From: Józef Kucia jkucia@codeweavers.com
With plane slice and component mapping.
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 182 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 182 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 04ee7be99fff..3c1eec59857e 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -18858,6 +18858,187 @@ static void test_depth_read_only_view(void) destroy_test_context(&context); }
+static void test_stencil_load(void) +{ + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_DESCRIPTOR_RANGE descriptor_ranges[2]; + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; + D3D12_ROOT_PARAMETER root_parameters[1]; + ID3D12GraphicsCommandList *command_list; + ID3D12PipelineState *pipeline_state; + struct depth_stencil_resource ds; + struct test_context_desc desc; + struct test_context context; + ID3D12DescriptorHeap *heap; + ID3D12CommandQueue *queue; + struct uvec4 uvec4 = {0}; + ID3D12Resource *texture; + ID3D12Device *device; + unsigned int i; + HRESULT hr; + + static const DWORD cs_code[] = + { +#if 0 + Texture2D<uint4> t; + RWTexture2D<uint4> u; + + [numthreads(1, 1, 1)] + void main(uint2 id : SV_GroupID) + { + u[id] = t[id]; + } +#endif + 0x43425844, 0x0b41fa64, 0xd64df766, 0xc4c98283, 0xb810dc2b, 0x00000001, 0x00000110, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000000bc, 0x00050050, 0x0000002f, 0x0100086a, + 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x0400189c, 0x0011e000, 0x00000000, 0x00004444, + 0x0200005f, 0x00021032, 0x02000068, 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, + 0x04000036, 0x00100032, 0x00000000, 0x00021046, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00111103, 0x001000f2, + 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x060000a4, 0x0011e0f2, 0x00000000, + 0x00021546, 0x00100e46, 0x00000000, 0x0100003e, + }; + static const DWORD ps_code[] = + { +#if 0 + Texture2D<uint4> t; + + uint4 main(float4 position : SV_Position) : SV_Target + { + return t[int2(position.x, position.y)]; + } +#endif + 0x43425844, 0x9ad18dbc, 0x98de0e54, 0xe3c15d5b, 0xac8b580a, 0x00000001, 0x00000138, 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, 0x65677261, 0xabab0074, 0x58454853, 0x0000009c, 0x00000050, + 0x00000027, 0x0100086a, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032, + 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0500001b, + 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00111103, 0x001020f2, + 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static unsigned int tests[] = {0, 50, 75, 100, 150, 200, 255}; + + memset(&desc, 0, sizeof(desc)); + desc.rt_format = DXGI_FORMAT_R32G32B32A32_UINT; + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_ranges[0].NumDescriptors = 1; + descriptor_ranges[0].BaseShaderRegister = 0; + descriptor_ranges[0].RegisterSpace = 0; + descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; + descriptor_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; + descriptor_ranges[1].NumDescriptors = 1; + descriptor_ranges[1].BaseShaderRegister = 0; + descriptor_ranges[1].RegisterSpace = 0; + descriptor_ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[0].DescriptorTable.NumDescriptorRanges = 2; + root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + root_signature_desc.NumParameters = 1; + root_signature_desc.pParameters = root_parameters; + root_signature_desc.NumStaticSamplers = 0; + root_signature_desc.pStaticSamplers = NULL; + root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; + hr = create_root_signature(device, &root_signature_desc, &context.root_signature); + ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); + + pipeline_state = create_compute_pipeline_state(device, context.root_signature, + shader_bytecode(cs_code, sizeof(cs_code))); + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); + + heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2); + + init_depth_stencil(&ds, device, context.render_target_desc.Width, + context.render_target_desc.Height, 1, 1, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, NULL); + memset(&srv_desc, 0, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT; + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srv_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( + D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, + D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, + D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, + D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1); + srv_desc.Texture2D.MipLevels = 1; + srv_desc.Texture2D.PlaneSlice = 1; + ID3D12Device_CreateShaderResourceView(device, ds.texture, &srv_desc, + get_cpu_descriptor_handle(&context, heap, 0)); + + texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R32G32B32A32_UINT, + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + ID3D12Device_CreateUnorderedAccessView(device, texture, NULL, NULL, + get_cpu_descriptor_handle(&context, heap, 1)); + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + vkd3d_test_set_context("Test %u", i); + + uvec4.x = uvec4.y = uvec4.z = uvec4.w = tests[i]; + + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, + D3D12_CLEAR_FLAG_STENCIL, 0.0f, tests[i], 0, NULL); + transition_sub_resource_state(command_list, ds.texture, 0, + D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); + + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); + ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); + ID3D12GraphicsCommandList_Dispatch(command_list, 32, 32, 1); + + transition_sub_resource_state(command_list, context.render_target, 0, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uvec4(context.render_target, 0, queue, command_list, &uvec4); + + reset_command_list(command_list, context.allocator); + transition_sub_resource_state(command_list, texture, 0, + D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uvec4(texture, 0, queue, command_list, &uvec4); + + reset_command_list(command_list, context.allocator); + transition_sub_resource_state(command_list, context.render_target, 0, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + transition_sub_resource_state(command_list, texture, 0, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + transition_sub_resource_state(command_list, ds.texture, 0, + D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); + } + vkd3d_test_set_context(NULL); + + destroy_depth_stencil(&ds); + ID3D12Resource_Release(texture); + ID3D12DescriptorHeap_Release(heap); + ID3D12PipelineState_Release(pipeline_state); + destroy_test_context(&context); +} + static void test_typed_buffer_uav(void) { D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle; @@ -29843,6 +30024,7 @@ START_TEST(d3d12) run_test(test_depth_stencil_sampling); run_test(test_depth_load); run_test(test_depth_read_only_view); + run_test(test_stencil_load); run_test(test_typed_buffer_uav); run_test(test_typed_uav_store); run_test(test_compute_shader_registers);