From: Józef Kucia <jkucia(a)codeweavers.com>
Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com>
---
tests/d3d12.c | 210 ++++++++++++++++++++++++++++++++++++++++++++++-
tests/vkd3d_d3d12_test.h | 6 +-
2 files changed, 211 insertions(+), 5 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 0e35fc866bbc..a761c0d3cad4 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -663,7 +663,7 @@ static void check_sub_resource_float_(unsigned int line, ID3D12Resource *texture
{
struct resource_readback rb;
- get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list);
+ get_texture_readback_with_command_list(texture, sub_resource_idx, &rb, queue, command_list);
check_readback_data_float_(line, &rb, NULL, expected, max_diff);
release_resource_readback(&rb);
}
@@ -745,7 +745,7 @@ static void check_sub_resource_uint16_(unsigned int line, ID3D12Resource *textur
{
struct resource_readback rb;
- get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list);
+ get_texture_readback_with_command_list(texture, sub_resource_idx, &rb, queue, command_list);
check_readback_data_uint16_(line, &rb, NULL, expected, max_diff);
release_resource_readback(&rb);
}
@@ -17034,6 +17034,211 @@ static void test_geometry_shader(void)
destroy_test_context(&context);
}
+static void test_layered_rendering(void)
+{
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+ ID3D12GraphicsCommandList *command_list;
+ D3D12_INPUT_LAYOUT_DESC input_layout;
+ struct test_context_desc desc;
+ D3D12_VERTEX_BUFFER_VIEW vbv;
+ struct test_context context;
+ ID3D12CommandQueue *queue;
+ ID3D12PipelineState *pso;
+ ID3D12Device *device;
+ ID3D12Resource *vb;
+ HRESULT hr;
+
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const struct
+ {
+ uint32_t color;
+ struct vec4 position;
+ uint32_t layer;
+ }
+ vertices[] =
+ {
+ {0x00000000, {-1.0f, -1.0f, 0.0f, 1.0f}, 2},
+ {0x00000000, {-1.0f, 1.0f, 0.0f, 1.0f}, 2},
+ {0x00000000, { 1.0f, -1.0f, 0.0f, 1.0f}, 2},
+ {0x00000000, { 1.0f, 1.0f, 0.0f, 1.0f}, 2},
+ {0xff00ff00, {-1.0f, -1.0f, 0.0f, 1.0f}, 0},
+ {0xff00ff00, {-1.0f, 1.0f, 0.0f, 1.0f}, 0},
+ {0xff00ff00, { 1.0f, -1.0f, 0.0f, 1.0f}, 0},
+ {0xff00ff00, { 1.0f, 1.0f, 0.0f, 1.0f}, 0},
+ {0xffffff00, {-1.0f, -1.0f, 0.0f, 1.0f}, 3},
+ {0xffffff00, {-1.0f, 1.0f, 0.0f, 1.0f}, 3},
+ {0xffffff00, { 1.0f, -1.0f, 0.0f, 1.0f}, 3},
+ {0xffffff00, { 1.0f, 1.0f, 0.0f, 1.0f}, 3},
+ };
+ static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+ {"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 4, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+ {"LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 20, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+ };
+ static const DWORD vs_code[] =
+ {
+#if 0
+ struct vertex
+ {
+ float4 color : COLOR;
+ float4 position : SV_Position;
+ uint layer : LAYER;
+ };
+
+ struct vertex main(in vertex v)
+ {
+ return v;
+ }
+#endif
+ 0x43425844, 0x96d7f39a, 0x03d06cd5, 0x32c1fa04, 0xd509128f, 0x00000001, 0x000001ac, 0x00000003,
+ 0x0000002c, 0x0000009c, 0x0000010c, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000056, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002,
+ 0x00000101, 0x4f4c4f43, 0x56530052, 0x736f505f, 0x6f697469, 0x414c006e, 0x00524559, 0x4e47534f,
+ 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x00000056, 0x00000000, 0x00000001, 0x00000003, 0x00000001, 0x0000000f, 0x00000062,
+ 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x4f4c4f43, 0x56530052, 0x736f505f,
