Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- tests/d3d12.c | 126 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 126 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index dcec8ed..c4ec41a 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -33022,6 +33022,131 @@ static void test_register_space(void) destroy_test_context(&context); }
+static void test_sampler_register_space(void) +{ + static const struct test_context_desc desc = {.no_root_signature = true}; + ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2]; + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + ID3D12GraphicsCommandList *command_list; + D3D12_SAMPLER_DESC sampler_desc; + D3D12_SUBRESOURCE_DATA data; + struct test_context context; + ID3D12CommandQueue *queue; + ID3D12Resource *texture; + ID3D12Device *device; + HRESULT hr; + + static const D3D12_DESCRIPTOR_RANGE descriptor_ranges[] = + { + {D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, 0}, + }; + + static const D3D12_DESCRIPTOR_RANGE sampler_ranges[] = + { + {D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 1, 1, 0}, + {D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 1, 2, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND}, + }; + + static const D3D12_ROOT_PARAMETER root_parameters[] = + { + {D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, + .DescriptorTable = {ARRAY_SIZE(descriptor_ranges), descriptor_ranges}}, + {D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, + .DescriptorTable = {ARRAY_SIZE(sampler_ranges), sampler_ranges}}, + }; + + static const DWORD ps_code[] = + { +#if 0 + Texture2D<float> t; + SamplerState s1 : register(s1, space1); + SamplerState s2 : register(s1, space2); + + float4 main() : SV_Target + { + float2 coords = float2(0.5, 0.5); + return float4(t.Sample(s1, coords), t.Sample(s2, coords), 0, 1); + } +#endif + 0x43425844, 0xa29c83c7, 0xd4c8eeff, 0x7b73ff7b, 0x6463d58c, 0x00000001, 0x0000018c, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000114, 0x00000051, 0x00000045, + 0x0100086a, 0x0600005a, 0x00306e46, 0x00000000, 0x00000001, 0x00000001, 0x00000001, 0x0600005a, + 0x00306e46, 0x00000001, 0x00000001, 0x00000001, 0x00000002, 0x07001858, 0x00307e46, 0x00000000, + 0x00000000, 0x00000000, 0x00005555, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x0e000045, 0x00100012, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000, + 0x00000000, 0x00207e46, 0x00000000, 0x00000000, 0x00206000, 0x00000000, 0x00000001, 0x0e000045, + 0x00100022, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000, 0x00000000, 0x00207e16, + 0x00000000, 0x00000000, 0x00206000, 0x00000001, 0x00000001, 0x05000036, 0x00102032, 0x00000000, + 0x00100046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const float texture_data[4] = {0.0, 1.0, 0.0, 1.0}; + static const float blue[] = {0.0f, 0.0f, 1.0f, 1.0f}; + + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + 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(device, &root_signature_desc, &context.root_signature); + ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); + + heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, ARRAY_SIZE(descriptor_ranges)); + sampler_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, ARRAY_SIZE(sampler_ranges)); + + texture = create_default_texture(device, 2, 2, DXGI_FORMAT_R32_FLOAT, 0, D3D12_RESOURCE_STATE_COPY_DEST); + data.pData = texture_data; + data.SlicePitch = data.RowPitch = 2 * sizeof(*texture_data); + upload_texture_data(texture, &data, 1, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + ID3D12Device_CreateShaderResourceView(device, texture, NULL, get_cpu_descriptor_handle(&context, heap, 0)); + + memset(&sampler_desc, 0, sizeof(sampler_desc)); + sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + 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(device, &sampler_desc, get_cpu_sampler_handle(&context, sampler_heap, 0)); + sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + ID3D12Device_CreateSampler(device, &sampler_desc, get_cpu_sampler_handle(&context, sampler_heap, 1)); + + context.pipeline_state = create_pipeline_state(device, context.root_signature, + context.render_target_desc.Format, NULL, &ps, NULL); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, blue, 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); + heaps[0] = heap; heaps[1] = sampler_heap; + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, ARRAY_SIZE(heaps), heaps); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, + 0, get_gpu_descriptor_handle(&context, heap, 0)); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, + 1, get_gpu_sampler_handle(&context, sampler_heap, 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); + + 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, 0x0000ff80, 1); + + ID3D12Resource_Release(texture); + ID3D12DescriptorHeap_Release(heap); + ID3D12DescriptorHeap_Release(sampler_heap); + destroy_test_context(&context); +} + START_TEST(d3d12) { parse_args(argc, argv); @@ -33187,4 +33312,5 @@ START_TEST(d3d12) run_test(test_bufinfo_instruction); run_test(test_write_buffer_immediate); run_test(test_register_space); + run_test(test_sampler_register_space); }