000b, 0x0000002a, 0x00050048, 0x0000001f, 0x00000000, 0x0000000b, 0x00000000,
0x00050048, 0x0000001f, 0x00000001, 0x0000000b, 0x00000001, 0x00050048, 0x0000001f, 0x00000002,
0x0000000b, 0x00000003, 0x00050048, 0x0000001f, 0x00000003, 0x0000000b, 0x00000004, 0x00030047,
0x0000001f, 0x00000002, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00040015,
0x00000006, 0x00000020, 0x00000000, 0x00040020, 0x00000007, 0x00000007, 0x00000006, 0x00040015,
0x00000009, 0x00000020, 0x00000001, 0x00040020, 0x0000000a, 0x00000001, 0x00000009, 0x0004003b,
0x0000000a, 0x0000000b, 0x00000001, 0x00030016, 0x0000000e, 0x00000020, 0x00040017, 0x0000000f,
0x0000000e, 0x00000002, 0x00040020, 0x00000010, 0x00000007, 0x0000000f, 0x0004002b, 0x00000009,
0x00000013, 0x00000001, 0x0004002b, 0x00000006, 0x00000015, 0x00000002, 0x00040017, 0x0000001c,
0x0000000e, 0x00000004, 0x0004002b, 0x00000006, 0x0000001d, 0x00000001, 0x0004001c, 0x0000001e,
0x0000000e, 0x0000001d, 0x0006001e, 0x0000001f, 0x0000001c, 0x0000000e, 0x0000001e, 0x0000001e,
0x00040020, 0x00000020, 0x00000003, 0x0000001f, 0x0004003b, 0x00000020, 0x00000021, 0x00000003,
0x0004002b, 0x00000009, 0x00000022, 0x00000000, 0x0004002b, 0x0000000e, 0x00000024, 0x40000000,
0x0004002b, 0x0000000e, 0x00000025, 0xc0000000, 0x0005002c, 0x0000000f, 0x00000026, 0x00000024,
0x00000025, 0x0004002b, 0x0000000e, 0x00000028, 0xbf800000, 0x0004002b, 0x0000000e, 0x00000029,
0x3f800000, 0x0005002c, 0x0000000f, 0x0000002a, 0x00000028, 0x00000029, 0x0004002b, 0x0000000e,
0x0000002c, 0x00000000, 0x00040020, 0x00000030, 0x00000003, 0x0000001c, 0x00050036, 0x00000002,
0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003b, 0x00000007, 0x00000008,
0x00000007, 0x0004003b, 0x00000010, 0x00000011, 0x00000007, 0x0004003d, 0x00000009, 0x0000000c,
0x0000000b, 0x0004007c, 0x00000006, 0x0000000d, 0x0000000c, 0x0003003e, 0x00000008, 0x0000000d,
0x0004003d, 0x00000006, 0x00000012, 0x00000008, 0x000500c4, 0x00000006, 0x00000014, 0x00000012,
0x00000013, 0x000500c7, 0x00000006, 0x00000016, 0x00000014, 0x00000015, 0x00040070, 0x0000000e,
0x00000017, 0x00000016, 0x0004003d, 0x00000006, 0x00000018, 0x00000008, 0x000500c7, 0x00000006,
0x00000019, 0x00000018, 0x00000015, 0x00040070, 0x0000000e, 0x0000001a, 0x00000019, 0x00050050,
0x0000000f, 0x0000001b, 0x00000017, 0x0000001a, 0x0003003e, 0x00000011, 0x0000001b, 0x0004003d,
0x0000000f, 0x00000023, 0x00000011, 0x00050085, 0x0000000f, 0x00000027, 0x00000023, 0x00000026,
0x00050081, 0x0000000f, 0x0000002b, 0x00000027, 0x0000002a, 0x00050051, 0x0000000e, 0x0000002d,
0x0000002b, 0x00000000, 0x00050051, 0x0000000e, 0x0000002e, 0x0000002b, 0x00000001, 0x00070050,
0x0000001c, 0x0000002f, 0x0000002d, 0x0000002e, 0x0000002c, 0x00000029, 0x00050041, 0x00000030,
0x00000031, 0x00000021, 0x00000022, 0x0003003e, 0x00000031, 0x0000002f, 0x000100fd, 0x00010038,
};
static const DWORD dxbc_ps_code[] =
{
#if 0
void main(const in float4 position : SV_Position, out float4 target : SV_Target0)
{
target = float4(1.0f, 1.0f, 1.0f, 1.0f);
}
#endif
0x43425844, 0xc1e910e0, 0xe168c974, 0xc32ae666, 0x82f81f71, 0x00000001, 0x000000d8, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000003c, 0x00000050,
0x0000000f, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e,
};
static const DWORD spv_ps_code[] =
{
#if 0
#version 450 core
layout(location = 0) out vec4 target;
void main()
{
target = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
#endif
0x07230203, 0x00010000, 0x00080001, 0x0000000c, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0006000f, 0x00000004, 0x00000004, 0x6e69616d, 0x00000000, 0x00000009, 0x00030010, 0x00000004,
0x00000007, 0x00040047, 0x00000009, 0x0000001e, 0x00000000, 0x00020013, 0x00000002, 0x00030021,
0x00000003, 0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006,
0x00000004, 0x00040020, 0x00000008, 0x00000003, 0x00000007, 0x0004003b, 0x00000008, 0x00000009,
