Signed-off-by: Conor McCarthy cmccarthy@codeweavers.com --- tests/d3d12.c | 106 ++++++++++++++++++++++++++++++++++++-------------- 1 file changed, 76 insertions(+), 30 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 89b1f000..09cc0e98 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -14417,11 +14417,11 @@ static void test_gather_c(void)
static void test_sample_c_lz(void) { + struct depth_stencil_resource ds, ds_offset; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; ID3D12GraphicsCommandList *command_list; D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc; D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; - struct depth_stencil_resource ds; struct test_context_desc desc; struct resource_readback rb; struct test_context context; @@ -14429,7 +14429,7 @@ static void test_sample_c_lz(void) ID3D12CommandQueue *queue; struct vec4 ps_constant; ID3D12Device *device; - unsigned int i; + unsigned int i, j; RECT rect;
static const D3D12_STATIC_SAMPLER_DESC sampler_desc = @@ -14472,6 +14472,36 @@ static void test_sample_c_lz(void) 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_array = {ps_array_code, sizeof(ps_array_code)}; + static const DWORD ps_array_offset_code[] = + { +#if 0 + Texture2DArray t; + SamplerComparisonState s; + + float ref; + float layer; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.SampleCmpLevelZero(s, float3(position.x / 5120.0f, position.y / 3840.0f, layer), ref, + int2(4, 4)); + } +#endif + 0x43425844, 0xdf99ade1, 0x420d8d11, 0x3abe4b31, 0x116badd9, 0x00000001, 0x0000018c, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f0, 0x00000050, + 0x0000003c, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, + 0x00000000, 0x04004058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, + 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x394ccccd, 0x39888889, 0x00000000, 0x00000000, + 0x06000036, 0x00100042, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x8f000047, 0x80008801, + 0x80000202, 0x00155543, 0x00100012, 0x00000000, 0x00100246, 0x00000000, 0x00107006, 0x00000000, + 0x00106000, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, + 0x00100006, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_array_offset = {ps_array_offset_code, sizeof(ps_array_offset_code)}; static const DWORD ps_cube_code[] = { #if 0 @@ -14590,15 +14620,15 @@ static void test_sample_c_lz(void) heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 6); cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
- /* 2D array texture */ - context.pipeline_state = create_pipeline_state(context.device, - context.root_signature, context.render_target_desc.Format, NULL, &ps_array, NULL); - init_depth_stencil(&ds, device, 32, 32, ARRAY_SIZE(depth_values), 2, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, NULL); + init_depth_stencil(&ds_offset, device, 32, 32, ARRAY_SIZE(depth_values), 2, + DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, NULL);
for (i = 0; i < ARRAY_SIZE(depth_values); ++i) { + static const D3D12_RECT rects[] = {{0, 0, 3, 3}, {3, 3, 32, 32}}; + memset(&dsv_desc, 0, sizeof(dsv_desc)); dsv_desc.Format = DXGI_FORMAT_D32_FLOAT; dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY; @@ -14607,6 +14637,11 @@ static void test_sample_c_lz(void) ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, depth_values[i], 0, 0, NULL); + ID3D12Device_CreateDepthStencilView(device, ds_offset.texture, &dsv_desc, ds_offset.dsv_handle); + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds_offset.dsv_handle, + D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 1, &rects[0]); + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds_offset.dsv_handle, + D3D12_CLEAR_FLAG_DEPTH, depth_values[i], 0, 1, &rects[1]);
dsv_desc.Texture2DArray.MipSlice = 1; ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle); @@ -14623,44 +14658,54 @@ static void test_sample_c_lz(void) srv_desc.Texture2DArray.FirstArraySlice = 0; srv_desc.Texture2DArray.ArraySize = ARRAY_SIZE(depth_values); ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle); + ID3D12Device_CreateShaderResourceView(context.device, ds_offset.texture, &srv_desc, + get_cpu_descriptor_handle(&context, heap, 1));
transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
memset(&ps_constant, 0, sizeof(ps_constant)); - for (i = 0; i < ARRAY_SIZE(tests); ++i) + for (j = 0; j < 2; ++j) { - vkd3d_test_set_context("test %u", i); + /* 2D array texture */ + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, NULL, + j ? &ps_array_offset : &ps_array, NULL);
- ps_constant.x = tests[i].d_ref; - ps_constant.y = tests[i].layer; + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + vkd3d_test_set_context("test %u%s", i, j ? " offset" : "");
- ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 0, NULL); - ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); - ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); - ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); - ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); - ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, - get_gpu_descriptor_handle(&context, heap, 0)); - ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_constant.x, 0); - ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); - ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); - ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + ps_constant.x = tests[i].d_ref; + ps_constant.y = tests[i].layer;
- transition_resource_state(command_list, context.render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 0, NULL); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + get_gpu_descriptor_handle(&context, heap, j)); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_constant.x, 0); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
- check_sub_resource_float(context.render_target, 0, queue, command_list, tests[i].expected, 2); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
- 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); + todo_if(j && tests[i].d_ref > 0.0f) + check_sub_resource_float(context.render_target, 0, queue, command_list, tests[i].expected, 2); + + 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); + } + ID3D12PipelineState_Release(context.pipeline_state); } vkd3d_test_set_context(NULL);
- ID3D12PipelineState_Release(context.pipeline_state); - /* cube texture */ context.pipeline_state = create_pipeline_state(context.device, context.root_signature, context.render_target_desc.Format, NULL, &ps_cube, NULL); @@ -14709,6 +14754,7 @@ static void test_sample_c_lz(void) vkd3d_test_set_context(NULL);
destroy_depth_stencil(&ds); + destroy_depth_stencil(&ds_offset); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); }