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tests: Implement readback for multisample textures.
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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404a459139
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@ -3630,16 +3630,15 @@ static void test_clear_depth_stencil_view(void)
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static void test_clear_render_target_view(void)
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{
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static const unsigned int array_expected_colors[] = {0xff0000ff, 0xff00ff00, 0xffff0000};
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static const unsigned int array_expected_colors[] = {0xff00ff00, 0xff0000ff, 0xffff0000};
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static const struct vec4 array_colors[] =
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{
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{1.0f, 0.0f, 0.0f, 1.0f},
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{0.0f, 1.0f, 0.0f, 1.0f},
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{1.0f, 0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f, 1.0f},
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};
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static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f};
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static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
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ID3D12Resource *resource, *resolved_resource;
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ID3D12GraphicsCommandList *command_list;
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
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D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
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@ -3652,6 +3651,7 @@ static void test_clear_render_target_view(void)
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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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ID3D12Resource *resource;
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ID3D12Device *device;
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unsigned int i;
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D3D12_BOX box;
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@ -3770,13 +3770,6 @@ static void test_clear_render_target_view(void)
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D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
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&IID_ID3D12Resource, (void **)&resource);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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resource_desc.DepthOrArraySize = 1;
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resource_desc.SampleDesc.Count = 1;
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_COPY_SOURCE, NULL,
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&IID_ID3D12Resource, (void **)&resolved_resource);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(array_colors); ++i)
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{
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@ -3795,23 +3788,16 @@ static void test_clear_render_target_view(void)
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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for (i = 0; i < ARRAY_SIZE(array_expected_colors); ++i)
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{
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transition_resource_state(command_list, resolved_resource,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
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ID3D12GraphicsCommandList_ResolveSubresource(command_list,
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resolved_resource, 0, resource, i, DXGI_FORMAT_R8G8B8A8_UNORM);
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transition_resource_state(command_list, resolved_resource,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(resolved_resource, 0, queue, command_list, array_expected_colors[i], 2);
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check_sub_resource_uint(resource, i, queue, command_list, array_expected_colors[i], 2);
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reset_command_list(command_list, context.allocator);
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}
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ID3D12Resource_Release(resolved_resource);
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/* 3D texture */
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ID3D12Resource_Release(resource);
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
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resource_desc.DepthOrArraySize = 32;
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resource_desc.MipLevels = 1;
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resource_desc.SampleDesc.Count = 1;
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hr = ID3D12Device_CreateCommittedResource(device,
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&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
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@ -159,6 +159,28 @@ static inline ID3D12DescriptorHeap *create_gpu_descriptor_heap_(unsigned int lin
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return descriptor_heap;
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}
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static void transition_sub_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource,
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unsigned int sub_resource_idx, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
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{
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = resource;
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barrier.Transition.Subresource = sub_resource_idx;
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barrier.Transition.StateBefore = state_before;
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barrier.Transition.StateAfter = state_after;
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ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
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}
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static void transition_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource,
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D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
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{
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transition_sub_resource_state(list, resource, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
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state_before, state_after);
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}
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static unsigned int format_size(DXGI_FORMAT format)
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{
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switch (format)
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@ -218,15 +240,16 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
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struct resource_readback *rb, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
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{
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D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_RESOURCE_DESC resource_desc;
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ID3D12Resource *src_resource;
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D3D12_RANGE read_range;
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unsigned int miplevel;
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ID3D12Device *device;
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DXGI_FORMAT format;
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HRESULT hr;
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hr = ID3D12Resource_GetDevice(texture, &IID_ID3D12Device, (void **)&device);
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ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to get device, hr %#x.\n", hr);
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resource_desc = ID3D12Resource_GetDesc(texture);
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ok(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER,
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@ -240,35 +263,62 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
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rb->row_pitch = align(rb->width * format_size(resource_desc.Format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
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rb->data = NULL;
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format = resource_desc.Format;
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if (resource_desc.SampleDesc.Count > 1)
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{
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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resource_desc.Alignment = 0;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Quality = 0;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
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&resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
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&IID_ID3D12Resource, (void **)&src_resource);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_ResolveSubresource(command_list,
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src_resource, 0, texture, sub_resource, resource_desc.Format);
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transition_resource_state(command_list, src_resource,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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sub_resource = 0;
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}
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else
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{
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src_resource = texture;
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}
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rb->resource = create_readback_buffer(device, rb->row_pitch * rb->height * rb->depth);
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dst_location.pResource = rb->resource;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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dst_location.PlacedFootprint.Offset = 0;
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dst_location.PlacedFootprint.Footprint.Format = format;
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dst_location.PlacedFootprint.Footprint.Format = resource_desc.Format;
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dst_location.PlacedFootprint.Footprint.Width = rb->width;
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dst_location.PlacedFootprint.Footprint.Height = rb->height;
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dst_location.PlacedFootprint.Footprint.Depth = rb->depth;
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dst_location.PlacedFootprint.Footprint.RowPitch = rb->row_pitch;
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src_location.pResource = texture;
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src_location.pResource = src_resource;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src_location.SubresourceIndex = sub_resource;
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ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL);
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hr = ID3D12GraphicsCommandList_Close(command_list);
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ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
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exec_command_list(queue, command_list);
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wait_queue_idle(device, queue);
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ID3D12Device_Release(device);
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if (src_resource != texture)
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ID3D12Resource_Release(src_resource);
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read_range.Begin = 0;
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read_range.End = resource_desc.Width;
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hr = ID3D12Resource_Map(rb->resource, 0, &read_range, &rb->data);
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ok(SUCCEEDED(hr), "Failed to map readback buffer, hr %#x.\n", hr);
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ok(hr == S_OK, "Failed to map readback buffer, hr %#x.\n", hr);
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}
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static void *get_readback_data(struct resource_readback *rb,
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@ -367,28 +417,6 @@ static ID3D12Resource *create_default_texture2d_(unsigned int line, ID3D12Device
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return texture;
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}
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static void transition_sub_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource,
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unsigned int sub_resource_idx, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
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{
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D3D12_RESOURCE_BARRIER barrier;
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = resource;
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barrier.Transition.Subresource = sub_resource_idx;
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barrier.Transition.StateBefore = state_before;
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barrier.Transition.StateAfter = state_after;
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ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
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}
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static void transition_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource,
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D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
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{
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transition_sub_resource_state(list, resource, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
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state_before, state_after);
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}
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static HRESULT create_root_signature(ID3D12Device *device, const D3D12_ROOT_SIGNATURE_DESC *desc,
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ID3D12RootSignature **root_signature)
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{
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