0x00000003, 0x0004002b, 0x00000006, 0x0000000a, 0x3f800000, 0x0007002c, 0x00000007, 0x0000000b,
0x0000000a, 0x0000000a, 0x0000000a, 0x0000000a, 0x00050036, 0x00000002, 0x00000004, 0x00000000,
0x00000003, 0x000200f8, 0x00000005, 0x0003003e, 0x00000009, 0x0000000b, 0x000100fd, 0x00010038,
};
if (!(context->device = create_device()))
{
skip_(line)("Failed to create device.\n");
return false;
}
device = context->device;
command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
command_queue_desc.NodeMask = 0;
hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
&IID_ID3D12CommandQueue, (void **)&context->queue);
ok_(line)(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
&IID_ID3D12CommandAllocator, (void **)&context->allocator);
ok_(line)(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list);
ok_(line)(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr);
rtv_heap_desc.NumDescriptors = 1;
rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
rtv_heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&context->rtv_heap);
ok_(line)(SUCCEEDED(hr), "CreateDescriptorHeap failed, hr %#x.\n", hr);
context->rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(context->rtv_heap);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resource_desc.Alignment = 0;
resource_desc.Width = 32;
resource_desc.Height = 32;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
clear_value.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
clear_value.Color[0] = 0.0f;
clear_value.Color[1] = 1.0f;
clear_value.Color[2] = 0.0f;
clear_value.Color[3] = 1.0f;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
&IID_ID3D12Resource, (void **)&context->render_target);
ok_(line)(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
context->render_target_desc = resource_desc;
ID3D12Device_CreateRenderTargetView(device, context->render_target, NULL, context->rtv);
root_signature_desc.NumParameters = 0;
root_signature_desc.pParameters = NULL;
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_(line)(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
pipeline_state_desc.pRootSignature = context->root_signature;
pipeline_state_desc.VS = SHADER_BYTECODE(dxbc_vs_code, spv_vs_code);
pipeline_state_desc.PS = SHADER_BYTECODE(dxbc_ps_code, spv_ps_code);
pipeline_state_desc.StreamOutput.RasterizedStream = 0;
pipeline_state_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
pipeline_state_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeline_state_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeline_state_desc.SampleMask = ~(UINT)0;
pipeline_state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeline_state_desc.NumRenderTargets = 1;
pipeline_state_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
pipeline_state_desc.SampleDesc.Count = 1;
hr = ID3D12Device_CreateGraphicsPipelineState(device, &pipeline_state_desc,
&IID_ID3D12PipelineState, (void **)&context->pipeline_state);
ok_(line)(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
return true;
}
#define destroy_draw_test_context(context) destroy_draw_test_context_(__LINE__, context)
static void destroy_draw_test_context_(unsigned int line, struct draw_test_context *context)
{
ULONG refcount;
ID3D12PipelineState_Release(context->pipeline_state);
ID3D12RootSignature_Release(context->root_signature);
ID3D12DescriptorHeap_Release(context->rtv_heap);
ID3D12Resource_Release(context->render_target);
ID3D12CommandAllocator_Release(context->allocator);
ID3D12CommandQueue_Release(context->queue);
ID3D12GraphicsCommandList_Release(context->list);
refcount = ID3D12Device_Release(context->device);
ok_(line)(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
}
static void test_create_device(void) static void test_create_device(void)
{ {
ID3D12Device *device; ID3D12Device *device;
@ -2158,251 +2406,50 @@ static void test_clear_render_target_view(void)
static void test_draw_instanced(void) static void test_draw_instanced(void)
{ {
