From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 128 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 128 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 80d22333875c..6580f9d2476c 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -3968,6 +3968,133 @@ static void test_draw_indexed_instanced(void) destroy_test_context(&context); }
+static void test_multiple_render_targets(void) +{ + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + struct vec4 expected_vec4 = {0.0f, 0.0f, 0.0f, 1.0f}; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12GraphicsCommandList *command_list; + D3D12_CPU_DESCRIPTOR_HANDLE rtvs[3]; + ID3D12Resource *render_targets[2]; + struct test_context_desc desc; + struct test_context context; + ID3D12CommandQueue *queue; + unsigned int i; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + void main(out float4 target0 : SV_Target0, out float4 target1 : SV_Target1, + out float4 target2 : SV_Target2) + { + target0 = float4(1.0f, 0.0f, 0.0f, 1.0f); + target1 = float4(2.0f, 0.0f, 0.0f, 1.0f); + target2 = float4(3.0f, 0.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0xc4325131, 0x8ba4a693, 0x08d15431, 0xcb990885, 0x00000001, 0x0000013c, 0x00000003, + 0x0000002c, 0x0000003c, 0x000000a0, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000005c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x00000050, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000050, + 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, + 0x58454853, 0x00000094, 0x00000050, 0x00000025, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, + 0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x08000036, 0x001020f2, + 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x08000036, 0x001020f2, + 0x00000001, 0x00004002, 0x40000000, 0x00000000, 0x00000000, 0x3f800000, 0x08000036, 0x001020f2, + 0x00000002, 0x00004002, 0x40400000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + + memset(&desc, 0, sizeof(desc)); + desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; + desc.rt_descriptor_count = ARRAY_SIZE(rtvs); + desc.no_pipeline = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL); + pso_desc.NumRenderTargets = ARRAY_SIZE(rtvs); + for (i = 0; i < ARRAY_SIZE(rtvs); ++i) + pso_desc.RTVFormats[i] = desc.rt_format; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr); + + rtvs[0] = get_cpu_rtv_handle(&context, context.rtv_heap, 2); + rtvs[1] = get_cpu_rtv_handle(&context, context.rtv_heap, 0); + rtvs[2] = get_cpu_rtv_handle(&context, context.rtv_heap, 1); + + create_render_target(&context, &desc, &render_targets[0], &rtvs[0]); + create_render_target(&context, &desc, &render_targets[1], &rtvs[2]); + + for (i = 0; i < ARRAY_SIZE(rtvs); ++i) + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtvs[i], white, 0, NULL); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, ARRAY_SIZE(rtvs), rtvs, FALSE, NULL); + 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_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); + transition_resource_state(command_list, render_targets[0], + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + transition_resource_state(command_list, render_targets[1], + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + expected_vec4.x = 2.0f; + check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0); + reset_command_list(command_list, context.allocator); + expected_vec4.x = 1.0f; + check_sub_resource_vec4(render_targets[0], 0, queue, command_list, &expected_vec4, 0); + reset_command_list(command_list, context.allocator); + expected_vec4.x = 3.0f; + check_sub_resource_vec4(render_targets[1], 0, queue, command_list, &expected_vec4, 0); + 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); + transition_resource_state(command_list, render_targets[0], + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + transition_resource_state(command_list, render_targets[1], + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, ARRAY_SIZE(rtvs), &context.rtv, TRUE, NULL); + 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_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); + transition_resource_state(command_list, render_targets[0], + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + transition_resource_state(command_list, render_targets[1], + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + expected_vec4.x = 1.0f; + check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0); + reset_command_list(command_list, context.allocator); + expected_vec4.x = 3.0f; + check_sub_resource_vec4(render_targets[0], 0, queue, command_list, &expected_vec4, 0); + reset_command_list(command_list, context.allocator); + expected_vec4.x = 2.0f; + check_sub_resource_vec4(render_targets[1], 0, queue, command_list, &expected_vec4, 0); + reset_command_list(command_list, context.allocator); + + for (i = 0; i < ARRAY_SIZE(render_targets); ++i) + ID3D12Resource_Release(render_targets[i]); + destroy_test_context(&context); +} + static void test_append_aligned_element(void) { ID3D12GraphicsCommandList *command_list; @@ -17391,6 +17518,7 @@ START_TEST(d3d12) run_test(test_clear_unordered_access_view); run_test(test_draw_instanced); run_test(test_draw_indexed_instanced); + run_test(test_multiple_render_targets); run_test(test_append_aligned_element); run_test(test_gpu_virtual_address); run_test(test_fragment_coords);