From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 154 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 154 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index dea7a63c99d9..358e78486ad8 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -29966,6 +29966,159 @@ static void test_graphics_compute_queue_synchronization(void) destroy_test_context(&context); }
+static void test_early_depth_stencil_tests(void) +{ + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12DescriptorHeap *cpu_heap, *gpu_heap; + ID3D12GraphicsCommandList *command_list; + D3D12_DESCRIPTOR_RANGE descriptor_range; + D3D12_ROOT_PARAMETER root_parameter; + struct depth_stencil_resource ds; + struct test_context_desc desc; + struct test_context context; + ID3D12CommandQueue *queue; + ID3D12Resource *texture; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + RWTexture2D<int> u; + + [earlydepthstencil] + void main() + { + InterlockedAdd(u[uint2(0, 0)], 1); + } +#endif + 0x43425844, 0xd8c9f845, 0xadb9dbe2, 0x4e8aea86, 0x80f0b053, 0x00000001, 0x0000009c, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000048, 0x00000050, 0x00000012, 0x0100286a, + 0x0400189c, 0x0011e000, 0x00000000, 0x00003333, 0x0a0000ad, 0x0011e000, 0x00000000, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004001, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const UINT values[4] = {0}; + + memset(&desc, 0, sizeof(desc)); + desc.no_render_target = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; + descriptor_range.NumDescriptors = 1; + descriptor_range.BaseShaderRegister = 0; + descriptor_range.RegisterSpace = 0; + descriptor_range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameter.DescriptorTable.NumDescriptorRanges = 1; + root_parameter.DescriptorTable.pDescriptorRanges = &descriptor_range; + root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + root_signature_desc.NumParameters = 1; + root_signature_desc.pParameters = &root_parameter; + root_signature_desc.NumStaticSamplers = 0; + root_signature_desc.pStaticSamplers = NULL; + root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; + hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); + ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); + + init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL); + pso_desc.NumRenderTargets = 0; + pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + pso_desc.DepthStencilState.DepthEnable = TRUE; + pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; + pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL; + 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); + + init_depth_stencil(&ds, context.device, 1, 1, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL); + set_rect(&context.scissor_rect, 0, 0, 1, 1); + + texture = create_default_texture(context.device, 1, 1, DXGI_FORMAT_R32_SINT, + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); + gpu_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); + ID3D12Device_CreateUnorderedAccessView(context.device, texture, NULL, NULL, + get_cpu_descriptor_handle(&context, cpu_heap, 0)); + ID3D12Device_CreateUnorderedAccessView(context.device, texture, NULL, NULL, + get_cpu_descriptor_handle(&context, gpu_heap, 0)); + + set_viewport(&context.viewport, 0.0f, 0.0f, 1.0f, 100.0f, 0.5f, 0.5f); + + 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_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &gpu_heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + get_gpu_descriptor_handle(&context, gpu_heap, 0)); + + ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list, + get_gpu_descriptor_handle(&context, gpu_heap, 0), + get_cpu_descriptor_handle(&context, cpu_heap, 0), texture, values, 0, NULL); + + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, + D3D12_CLEAR_FLAG_DEPTH, 0.6f, 0, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, ds.texture, + D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_float(ds.texture, 0, queue, command_list, 0.6f, 1); + reset_command_list(command_list, context.allocator); + check_sub_resource_uint(texture, 0, queue, command_list, 2, 1); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, ds.texture, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + 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_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &gpu_heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, + get_gpu_descriptor_handle(&context, gpu_heap, 0)); + + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, + D3D12_CLEAR_FLAG_DEPTH, 0.3f, 0, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, + D3D12_CLEAR_FLAG_DEPTH, 0.55f, 0, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, + D3D12_CLEAR_FLAG_DEPTH, 0.5f, 0, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, ds.texture, + D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 1); + reset_command_list(command_list, context.allocator); + check_sub_resource_uint(texture, 0, queue, command_list, 4, 1); + + ID3D12Resource_Release(texture); + ID3D12DescriptorHeap_Release(cpu_heap); + ID3D12DescriptorHeap_Release(gpu_heap); + destroy_depth_stencil(&ds); + destroy_test_context(&context); +} + START_TEST(d3d12) { parse_args(argc, argv); @@ -30123,4 +30276,5 @@ START_TEST(d3d12) run_test(test_read_write_subresource); run_test(test_queue_wait); run_test(test_graphics_compute_queue_synchronization); + run_test(test_early_depth_stencil_tests); }