static const float green[] = { 0.0f, 1.0f, 0.0f, 1.0f }; static const float green[] = { 0.0f, 1.0f, 0.0f, 1.0f };
D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_desc;
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_COMMAND_QUEUE_DESC command_queue_desc;
ID3D12CommandAllocator *command_allocator;
D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc;
ID3D12GraphicsCommandList *command_list; ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle; struct draw_test_context context;
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
D3D12_RESOURCE_DESC resource_desc;
ID3D12DescriptorHeap *rtv_heap;
D3D12_CLEAR_VALUE clear_value;
struct resource_readback rb; struct resource_readback rb;
ID3D12CommandQueue *queue; ID3D12CommandQueue *queue;
ID3D12Resource *resource;
D3D12_VIEWPORT viewport; D3D12_VIEWPORT viewport;
ID3D12Device *device;
RECT scissor_rect; RECT scissor_rect;
unsigned int x, y; unsigned int x, y;
ULONG refcount;
HRESULT hr;
static const DWORD dxbc_vs_code[] = if (!init_draw_test_context(&context))
{
#if 0
void main(uint id : SV_VertexID, out float4 position : SV_Position)
{
float2 coords = float2((id << 1) & 2, id & 2);
position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
#endif
0x43425844, 0xf900d25e, 0x68bfefa7, 0xa63ac0a7, 0xa476af7a, 0x00000001, 0x0000018c, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000f0, 0x00010050,
0x0000003c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2,
0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001,
0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001,
0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032,
0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000,
0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000,
0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
0x00000000, 0x3f800000, 0x0100003e,
};
static const DWORD spv_vs_code[] =
{
#if 0
#version 450 core
void main()
{
uint id = gl_VertexIndex;
vec2 coords = vec2((id << 1) & 2, id & 2);
gl_Position = vec4(coords * vec2(2, -2) + vec2(-1, 1), 0, 1);
}
#endif
0x07230203, 0x00010000, 0x00080001, 0x00000032, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0007000f, 0x00000000, 0x00000004, 0x6e69616d, 0x00000000, 0x0000000b, 0x00000021, 0x00040047,
0x0000000b, 0x0000000b, 0x0000002a, 0x00050048, 0x0000001f, 0x00000000, 0x0000000b, 0x00000000,
0x00050048, 0x0000001f, 0x00000001, 0x0000000b, 0x00000001, 0x00050048, 0x0000001f, 0x00000002,
0x0000000b, 0x00000003, 0x00050048, 0x0000001f, 0x00000003, 0x0000000b, 0x00000004, 0x00030047,
0x0000001f, 0x00000002, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00040015,
0x00000006, 0x00000020, 0x00000000, 0x00040020, 0x00000007, 0x00000007, 0x00000006, 0x00040015,
0x00000009, 0x00000020, 0x00000001, 0x00040020, 0x0000000a, 0x00000001, 0x00000009, 0x0004003b,
0x0000000a, 0x0000000b, 0x00000001, 0x00030016, 0x0000000e, 0x00000020, 0x00040017, 0x0000000f,
0x0000000e, 0x00000002, 0x00040020, 0x00000010, 0x00000007, 0x0000000f, 0x0004002b, 0x00000009,
0x00000013, 0x00000001, 0x0004002b, 0x00000006, 0x00000015, 0x00000002, 0x00040017, 0x0000001c,
0x0000000e, 0x00000004, 0x0004002b, 0x00000006, 0x0000001d, 0x00000001, 0x0004001c, 0x0000001e,
0x0000000e, 0x0000001d, 0x0006001e, 0x0000001f, 0x0000001c, 0x0000000e, 0x0000001e, 0x0000001e,
0x00040020, 0x00000020, 0x00000003, 0x0000001f, 0x0004003b, 0x00000020, 0x00000021, 0x00000003,
0x0004002b, 0x00000009, 0x00000022, 0x00000000, 0x0004002b, 0x0000000e, 0x00000024, 0x40000000,
0x0004002b, 0x0000000e, 0x00000025, 0xc0000000, 0x0005002c, 0x0000000f, 0x00000026, 0x00000024,
0x00000025, 0x0004002b, 0x0000000e, 0x00000028, 0xbf800000, 0x0004002b, 0x0000000e, 0x00000029,
0x3f800000, 0x0005002c, 0x0000000f, 0x0000002a, 0x00000028, 0x00000029, 0x0004002b, 0x0000000e,
0x0000002c, 0x00000000, 0x00040020, 0x00000030, 0x00000003, 0x0000001c, 0x00050036, 0x00000002,
0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003b, 0x00000007, 0x00000008,
