Based on a vkd3d-proton patch by Philip Rebohle.
Signed-off-by: Conor McCarthy cmccarthy@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);