From: Józef Kucia <jkucia(a)codeweavers.com>
Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com>
---
tests/d3d12.c | 100 ++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 100 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index e98dbfae18af..7fb0b4108023 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -4792,6 +4792,105 @@ static void test_scissor(void)
destroy_test_context(&context);
}
+static void test_draw_depth_no_ps(void)
+{
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+ ID3D12GraphicsCommandList *command_list;
+ D3D12_INPUT_LAYOUT_DESC input_layout;
+ struct depth_stencil_resource ds;
+ struct test_context_desc desc;
+ D3D12_VERTEX_BUFFER_VIEW vbv;
+ struct test_context context;
+ ID3D12CommandQueue *queue;
+ ID3D12Resource *vb;
+ HRESULT hr;
+
+ static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+ };
+ static const struct
+ {
+ struct vec4 position;
+ }
+ quad[] =
+ {
+ {{-1.0f, -1.0f, 0.5f, 1.0f}},
+ {{-1.0f, 1.0f, 0.5f, 1.0f}},
+ {{ 1.0f, -1.0f, 0.5f, 1.0f}},
+ {{ 1.0f, 1.0f, 0.5f, 1.0f}},
+ };
+ static const DWORD vs_code[] =
+ {
+#if 0
+ void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION)
+ {
+ out_position = in_position;
+ }
+#endif
+ 0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
+ 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
+ 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
+
+ memset(&desc, 0, sizeof(desc));
+ desc.no_render_target = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ command_list = context.list;
+ queue = context.queue;
+
+ vb = create_upload_buffer(context.device, sizeof(quad), quad);
+
+ vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
+ vbv.StrideInBytes = sizeof(*quad);
+ vbv.SizeInBytes = sizeof(quad);
+
+ init_depth_stencil(&ds, context.device, 640, 480, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL);
+ set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f);
+ set_rect(&context.scissor_rect, 0, 0, 640, 480);
+
+ context.root_signature = create_empty_root_signature(context.device,
+ D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
+ input_layout.pInputElementDescs = layout_desc;
+ input_layout.NumElements = ARRAY_SIZE(layout_desc);
+ init_pipeline_state_desc(&pso_desc, context.root_signature, 0, &vs, NULL, &input_layout);
+ memset(&pso_desc.PS, 0, sizeof(pso_desc.PS));
+ pso_desc.NumRenderTargets = 0;
+ pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
+ pso_desc.DepthStencilState.DepthEnable = TRUE;
+ pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
+ ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
+
+ ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
+ D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, NULL);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, FALSE, &ds.dsv_handle);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
+
+ transition_resource_state(command_list, ds.texture,
+ D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 1);
+
+ destroy_depth_stencil(&ds);
+ ID3D12Resource_Release(vb);
+ destroy_test_context(&context);
+}
+
static void test_draw_depth_only(void)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
@@ -21533,6 +21632,7 @@ START_TEST(d3d12)
run_test(test_fragment_coords);
run_test(test_fractional_viewports);
run_test(test_scissor);
+ run_test(test_draw_depth_no_ps);
run_test(test_draw_depth_only);
run_test(test_draw_uav_only);
run_test(test_texture_resource_barriers);
--
2.18.1