+ 0x6f697469, 0x414c006e, 0x00524559, 0x58454853, 0x00000098, 0x00010050, 0x00000026, 0x0100086a,
+ 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x0300005f, 0x00101012,
+ 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000001, 0x00000001,
+ 0x03000065, 0x00102012, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000,
+ 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, 0x05000036, 0x00102012, 0x00000002,
+ 0x0010100a, 0x00000002, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
+ static const DWORD gs_code[] =
+ {
+#if 0
+ struct gs_in
+ {
+ float4 color : COLOR;
+ float4 position : SV_Position;
+ uint layer : LAYER;
+ };
+
+ struct gs_out
+ {
+ float4 color : COLOR;
+ float4 position : SV_Position;
+ uint layer : SV_RenderTargetArrayIndex;
+ };
+
+ [maxvertexcount(3)]
+ void main(triangle gs_in vin[3], inout TriangleStream<gs_out> vout)
+ {
+ gs_out o;
+
+ o.color = vin[0].color;
+ o.position = vin[0].position;
+ o.layer = vin[0].layer;
+ vout.Append(o);
+
+ o.color = vin[1].color;
+ o.position = vin[1].position;
+ o.layer = vin[1].layer;
+ vout.Append(o);
+
+ o.color = vin[2].color;
+ o.position = vin[2].position;
+ o.layer = vin[2].layer;
+ vout.Append(o);
+ }
+#endif
+ 0x43425844, 0x29d7c0a0, 0xcf146fd1, 0x5cd36ca7, 0xab2b10ff, 0x00000001, 0x000002bc, 0x00000003,
+ 0x0000002c, 0x0000009c, 0x0000012c, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000056, 0x00000000, 0x00000001,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002,
+ 0x00000101, 0x4f4c4f43, 0x56530052, 0x736f505f, 0x6f697469, 0x414c006e, 0x00524559, 0x3547534f,
+ 0x00000088, 0x00000003, 0x00000008, 0x00000000, 0x0000005c, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000000, 0x00000062, 0x00000000, 0x00000001, 0x00000003, 0x00000001,
+ 0x0000000f, 0x00000000, 0x0000006e, 0x00000000, 0x00000004, 0x00000001, 0x00000002, 0x00000e01,
+ 0x4f4c4f43, 0x56530052, 0x736f505f, 0x6f697469, 0x5653006e, 0x6e65525f, 0x54726564, 0x65677261,
+ 0x72724174, 0x6e497961, 0x00786564, 0x58454853, 0x00000188, 0x00020050, 0x00000062, 0x0100086a,
+ 0x0400005f, 0x002010f2, 0x00000003, 0x00000000, 0x05000061, 0x002010f2, 0x00000003, 0x00000001,
+ 0x00000001, 0x0400005f, 0x00201012, 0x00000003, 0x00000002, 0x0100185d, 0x0300008f, 0x00110000,
+ 0x00000000, 0x0100285c, 0x03000065, 0x001020f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000001,
+ 0x00000001, 0x04000067, 0x00102012, 0x00000002, 0x00000004, 0x0200005e, 0x00000003, 0x06000036,
+ 0x001020f2, 0x00000000, 0x00201e46, 0x00000000, 0x00000000, 0x06000036, 0x001020f2, 0x00000001,
+ 0x00201e46, 0x00000000, 0x00000001, 0x06000036, 0x00102012, 0x00000002, 0x0020100a, 0x00000000,
+ 0x00000002, 0x03000075, 0x00110000, 0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46,
+ 0x00000001, 0x00000000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000001, 0x00000001,
+ 0x06000036, 0x00102012, 0x00000002, 0x0020100a, 0x00000001, 0x00000002, 0x03000075, 0x00110000,
+ 0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000002, 0x00000000, 0x06000036,
+ 0x001020f2, 0x00000001, 0x00201e46, 0x00000002, 0x00000001, 0x06000036, 0x00102012, 0x00000002,
+ 0x0020100a, 0x00000002, 0x00000002, 0x03000075, 0x00110000, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE gs = {gs_code, sizeof(gs_code)};
+ static const DWORD ps_code[] =
+ {
+#if 0
+ float4 main(float4 color : COLOR) : SV_Target0
+ {
+ return color;
+ }
+#endif
+ 0x43425844, 0xdccf00bf, 0xcc96375e, 0xba21f157, 0xe47b8b1c, 0x00000001, 0x000000d4, 0x00000003,
