Based on a vkd3d-proton patch by Philip Rebohle.
Signed-off-by: Conor McCarthy <cmccarthy(a)codeweavers.com>
---
tests/d3d12.c | 181 ++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 181 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 89b1f000..dd0c0b61 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -673,6 +673,21 @@ static bool is_shader_float64_supported(ID3D12Device *device)
return options.DoublePrecisionFloatShaderOps;
}
+static bool is_stencil_ref_export_supported(ID3D12Device *device)
+{
+ D3D12_FEATURE_DATA_D3D12_OPTIONS options;
+ HRESULT hr;
+
+ if (FAILED(hr = ID3D12Device_CheckFeatureSupport(device,
+ D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options))))
+ {
+ trace("Failed to check feature support, hr %#x.\n", hr);
+ return false;
+ }
+
+ return options.PSSpecifiedStencilRefSupported;
+}
+
#define create_cb_root_signature(a, b, c, e) create_cb_root_signature_(__LINE__, a, b, c, e)
static ID3D12RootSignature *create_cb_root_signature_(unsigned int line,
ID3D12Device *device, unsigned int reg_idx, D3D12_SHADER_VISIBILITY shader_visibility,
@@ -20547,6 +20562,171 @@ static void test_stencil_load(void)
destroy_test_context(&context);
}
+static void test_stencil_export(void)
+{
+ D3D12_SHADER_RESOURCE_VIEW_DESC stencil_srv_desc;
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+ ID3D12GraphicsCommandList *command_list;
+ D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
+ struct depth_stencil_resource ds;
+ ID3D12PipelineState *pso_sample;
+ ID3D12RootSignature *rs_sample;
+ ID3D12DescriptorHeap *srv_heap;
+ struct test_context_desc desc;
+ struct test_context context;
+ ID3D12CommandQueue *queue;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ uint stencil_ref;
+
+ uint main() : SV_StencilRef
+ {
+ return stencil_ref;
+ }
+#endif
+ 0x43425844, 0x3980cb16, 0xbbe87d38, 0xb93f7c61, 0x200c41ed, 0x00000001, 0x000000cc, 0x00000004,
+ 0x00000030, 0x00000040, 0x00000078, 0x000000bc, 0x4e475349, 0x00000008, 0x00000000, 0x00000008,
+ 0x4e47534f, 0x00000030, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
+ 0xffffffff, 0x00000e01, 0x535f5653, 0x636e6574, 0x65526c69, 0xabab0066, 0x58454853, 0x0000003c,
+ 0x00000050, 0x0000000f, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065,
+ 0x00029001, 0x05000036, 0x00029001, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, 0x30494653,
+ 0x00000008, 0x00000200, 0x00000000,
+ };
+ const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+ static const DWORD ps_sample_code[] =
+ {
+#if 0
+ Texture2D<uint4> tex : register(t0);
+
+ uint4 main(float4 pos : SV_Position) : SV_TARGET
+ {
+ return tex[uint2(pos.xy)].g;
+ }
+#endif
+ 0x43425844, 0xdd1e98d4, 0x53c81701, 0x576f6b2e, 0x040b18bb, 0x00000001, 0x0000014c, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x000000b0, 0x00000050,
+ 0x0000002c, 0x0100086a, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032,
+ 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0500001c,
+ 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00111103, 0x00100012,
+ 0x00000000, 0x00100e46, 0x00000000, 0x00107e16, 0x00000000, 0x05000036, 0x001020f2, 0x00000000,
+ 0x00100006, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
+ static const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+
+ memset(&desc, 0, sizeof(desc));
+ desc.rt_width = 640;
+ desc.rt_height = 480;
+ desc.rt_format = DXGI_FORMAT_R8_UINT;
+ desc.no_root_signature = true;
+ if (!init_test_context(&context, &desc))
+ return;
+
+ if (!is_stencil_ref_export_supported(context.device))
+ {
+ skip("The device does not support stencil ref export.\n");
+ destroy_test_context(&context);
+ return;
+ }
+
+ command_list = context.list;
+ queue = context.queue;
+
+ init_depth_stencil(&ds, context.device, 640, 480, 1, 1,
+ DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 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_32bit_constants_root_signature(context.device,
+ 0, 1, D3D12_SHADER_VISIBILITY_PIXEL);
+
+ init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL);
+
+ pso_desc.NumRenderTargets = 0;
+ pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
+ pso_desc.DepthStencilState.StencilEnable = true;
+ pso_desc.DepthStencilState.StencilReadMask = 0xff;
+ pso_desc.DepthStencilState.StencilWriteMask = 0xff;
+ pso_desc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_REPLACE;
+ pso_desc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_REPLACE;
+ pso_desc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_REPLACE;
+ pso_desc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ pso_desc.DepthStencilState.BackFace = pso_desc.DepthStencilState.FrontFace;
+ hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
+ ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
+
+ rs_sample = create_texture_root_signature(context.device,
+ D3D12_SHADER_VISIBILITY_PIXEL, 0, 0);
+ init_pipeline_state_desc(&pso_desc, rs_sample, DXGI_FORMAT_R8_UINT, NULL, &ps_sample, NULL);
+ hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&pso_sample);
+ ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
+
+ heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+ heap_desc.NumDescriptors = 1;
+ heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ heap_desc.NodeMask = 0;
+
+ hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&srv_heap);
+ ok(hr == S_OK, "Failed to create descriptor heap, hr %#x.\n", hr);
+
+ ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
+ D3D12_CLEAR_FLAG_STENCIL, 0.0f, 0x80, 0, NULL);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, false, &ds.dsv_handle);
+ ID3D12GraphicsCommandList_OMSetStencilRef(command_list, 0x40);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.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_SetGraphicsRoot32BitConstant(command_list, 0, 0xff, 0);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
+
+ transition_resource_state(command_list, ds.texture,
+ D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ stencil_srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ stencil_srv_desc.Format = DXGI_FORMAT_X32_TYPELESS_G8X24_UINT;
+ stencil_srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ stencil_srv_desc.Texture2D.MostDetailedMip = 0;
+ stencil_srv_desc.Texture2D.MipLevels = 1;
+ stencil_srv_desc.Texture2D.PlaneSlice = 1;
+ stencil_srv_desc.Texture2D.ResourceMinLODClamp = 0.0f;
+
+ ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &stencil_srv_desc,
+ ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(srv_heap));
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 0, NULL);
+ ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &srv_heap);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, rs_sample);
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
+ ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(srv_heap));
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, pso_sample);
+ 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_uint8(context.render_target, 0, queue, command_list, 0xff, 0);
+
+ ID3D12DescriptorHeap_Release(srv_heap);
+ ID3D12PipelineState_Release(pso_sample);
+ ID3D12RootSignature_Release(rs_sample);
+ destroy_depth_stencil(&ds);
+ destroy_test_context(&context);
+}
+
static void test_typed_buffer_uav(void)
{
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
@@ -35223,6 +35403,7 @@ START_TEST(d3d12)
run_test(test_depth_load);
run_test(test_depth_read_only_view);
run_test(test_stencil_load);
+ run_test(test_stencil_export);
run_test(test_typed_buffer_uav);
run_test(test_typed_uav_store);
run_test(test_compute_shader_registers);
--
2.32.0