Based on a vkd3d-proton patch by Hans-Kristian Arntzen.
Signed-off-by: Conor McCarthy cmccarthy@codeweavers.com --- tests/d3d12.c | 144 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 144 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 9d4b4e0d..2b0f6fb2 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -34979,6 +34979,149 @@ done: destroy_test_context(&context); }
+static void test_unbounded_samplers(void) +{ + ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2]; + ID3D12Resource *input_texture, *output_buffer; + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; + ID3D12GraphicsCommandList *command_list; + D3D12_SAMPLER_DESC sampler_desc; + D3D12_SUBRESOURCE_DATA data; + struct resource_readback rb; + struct test_context context; + ID3D12CommandQueue *queue; + ID3D12Device *device; + unsigned int i; + HRESULT hr; + + static const D3D12_DESCRIPTOR_RANGE descriptor_ranges[] = + { + {D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 1, 1, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND}, + {D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, UINT_MAX, 1, 1, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND}, + }; + + static const D3D12_ROOT_PARAMETER root_parameters[] = + { + {D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, .DescriptorTable = {1, &descriptor_ranges[0]}}, + {D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, .DescriptorTable = {1, &descriptor_ranges[1]}}, + {D3D12_ROOT_PARAMETER_TYPE_UAV, .Descriptor = {1, 1}}, + }; + + static const DWORD cs_code[] = + { +#if 0 + Texture2D<float> t1 : register(t1, space1); + SamplerState s1[] : register(s1, space1); + RWByteAddressBuffer u1 : register(u1, space1); + + [numthreads(64, 1, 1)] + void main(uint id : SV_DispatchThreadID) + { + /* Should alternate between wrap (address 0.1), or clamp (address 1.0). */ + uint value = t1.SampleLevel(s1[NonUniformResourceIndex(id)], float2(1.1, 1.1), 0.0); + u1.Store(4 * id, value); + } +#endif + 0x43425844, 0x19feacce, 0xef7000f7, 0xd6411d98, 0x890a6fa4, 0x00000001, 0x00000178, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000124, 0x00050051, 0x00000049, 0x0100086a, + 0x0600005a, 0x00306e46, 0x00000000, 0x00000001, 0xffffffff, 0x00000001, 0x07001858, 0x00307e46, + 0x00000000, 0x00000001, 0x00000001, 0x00005555, 0x00000001, 0x0600009d, 0x0031ee46, 0x00000000, + 0x00000001, 0x00000001, 0x00000001, 0x0200005f, 0x00020012, 0x02000068, 0x00000001, 0x0400009b, + 0x00000040, 0x00000001, 0x00000001, 0x04000036, 0x00100012, 0x00000000, 0x0002000a, 0x13000048, + 0x00100012, 0x00000000, 0x00004002, 0x3f8ccccd, 0x3f8ccccd, 0x00000000, 0x00000000, 0x00207e46, + 0x00000000, 0x00000001, 0x86206000, 0x00020001, 0x00000000, 0x00000001, 0x0010000a, 0x00000000, + 0x00004001, 0x00000000, 0x0500001c, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x06000029, + 0x00100022, 0x00000000, 0x0002000a, 0x00004001, 0x00000002, 0x080000a6, 0x0021e012, 0x00000000, + 0x00000001, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, + }; + + static const float texture_data[] = {10.0f, 100.0f, 100.0f, 100.0f}; + + if (!init_compute_test_context(&context)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); + root_signature_desc.Flags = 0; + root_signature_desc.NumStaticSamplers = 0; + root_signature_desc.pStaticSamplers = NULL; + root_signature_desc.pParameters = root_parameters; + + hr = create_root_signature(device, &root_signature_desc, &context.root_signature); + todo + ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); + if (FAILED(hr)) + goto done; + + input_texture = create_default_texture2d(device, 2, 2, 1, 1, DXGI_FORMAT_R32_FLOAT, D3D12_RESOURCE_FLAG_NONE, + D3D12_RESOURCE_STATE_COPY_DEST); + data.pData = texture_data; + data.RowPitch = 2 * sizeof(uint32_t); + data.SlicePitch = 2 * data.RowPitch; + upload_texture_data(input_texture, &data, 1, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, input_texture, D3D12_RESOURCE_STATE_COPY_DEST, + D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); + + output_buffer = create_default_buffer(device, 64 * sizeof(uint32_t), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, + D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + + context.pipeline_state = create_compute_pipeline_state(device, + context.root_signature, shader_bytecode(cs_code, sizeof(cs_code))); + + heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); + sampler_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, 64); + + srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srv_desc.Format = DXGI_FORMAT_R32_FLOAT; + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srv_desc.Texture2D.MipLevels = 1; + srv_desc.Texture2D.MostDetailedMip = 0; + srv_desc.Texture2D.PlaneSlice = 0; + srv_desc.Texture2D.ResourceMinLODClamp = 0; + ID3D12Device_CreateShaderResourceView(device, input_texture, &srv_desc, + ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap)); + + for (i = 0; i < 64; ++i) + { + memset(&sampler_desc, 0, sizeof(sampler_desc)); + sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + sampler_desc.AddressU = sampler_desc.AddressV = sampler_desc.AddressW + = (i & 1) ? D3D12_TEXTURE_ADDRESS_MODE_CLAMP : D3D12_TEXTURE_ADDRESS_MODE_WRAP; + ID3D12Device_CreateSampler(device, &sampler_desc, get_cpu_descriptor_handle(&context, sampler_heap, i)); + } + + ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + heaps[0] = heap; heaps[1] = sampler_heap; + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 2, heaps); + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); + ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 1, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(sampler_heap)); + ID3D12GraphicsCommandList_SetComputeRootUnorderedAccessView(command_list, 2, ID3D12Resource_GetGPUVirtualAddress(output_buffer)); + ID3D12GraphicsCommandList_Dispatch(command_list, 1, 1, 1); + + transition_resource_state(command_list, output_buffer, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); + get_buffer_readback_with_command_list(output_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list); + for (i = 0; i < 64; ++i) + { + unsigned int value = get_readback_uint(&rb, i, 0, 0); + unsigned int expected = (i & 1) ? 100 : 10; + ok(value == expected, "Got %u, expected %u at %u.\n", value, expected, i); + } + release_resource_readback(&rb); + + ID3D12Resource_Release(input_texture); + ID3D12Resource_Release(output_buffer); + ID3D12DescriptorHeap_Release(heap); + ID3D12DescriptorHeap_Release(sampler_heap); +done: + destroy_test_context(&context); +} + START_TEST(d3d12) { parse_args(argc, argv); @@ -35151,4 +35294,5 @@ START_TEST(d3d12) run_test(test_hull_shader_patch_constant_inputs); run_test(test_resource_arrays); run_test(test_unbounded_resource_arrays); + run_test(test_unbounded_samplers); }