0x00000007, 0x0004003b, 0x00000010, 0x00000011, 0x00000007, 0x0004003d, 0x00000009, 0x0000000c,
0x0000000b, 0x0004007c, 0x00000006, 0x0000000d, 0x0000000c, 0x0003003e, 0x00000008, 0x0000000d,
0x0004003d, 0x00000006, 0x00000012, 0x00000008, 0x000500c4, 0x00000006, 0x00000014, 0x00000012,
0x00000013, 0x000500c7, 0x00000006, 0x00000016, 0x00000014, 0x00000015, 0x00040070, 0x0000000e,
0x00000017, 0x00000016, 0x0004003d, 0x00000006, 0x00000018, 0x00000008, 0x000500c7, 0x00000006,
0x00000019, 0x00000018, 0x00000015, 0x00040070, 0x0000000e, 0x0000001a, 0x00000019, 0x00050050,
0x0000000f, 0x0000001b, 0x00000017, 0x0000001a, 0x0003003e, 0x00000011, 0x0000001b, 0x0004003d,
0x0000000f, 0x00000023, 0x00000011, 0x00050085, 0x0000000f, 0x00000027, 0x00000023, 0x00000026,
0x00050081, 0x0000000f, 0x0000002b, 0x00000027, 0x0000002a, 0x00050051, 0x0000000e, 0x0000002d,
0x0000002b, 0x00000000, 0x00050051, 0x0000000e, 0x0000002e, 0x0000002b, 0x00000001, 0x00070050,
0x0000001c, 0x0000002f, 0x0000002d, 0x0000002e, 0x0000002c, 0x00000029, 0x00050041, 0x00000030,
0x00000031, 0x00000021, 0x00000022, 0x0003003e, 0x00000031, 0x0000002f, 0x000100fd, 0x00010038,
};
static const DWORD dxbc_ps_code[] =
{
#if 0
void main(const in float4 position : SV_Position, out float4 target : SV_Target0)
{
target = float4(1.0f, 1.0f, 1.0f, 1.0f);
}
#endif
0x43425844, 0xc1e910e0, 0xe168c974, 0xc32ae666, 0x82f81f71, 0x00000001, 0x000000d8, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000003c, 0x00000050,
0x0000000f, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e,
};
static const DWORD spv_ps_code[] =
{
#if 0
#version 450 core
layout(location = 0) out vec4 target;
void main()
{
target = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
#endif
0x07230203, 0x00010000, 0x00080001, 0x0000000c, 0x00000000, 0x00020011, 0x00000001, 0x0006000b,
0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001,
0x0006000f, 0x00000004, 0x00000004, 0x6e69616d, 0x00000000, 0x00000009, 0x00030010, 0x00000004,
0x00000007, 0x00040047, 0x00000009, 0x0000001e, 0x00000000, 0x00020013, 0x00000002, 0x00030021,
0x00000003, 0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006,
0x00000004, 0x00040020, 0x00000008, 0x00000003, 0x00000007, 0x0004003b, 0x00000008, 0x00000009,
0x00000003, 0x0004002b, 0x00000006, 0x0000000a, 0x3f800000, 0x0007002c, 0x00000007, 0x0000000b,
0x0000000a, 0x0000000a, 0x0000000a, 0x0000000a, 0x00050036, 0x00000002, 0x00000004, 0x00000000,
0x00000003, 0x000200f8, 0x00000005, 0x0003003e, 0x00000009, 0x0000000b, 0x000100fd, 0x00010038,
};
if (!(device = create_device()))
{
skip("Failed to create device.\n");
return; return;
} command_list = context.list;
queue = context.queue;
command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
command_queue_desc.NodeMask = 0;
hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
&IID_ID3D12CommandQueue, (void **)&queue);
ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
&IID_ID3D12CommandAllocator, (void **)&command_allocator);
ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr);
hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr);
rtv_heap_desc.NumDescriptors = 1;
rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
rtv_heap_desc.NodeMask = 0;
hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_heap_desc,
&IID_ID3D12DescriptorHeap, (void **)&rtv_heap);
ok(SUCCEEDED(hr), "CreateDescriptorHeap failed, hr %#x.\n", hr);
rtv_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resource_desc.Alignment = 0;
resource_desc.Width = 32;
resource_desc.Height = 32;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resource_desc.SampleDesc.Count = 1;
resource_desc.SampleDesc.Quality = 0;
resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
clear_value.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
clear_value.Color[0] = 0.0f;
clear_value.Color[1] = 1.0f;
clear_value.Color[2] = 0.0f;
clear_value.Color[3] = 1.0f;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
