From: Józef Kucia <jkucia(a)codeweavers.com>
This test is for commit 74fbfee61101901666069f1f7e868e0205266c10.
Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com>
---
tests/d3d12.c | 189 ++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 189 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 79bca28003dd..9a17a713ada3 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -14727,6 +14727,194 @@ static void test_update_compute_descriptor_tables(void)
destroy_test_context(&context);
}
+static void test_update_descriptor_tables_after_root_signature_change(void)
+{
+ ID3D12RootSignature *root_signature, *root_signature2;
+ ID3D12PipelineState *pipeline_state, *pipeline_state2;
+ ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2];
+ D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
+ D3D12_DESCRIPTOR_RANGE descriptor_range[4];
+ D3D12_ROOT_PARAMETER root_parameters[3];
+ ID3D12GraphicsCommandList *command_list;
+ D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
+ unsigned int i, descriptor_size;
+ D3D12_SAMPLER_DESC sampler_desc;
+ struct test_context_desc desc;
+ ID3D12Resource *textures[2];
+ D3D12_SUBRESOURCE_DATA data;
+ struct test_context context;
+ ID3D12CommandQueue *queue;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ Texture2D t;
+ SamplerState s;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ float2 p;
+
+ p.x = position.x / 32.0f;
+ p.y = position.y / 32.0f;
+ return t.Sample(s, p);
+ }
+#endif
+ 0x43425844, 0x7a0c3929, 0x75ff3ca4, 0xccb318b2, 0xe6965b4c, 0x00000001, 0x00000140, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a4, 0x00000050,
+ 0x00000029, 0x0100086a, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
+ 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+ 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002,
+ 0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, 0x00155543, 0x001020f2,
+ 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const unsigned int texture_data[] = {0xff00ff00, 0xff0000ff};
+
+ memset(&desc, 0, sizeof(desc));
+ desc.no_root_signature = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ command_list = context.list;
+ queue = context.queue;
+
+ descriptor_range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ descriptor_range[0].NumDescriptors = 2;
+ descriptor_range[0].BaseShaderRegister = 0;
+ descriptor_range[0].RegisterSpace = 0;
+ descriptor_range[0].OffsetInDescriptorsFromTableStart = 0;
+ root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ root_parameters[0].DescriptorTable.NumDescriptorRanges = 1;
+ root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_range[0];
+ root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ descriptor_range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
+ descriptor_range[1].NumDescriptors = 1;
+ descriptor_range[1].BaseShaderRegister = 0;
+ descriptor_range[1].RegisterSpace = 0;
+ descriptor_range[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
+ root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ root_parameters[1].DescriptorTable.NumDescriptorRanges = 1;
+ root_parameters[1].DescriptorTable.pDescriptorRanges = &descriptor_range[1];
+ root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ descriptor_range[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ descriptor_range[2].NumDescriptors = 2;
+ descriptor_range[2].BaseShaderRegister = 2;
+ descriptor_range[2].RegisterSpace = 0;
+ descriptor_range[2].OffsetInDescriptorsFromTableStart = 0;
+ descriptor_range[3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
+ descriptor_range[3].NumDescriptors = 1;
+ descriptor_range[3].BaseShaderRegister = 0;
+ descriptor_range[3].RegisterSpace = 0;
+ descriptor_range[3].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
+ root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ root_parameters[2].DescriptorTable.NumDescriptorRanges = 2;
+ root_parameters[2].DescriptorTable.pDescriptorRanges = &descriptor_range[2];
+ root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ memset(&root_signature_desc, 0, sizeof(root_signature_desc));
+ root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters);
+ root_signature_desc.pParameters = root_parameters;
+ hr = create_root_signature(context.device, &root_signature_desc, &root_signature);
+ ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
+ root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters) - 1;
+ hr = create_root_signature(context.device, &root_signature_desc, &root_signature2);
+ ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
+
+ pipeline_state = create_pipeline_state(context.device,
+ root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
+ pipeline_state2 = create_pipeline_state(context.device,
+ root_signature2, context.render_target_desc.Format, NULL, &ps, NULL);
+
+ heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 6);
+ sampler_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 1);
+
+ memset(&sampler_desc, 0, sizeof(sampler_desc));
+ sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+ sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+ sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+ ID3D12Device_CreateSampler(context.device, &sampler_desc, get_cpu_descriptor_handle(&context, sampler_heap, 0));
+
+ descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device,
+ D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
+
+ for (i = 0; i < ARRAY_SIZE(textures); ++i)
+ {
+ textures[i] = create_default_texture(context.device,
+ 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D12_RESOURCE_STATE_COPY_DEST);
+ data.pData = &texture_data[i];
+ data.RowPitch = sizeof(texture_data[i]);
+ data.SlicePitch = data.RowPitch;
+ upload_texture_data(textures[i], &data, 1, queue, command_list);
+ reset_command_list(command_list, context.allocator);
+ }
+
+ cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
+ for (i = 0; i < ARRAY_SIZE(textures); ++i)
+ {
+ transition_resource_state(command_list, textures[i],
+ D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+ ID3D12Device_CreateShaderResourceView(context.device, textures[i], NULL, cpu_handle);
+ cpu_handle.ptr += descriptor_size;
+ }
+ for (; i < 6; ++i)
+ {
+ ID3D12Device_CreateShaderResourceView(context.device, textures[1], NULL, cpu_handle);
+ cpu_handle.ptr += descriptor_size;
+ }
+
+ heaps[0] = heap; heaps[1] = sampler_heap;
+ ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, ARRAY_SIZE(heaps), heaps);
+
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state);
+
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
+ get_gpu_descriptor_handle(&context, heap, 0));
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 1,
+ ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(sampler_heap));
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 2,
+ get_gpu_descriptor_handle(&context, heap, 2));
+
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state2);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, root_signature2);
+
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
+ get_gpu_descriptor_handle(&context, heap, 0));
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 1,
+ ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(sampler_heap));
+
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 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);
+
+ ID3D12PipelineState_Release(pipeline_state);
+ ID3D12PipelineState_Release(pipeline_state2);
+ ID3D12RootSignature_Release(root_signature);
+ ID3D12RootSignature_Release(root_signature2);
+ for (i = 0; i < ARRAY_SIZE(textures); ++i)
+ ID3D12Resource_Release(textures[i]);
+ ID3D12DescriptorHeap_Release(heap);
+ ID3D12DescriptorHeap_Release(sampler_heap);
+ destroy_test_context(&context);
+}
+
static void test_copy_descriptors(void)
{
struct data
@@ -27204,6 +27392,7 @@ START_TEST(d3d12)
run_test(test_update_descriptor_tables);
run_test(test_update_descriptor_heap_after_closing_command_list);
run_test(test_update_compute_descriptor_tables);
+ run_test(test_update_descriptor_tables_after_root_signature_change);
run_test(test_copy_descriptors);
run_test(test_copy_descriptors_range_sizes);
run_test(test_descriptors_visibility);
--
2.19.2