From: Józef Kucia <jkucia(a)codeweavers.com>
Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com>
---
Unfortunately, VK_EXT_depth_clip_enable doesn't appear to do the right
thing, at least on radv and anv.
---
tests/d3d12.c | 245 ++++++++++++++++++++++++++++++++++++++++
tests/d3d12_crosstest.h | 13 +++
2 files changed, 258 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 68df96f52db8..a9255b388ce2 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -16372,6 +16372,250 @@ static void test_get_copyable_footprints(void)
ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
}
+static void test_depth_clip(void)
+{
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ 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;
+ unsigned int i;
+ float depth;
+ HRESULT hr;
+
+ static const DWORD vs_code[] =
+ {
+#if 0
+ float4 main(float4 p : POSITION) : SV_Position
+ {
+ return p;
+ }
+#endif
+ 0x43425844, 0x92767590, 0x06a6dba7, 0x0ae078b2, 0x7b5eb8f6, 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, 0x7469736f, 0x006e6f69, 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)};
+ static const DWORD ps_depth_code[] =
+ {
+#if 0
+ float depth;
+
+ float4 main(float4 p : SV_Position, out float out_depth : SV_Depth) : SV_Target
+ {
+ out_depth = depth;
+ return float4(0, 1, 0, 1);
+ }
+#endif
+ 0x43425844, 0x6744db20, 0x3e266cd1, 0xc50630b3, 0xd7455b94, 0x00000001, 0x00000120, 0x00000003,
+ 0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000042, 0x00000000, 0x00000000, 0x00000003, 0xffffffff, 0x00000e01,
+ 0x545f5653, 0x65677261, 0x56530074, 0x7065445f, 0xab006874, 0x52444853, 0x00000064, 0x00000040,
+ 0x00000019, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+ 0x02000065, 0x0000c001, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000,
+ 0x00000000, 0x3f800000, 0x05000036, 0x0000c001, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps_depth = {ps_depth_code, sizeof(ps_depth_code)};
+ 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 vec4 vertices[] =
+ {
+ {-1.0f, -1.0f, 0.0f, 1.0f},
+ {-1.0f, 1.0f, 0.0f, 1.0f},
+ { 1.0f, -1.0f, 0.0f, 1.0f},
+ { 1.0f, 1.0f, 0.0f, 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},
+ { 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},
+ { 1.0f, 1.0f, -0.5f, 1.0f},
+
+ {-1.0f, -1.0f, 1.0f, 1.0f},
+ {-1.0f, 1.0f, 1.0f, 1.0f},
+ { 1.0f, -1.0f, 1.0f, 1.0f},
+ { 1.0f, 1.0f, 1.0f, 1.0f},
+
+ {-1.0f, -1.0f, 1.5f, 1.0f},
+ {-1.0f, 1.0f, 1.5f, 1.0f},
+ { 1.0f, -1.0f, 1.5f, 1.0f},
+ { 1.0f, 1.0f, 1.5f, 1.0f},
+ };
+ struct result
+ {
+ uint32_t expected_color;
+ float expected_depth;
+ };
+ static const struct
+ {
+ struct result depth_clip;
+ struct result no_depth_clip;
+ }
+ tests[] =
+ {
+ {{0xff00ff00, 0.0f }, {0xff00ff00, 0.0f}},
+ {{0xff00ff00, 0.5f }, {0xff00ff00, 0.5f}},
+ {{0xffffffff, 0.125f}, {0xff00ff00, 0.0f}},
+ {{0xff00ff00, 1.0f }, {0xff00ff00, 1.0f}},
+ {{0xffffffff, 0.125f}, {0xff00ff00, 1.0f}},
+ };
+
+ memset(&desc, 0, sizeof(desc));
+ desc.no_root_signature = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ command_list = context.list;
+ queue = context.queue;
+
+ context.root_signature = create_32bit_constants_root_signature_(__LINE__, context.device,
+ 0, 4, D3D12_SHADER_VISIBILITY_PIXEL, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
+
+ init_depth_stencil(&ds, context.device, 32, 32, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL);
+
+ vb = create_upload_buffer(context.device, sizeof(vertices), vertices);
+ vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
+ vbv.StrideInBytes = sizeof(*vertices);
+ vbv.SizeInBytes = sizeof(vertices);
+
+ 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, NULL, &input_layout);
+ pso_desc.RasterizerState.DepthClipEnable = TRUE;
+ pso_desc.DepthStencilState.DepthEnable = TRUE;
+ pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
+ hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
+ ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
+
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ const struct result *result = &tests[i].depth_clip;
+
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_ClearDepthStencilView(command_list,
+ ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.125f, 0, 0, NULL);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, 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_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, 4 * i, 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, result->expected_depth, 2);
+ reset_command_list(command_list, context.allocator);
+
+ 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, result->expected_color, 0);
+
+ reset_command_list(command_list, context.allocator);
+ transition_resource_state(command_list, ds.texture,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE);
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ }
+
+ ID3D12PipelineState_Release(context.pipeline_state);
+ pso_desc.RasterizerState.DepthClipEnable = FALSE;
+ hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
+ ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
+
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ const struct result *result = &tests[i].no_depth_clip;
+
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_ClearDepthStencilView(command_list,
+ ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.125f, 0, 0, NULL);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, 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_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, 4 * i, 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, result->expected_depth, 2);
+ reset_command_list(command_list, context.allocator);
+
+ 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, result->expected_color, 0);
+
+ reset_command_list(command_list, context.allocator);
+ transition_resource_state(command_list, ds.texture,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE);
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ }
+
+ ID3D12PipelineState_Release(context.pipeline_state);
+ pso_desc.PS = ps_depth;
+ pso_desc.RasterizerState.DepthClipEnable = TRUE;
+ hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
+ ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr);
+
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
+ ID3D12GraphicsCommandList_ClearDepthStencilView(command_list,
+ ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.125f, 0, 0, NULL);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, 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_IASetVertexBuffers(command_list, 0, 1, &vbv);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ depth = 2.0f;
+ ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 1, &depth, 0);
+ 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);
+ todo_if(!is_mesa_intel_device(context.device))
+ check_sub_resource_float(ds.texture, 0, queue, command_list, 1.0f, 2);
+ reset_command_list(command_list, context.allocator);
+
+ 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);
+
+ ID3D12Resource_Release(vb);
+ destroy_depth_stencil(&ds);
+ destroy_test_context(&context);
+}
+
#define check_depth_stencil_sampling(a, b, c, d, e, f, g) \
check_depth_stencil_sampling_(__LINE__, a, b, c, d, e, f, g)
static void check_depth_stencil_sampling_(unsigned int line, struct test_context *context,
@@ -26941,6 +27185,7 @@ START_TEST(d3d12)
run_test(test_null_cbv);
run_test(test_null_srv);
run_test(test_get_copyable_footprints);
+ run_test(test_depth_clip);
run_test(test_depth_stencil_sampling);
run_test(test_depth_load);
run_test(test_depth_read_only_view);
diff --git a/tests/d3d12_crosstest.h b/tests/d3d12_crosstest.h
index 74b8301ca278..723659e6b66b 100644
--- a/tests/d3d12_crosstest.h
+++ b/tests/d3d12_crosstest.h
@@ -349,6 +349,11 @@ static inline bool is_mesa_device(ID3D12Device *device)
return false;
}
+static inline bool is_mesa_intel_device(ID3D12Device *device)
+{
+ return false;
+}
+
static inline bool is_nvidia_device(ID3D12Device *device)
{
return false;
@@ -556,6 +561,14 @@ static inline bool is_mesa_device(ID3D12Device *device)
|| properties.driverID == VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA_KHR;
}
+static inline bool is_mesa_intel_device(ID3D12Device *device)
+{
+ VkPhysicalDeviceDriverPropertiesKHR properties;
+
+ get_driver_properties(device, &properties);
+ return properties.driverID == VK_DRIVER_ID_INTEL_OPEN_SOURCE_MESA_KHR;
+}
+
static inline bool is_nvidia_device(ID3D12Device *device)
{
VkPhysicalDeviceDriverPropertiesKHR properties;
--
2.19.2