From: Józef Kucia <jkucia(a)codeweavers.com>
Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com>
---
tests/d3d12.c | 167 +++++++++++++++++++++++++-------------------------
1 file changed, 85 insertions(+), 82 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 199a86ffac1c..43dd8accff5c 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -9354,6 +9354,7 @@ static void test_shader_input_output_components(void)
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Resource *vb;
+ unsigned int i;
HRESULT hr;
static const DWORD vs1_code[] =
@@ -9527,6 +9528,43 @@ static void test_shader_input_output_components(void)
0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps3 = {ps3_code, sizeof(ps3_code)};
+ /* position.xyw */
+ static const DWORD ps4_code[] =
+ {
+#if 0
+ void main(float4 position : Sv_Position,
+ float2 texcoord0 : TEXCOORD0, float2 texcoord1 : TEXCOORD1,
+ float4 texcoord2 : TEXCOORD2, float3 texcoord3 : TEXCOORD3,
+ out float4 target0 : Sv_Target0, out uint4 target1 : SV_Target1)
+ {
+ if (all(position.xy < float2(64, 64)))
+ target0 = float4(0, 1, 0, 1);
+ else
+ target0 = float4(0, 0, 0, 0);
+
+ target1.xyzw = 0;
+ target1.y = position.w;
+ }
+#endif
+ 0x43425844, 0x6dac90a1, 0x518a6b0a, 0x393cc320, 0x5f6fbe5e, 0x00000001, 0x00000204, 0x00000003,
+ 0x0000002c, 0x000000cc, 0x00000120, 0x4e475349, 0x00000098, 0x00000005, 0x00000008, 0x00000080,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000b0f, 0x0000008c, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000003, 0x0000008c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
+ 0x0000000c, 0x0000008c, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x0000008c,
+ 0x00000003, 0x00000000, 0x00000003, 0x00000003, 0x00000007, 0x505f7653, 0x7469736f, 0x006e6f69,
+ 0x43584554, 0x44524f4f, 0xababab00, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000042, 0x00000001, 0x00000000,
+ 0x00000001, 0x00000001, 0x0000000f, 0x545f7653, 0x65677261, 0x56530074, 0x7261545f, 0x00746567,
+ 0x52444853, 0x000000dc, 0x00000040, 0x00000037, 0x04002064, 0x001010b2, 0x00000000, 0x00000001,
+ 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001,
+ 0x0a000031, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x42800000, 0x42800000,
+ 0x00000000, 0x00000000, 0x07000001, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a,
+ 0x00000000, 0x0a000001, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f800000, 0x0500001c, 0x00102022, 0x00000001, 0x0010103a, 0x00000000,
+ 0x08000036, 0x001020d2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps4 = {ps4_code, sizeof(ps4_code)};
static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
@@ -9550,17 +9588,19 @@ static void test_shader_input_output_components(void)
{{ 1.0f, -1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f, 5.0f}},
{{ 1.0f, 1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f, 5.0f}},
};
- static const struct vec4 expected_vec4[] =
+ static const struct
{
- {1.0f, 2.0f, 3.0f, 0.0f},
- {6.0f, 4.0f, 7.0f, 8.0f},
- {3.0f, 8.0f, 7.0f, 7.0f},
- };
- static const struct uvec4 expected_uvec4[] =
+ const D3D12_SHADER_BYTECODE *vs;
+ const D3D12_SHADER_BYTECODE *ps;
+ const struct vec4 expected_vec4;
+ const struct uvec4 expected_uvec4;
+ }
+ tests[] =
{
- {0xdeadbeef, 0, 2, 3},
- { 9, 5, 0, 1},
- { 9, 0, 0, 1},
+ {&vs1, &ps1, {1.0f, 2.0f, 3.0f, 0.0f}, {0xdeadbeef, 0, 2, 3}},
+ {&vs2, &ps2, {6.0f, 4.0f, 7.0f, 8.0f}, { 9, 5, 0, 1}},
+ {&vs2, &ps3, {3.0f, 8.0f, 7.0f, 7.0f}, { 9, 0, 0, 1}},
+ {&vs2, &ps4, {0.0f, 1.0f, 0.0f, 1.0f}, { 0, 1, 0, 0}},
};
memset(&desc, 0, sizeof(desc));
@@ -9577,12 +9617,9 @@ static void test_shader_input_output_components(void)
input_layout.pInputElementDescs = layout_desc;
input_layout.NumElements = ARRAY_SIZE(layout_desc);
- init_pipeline_state_desc(&pso_desc, context.root_signature, desc.rt_format, &vs1, &ps1, &input_layout);
+ init_pipeline_state_desc(&pso_desc, context.root_signature, desc.rt_format, NULL, NULL, &input_layout);
pso_desc.NumRenderTargets = 2;
pso_desc.RTVFormats[1] = DXGI_FORMAT_R32G32B32A32_UINT;
- 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);
rtvs[0] = context.rtv;
rtvs[1] = get_cpu_rtv_handle(&context, context.rtv_heap, 1);
@@ -9595,80 +9632,46 @@ static void test_shader_input_output_components(void)
vbv.StrideInBytes = sizeof(*quad);
vbv.SizeInBytes = sizeof(quad);
- ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL);
- ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
- ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
- ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
- ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
- ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
- ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
- ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
-
- transition_resource_state(command_list, context.render_target,
- D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
- check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4[0], 0);
- reset_command_list(command_list, context.allocator);
- transition_resource_state(command_list, uint_render_target,
- D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
- check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[0]);
-
- ID3D12PipelineState_Release(context.pipeline_state);
- pso_desc.VS = vs2;
- pso_desc.PS = ps2;
- 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);
- reset_command_list(command_list, context.allocator);
- transition_resource_state(command_list, context.render_target,
- D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
- transition_resource_state(command_list, uint_render_target,
- D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ vkd3d_test_set_context("Test %u", i);
- ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL);
- ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
- ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
- ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
- ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
- ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
- ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
- ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
+ pso_desc.VS = *tests[i].vs;
+ pso_desc.PS = *tests[i].ps;
+ 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);
- transition_resource_state(command_list, context.render_target,
- D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
- check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4[1], 0);
- reset_command_list(command_list, context.allocator);
- transition_resource_state(command_list, uint_render_target,
- D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
- check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[1]);
+ if (i)
+ {
+ reset_command_list(command_list, context.allocator);
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ transition_resource_state(command_list, uint_render_target,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ }
- ID3D12PipelineState_Release(context.pipeline_state);
- pso_desc.VS = vs2;
- pso_desc.PS = ps3;
- 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);
- reset_command_list(command_list, context.allocator);
- transition_resource_state(command_list, context.render_target,
- D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
- transition_resource_state(command_list, uint_render_target,
- D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
- ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, NULL);
- ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
- ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
- ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
- ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
- ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
- ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
- ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ check_sub_resource_vec4(context.render_target, 0, queue, command_list, &tests[i].expected_vec4, 0);
+ reset_command_list(command_list, context.allocator);
+ transition_resource_state(command_list, uint_render_target,
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &tests[i].expected_uvec4);
- transition_resource_state(command_list, context.render_target,
- D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
- check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4[2], 0);
- reset_command_list(command_list, context.allocator);
- transition_resource_state(command_list, uint_render_target,
- D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
- check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[2]);
+ ID3D12PipelineState_Release(context.pipeline_state);
+ context.pipeline_state = NULL;
+ }
+ vkd3d_test_set_context(NULL);
ID3D12Resource_Release(vb);
ID3D12Resource_Release(uint_render_target);
--
2.21.0