+ 0x0000002c, 0x0000005c, 0x00000090, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000003c, 0x00000050, 0x0000000f,
+ 0x0100086a, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
+ 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+
+ memset(&desc, 0, sizeof(desc));
+ desc.rt_array_size = 4;
+ desc.root_signature_flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
+ desc.no_pipeline = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ device = context.device;
+ command_list = context.list;
+ queue = context.queue;
+
+ input_layout.pInputElementDescs = layout_desc;
+ input_layout.NumElements = ARRAY_SIZE(layout_desc);
+
+ init_pipeline_state_desc(&pso_desc, context.root_signature,
+ context.render_target_desc.Format, &vs, &ps, &input_layout);
+ pso_desc.GS = gs;
+ hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&pso);
+ ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
+
+ vb = create_upload_buffer(context.device, sizeof(vertices), vertices);
+ vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
+ vbv.StrideInBytes = sizeof(*vertices);
+ vbv.SizeInBytes = sizeof(vertices);
+
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 12, 1, 0, 0);
+
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
+ reset_command_list(command_list, context.allocator);
+ check_sub_resource_uint(context.render_target, 1, queue, command_list, 0xffffffff, 0);
+ reset_command_list(command_list, context.allocator);
+ check_sub_resource_uint(context.render_target, 2, queue, command_list, 0x00000000, 0);
+ reset_command_list(command_list, context.allocator);
+ check_sub_resource_uint(context.render_target, 3, queue, command_list, 0xffffff00, 0);
+
+ ID3D12Resource_Release(vb);
+ ID3D12PipelineState_Release(pso);
+ destroy_test_context(&context);
+}
+
static void test_render_a8(void)
{
static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
@@ -17191,5 +17396,6 @@ START_TEST(d3d12)
run_test(test_face_culling);
run_test(test_multithread_command_queue_exec);
run_test(test_geometry_shader);
+ run_test(test_layered_rendering);
run_test(test_render_a8);
}
diff --git a/tests/vkd3d_d3d12_test.h b/tests/vkd3d_d3d12_test.h
index 538479e922c1..b4a9a442a5d2 100644
--- a/tests/vkd3d_d3d12_test.h
+++ b/tests/vkd3d_d3d12_test.h
@@ -313,7 +313,7 @@ static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
{
struct resource_readback rb;
- get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list);
+ get_texture_readback_with_command_list(texture, sub_resource_idx, &rb, queue, command_list);
check_readback_data_uint_(line, &rb, NULL, expected, max_diff);
release_resource_readback(&rb);
}
@@ -492,7 +492,7 @@ static ID3D12PipelineState *create_pipeline_state_(unsigned int line, ID3D12Devi
struct test_context_desc
{
- unsigned int rt_width, rt_height;
+ unsigned int rt_width, rt_height, rt_array_size;
DXGI_FORMAT rt_format;
unsigned int rt_descriptor_count;
unsigned int root_signature_flags;
@@ -540,7 +540,7 @@ static void create_render_target_(unsigned int line, struct test_context *contex
resource_desc.Alignment = 0;
resource_desc.Width = desc && desc->rt_width ? desc->rt_width : 32;
resource_desc.Height = desc && desc->rt_height ? desc->rt_height : 32;
- resource_desc.DepthOrArraySize = 1;
+ resource_desc.DepthOrArraySize = desc && desc->rt_array_size ? desc->rt_array_size : 1;
resource_desc.MipLevels = 1;
resource_desc.Format = desc && desc->rt_format ? desc->rt_format : DXGI_FORMAT_R8G8B8A8_UNORM;
resource_desc.SampleDesc.Count = 1;
--
2.16.4