From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 100 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 100 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index e98dbfae18af..7fb0b4108023 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -4792,6 +4792,105 @@ static void test_scissor(void) destroy_test_context(&context); }
+static void test_draw_depth_no_ps(void) +{ + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12GraphicsCommandList *command_list; + D3D12_INPUT_LAYOUT_DESC input_layout; + struct depth_stencil_resource ds; + struct test_context_desc desc; + D3D12_VERTEX_BUFFER_VIEW vbv; + struct test_context context; + ID3D12CommandQueue *queue; + ID3D12Resource *vb; + HRESULT hr; + + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + }; + static const struct + { + struct vec4 position; + } + quad[] = + { + {{-1.0f, -1.0f, 0.5f, 1.0f}}, + {{-1.0f, 1.0f, 0.5f, 1.0f}}, + {{ 1.0f, -1.0f, 0.5f, 1.0f}}, + {{ 1.0f, 1.0f, 0.5f, 1.0f}}, + }; + static const DWORD vs_code[] = + { +#if 0 + void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION) + { + out_position = in_position; + } +#endif + 0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040, + 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + + memset(&desc, 0, sizeof(desc)); + desc.no_render_target = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + vb = create_upload_buffer(context.device, sizeof(quad), quad); + + vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); + vbv.StrideInBytes = sizeof(*quad); + vbv.SizeInBytes = sizeof(quad); + + init_depth_stencil(&ds, context.device, 640, 480, 1, DXGI_FORMAT_D32_FLOAT, 0, 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_empty_root_signature(context.device, + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); + input_layout.pInputElementDescs = layout_desc; + input_layout.NumElements = ARRAY_SIZE(layout_desc); + init_pipeline_state_desc(&pso_desc, context.root_signature, 0, &vs, NULL, &input_layout); + memset(&pso_desc.PS, 0, sizeof(pso_desc.PS)); + pso_desc.NumRenderTargets = 0; + pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + pso_desc.DepthStencilState.DepthEnable = TRUE; + pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); + + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, + D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, NULL); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, FALSE, &ds.dsv_handle); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); + + transition_resource_state(command_list, ds.texture, + D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 1); + + destroy_depth_stencil(&ds); + ID3D12Resource_Release(vb); + destroy_test_context(&context); +} + static void test_draw_depth_only(void) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; @@ -21533,6 +21632,7 @@ START_TEST(d3d12) run_test(test_fragment_coords); run_test(test_fractional_viewports); run_test(test_scissor); + run_test(test_draw_depth_no_ps); run_test(test_draw_depth_only); run_test(test_draw_uav_only); run_test(test_texture_resource_barriers);