&IID_ID3D12Resource, (void **)&resource);
ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr);
ID3D12Device_CreateRenderTargetView(device, resource, NULL, rtv_handle);
root_signature_desc.NumParameters = 0;
root_signature_desc.pParameters = NULL;
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, &root_signature);
ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
pipeline_state_desc.pRootSignature = root_signature;
pipeline_state_desc.VS = SHADER_BYTECODE(dxbc_vs_code, spv_vs_code);
pipeline_state_desc.PS = SHADER_BYTECODE(dxbc_ps_code, spv_ps_code);
pipeline_state_desc.StreamOutput.RasterizedStream = 0;
pipeline_state_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
pipeline_state_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
pipeline_state_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
pipeline_state_desc.SampleMask = ~(UINT)0;
pipeline_state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
pipeline_state_desc.NumRenderTargets = 1;
pipeline_state_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
pipeline_state_desc.SampleDesc.Count = 1;
hr = ID3D12Device_CreateGraphicsPipelineState(device, &pipeline_state_desc,
&IID_ID3D12PipelineState, (void **)&pipeline_state);
ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
viewport.TopLeftX = 0.0f; viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f; viewport.TopLeftY = 0.0f;
viewport.Width = resource_desc.Width; viewport.Width = context.render_target_desc.Width;
viewport.Height = resource_desc.Height; viewport.Height = context.render_target_desc.Height;
viewport.MinDepth = 0.0f; viewport.MinDepth = 0.0f;
viewport.MaxDepth = 0.0f; viewport.MaxDepth = 0.0f;
scissor_rect.left = scissor_rect.top = 0; scissor_rect.left = scissor_rect.top = 0;
scissor_rect.right = resource_desc.Width; scissor_rect.right = context.render_target_desc.Width;
scissor_rect.bottom = resource_desc.Height; scissor_rect.bottom = context.render_target_desc.Height;
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, green, 0, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, green, 0, NULL);
/* This draw call is ignored. */ /* This draw call is ignored. */
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv_handle, FALSE, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, root_signature); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &viewport); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &viewport);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &scissor_rect); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &scissor_rect);
ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
transition_resource_state(command_list, resource, transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list); get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
for (y = 0; y < resource_desc.Height; ++y) for (y = 0; y < context.render_target_desc.Height; ++y)
{ {
for (x = 0; x < resource_desc.Width; ++x) for (x = 0; x < context.render_target_desc.Width; ++x)
{ {
unsigned int v = get_readback_uint(&rb, x, y); unsigned int v = get_readback_uint(&rb, x, y);
ok(v == 0xffffffff, "Got unexpected value 0x%08x at (%u, %u).\n", v, x, y); ok(v == 0xffffffff, "Got unexpected value 0x%08x at (%u, %u).\n", v, x, y);
@ -2410,15 +2457,7 @@ static void test_draw_instanced(void)
} }
release_resource_readback(&rb); release_resource_readback(&rb);
ID3D12PipelineState_Release(pipeline_state); destroy_draw_test_context(&context);
ID3D12RootSignature_Release(root_signature);
ID3D12GraphicsCommandList_Release(command_list);
ID3D12CommandAllocator_Release(command_allocator);
ID3D12Resource_Release(resource);
ID3D12CommandQueue_Release(queue);
ID3D12DescriptorHeap_Release(rtv_heap);
refcount = ID3D12Device_Release(device);
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
} }
static void test_invalid_texture_resource_barriers(void) static void test_invalid_texture_resource_barriers(void)