From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 147 ++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 143 insertions(+), 4 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 4344aa9f6f1c..6f45ac99fd5d 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -18575,15 +18575,96 @@ static void test_execute_indirect(void) ID3D12CommandSignature *command_signature; ID3D12GraphicsCommandList *command_list; ID3D12Resource *argument_buffer, *uav; + D3D12_INPUT_LAYOUT_DESC input_layout; D3D12_ROOT_PARAMETER root_parameter; ID3D12PipelineState *pipeline_state; ID3D12RootSignature *root_signature; + struct test_context_desc desc; + D3D12_VERTEX_BUFFER_VIEW vbv; + D3D12_INDEX_BUFFER_VIEW ibv; struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; + ID3D12Resource *vb, *ib; unsigned int i; + D3D12_BOX box; HRESULT hr;
+ static const struct + { + struct vec4 position; + uint32_t color; + } + vertices[] = + { + {{-1.0f, -1.0f, 0.0f, 1.0f}, 0xffffff00}, + {{-1.0f, 1.0f, 0.0f, 1.0f}, 0xffffff00}, + {{ 1.0f, -1.0f, 0.0f, 1.0f}, 0xffffff00}, + {{ 1.0f, 1.0f, 0.0f, 1.0f}, 0xffffff00}, + + {{-1.0f, -1.0f, 0.0f, 1.0f}, 0xff00ff00}, + {{-1.0f, 0.5f, 0.0f, 1.0f}, 0xff00ff00}, + {{ 0.5f, -1.0f, 0.0f, 1.0f}, 0xff00ff00}, + {{ 0.5f, 0.5f, 0.0f, 1.0f}, 0xff00ff00}, + }; + static const uint32_t indices[] = {0, 1, 2, 3, 2, 1}; + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + }; + static const DWORD vs_code[] = + { +#if 0 + struct vs_data + { + float4 pos : SV_POSITION; + float4 color : COLOR; + }; + + void main(in struct vs_data vs_input, out struct vs_data vs_output) + { + vs_output.pos = vs_input.pos; + vs_output.color = vs_input.color; + } +#endif + 0x43425844, 0xd5b32785, 0x35332906, 0x4d05e031, 0xf66a58af, 0x00000001, 0x00000144, 0x00000003, + 0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, + 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040, + 0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067, + 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2, + 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, + 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD ps_code[] = + { +#if 0 + struct ps_data + { + float4 pos : SV_POSITION; + float4 color : COLOR; + }; + + float4 main(struct ps_data ps_input) : SV_Target + { + return ps_input.color; + } +#endif + 0x43425844, 0x89803e59, 0x3f798934, 0xf99181df, 0xf5556512, 0x00000001, 0x000000f4, 0x00000003, + 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, + 0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, + 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; static const DWORD cs_code[] = { #if 0 @@ -18610,15 +18691,19 @@ static void test_execute_indirect(void) { D3D12_DRAW_ARGUMENTS draw; D3D12_DISPATCH_ARGUMENTS dispatch; + D3D12_DRAW_INDEXED_ARGUMENTS indexed_draws[2]; } argument_data = { {3, 1, 0, 0}, {2, 3, 4}, + {{6, 1, 0, 0, 0}, {6, 1, 0, 4, 0}}, }; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
- if (!init_test_context(&context, NULL)) + memset(&desc, 0, sizeof(desc)); + desc.root_signature_flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; @@ -18633,7 +18718,7 @@ static void test_execute_indirect(void) signature_desc.NodeMask = 0; hr = ID3D12Device_CreateCommandSignature(context.device, &signature_desc, NULL, &IID_ID3D12CommandSignature, (void **)&command_signature); - ok(SUCCEEDED(hr), "Failed to create command signature, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create command signature, hr %#x.\n", hr);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
@@ -18656,7 +18741,7 @@ static void test_execute_indirect(void) signature_desc.ByteStride = sizeof(D3D12_DISPATCH_ARGUMENTS); hr = ID3D12Device_CreateCommandSignature(context.device, &signature_desc, NULL, &IID_ID3D12CommandSignature, (void **)&command_signature); - ok(SUCCEEDED(hr), "Failed to create command signature, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create command signature, hr %#x.\n", hr);
uav = create_default_buffer(context.device, 2 * 3 * 4 * sizeof(UINT), D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); @@ -18671,7 +18756,7 @@ static void test_execute_indirect(void) root_signature_desc.pStaticSamplers = NULL; root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; hr = create_root_signature(context.device, &root_signature_desc, &root_signature); - ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, root_signature); pipeline_state = create_compute_pipeline_state(context.device, root_signature, @@ -18692,9 +18777,63 @@ static void test_execute_indirect(void) } release_resource_readback(&rb);
+ 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); + + ID3D12CommandSignature_Release(command_signature); + argument_desc.Type = D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED; + signature_desc.ByteStride = sizeof(*argument_data.indexed_draws); + hr = ID3D12Device_CreateCommandSignature(context.device, &signature_desc, + NULL, &IID_ID3D12CommandSignature, (void **)&command_signature); + ok(hr == S_OK, "Failed to create command signature, hr %#x.\n", hr); + + ID3D12PipelineState_Release(context.pipeline_state); + input_layout.pInputElementDescs = layout_desc; + input_layout.NumElements = ARRAY_SIZE(layout_desc); + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout); + + vb = create_upload_buffer(context.device, sizeof(vertices), vertices); + vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); + vbv.StrideInBytes = sizeof(*vertices); + vbv.SizeInBytes = sizeof(vertices); + + ib = create_upload_buffer(context.device, sizeof(indices), indices); + ibv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(ib); + ibv.SizeInBytes = sizeof(indices); + ibv.Format = DXGI_FORMAT_R32_UINT; + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_IASetIndexBuffer(command_list, &ibv); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_ExecuteIndirect(command_list, command_signature, + ARRAY_SIZE(argument_data.indexed_draws), argument_buffer, + offsetof(struct argument_data, indexed_draws), NULL, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); + set_box(&box, 0, 0, 0, 32, 8, 1); + check_readback_data_uint(&rb, &box, 0xffffff00, 0); + set_box(&box, 24, 8, 0, 32, 32, 1); + check_readback_data_uint(&rb, &box, 0xffffff00, 0); + set_box(&box, 0, 8, 0, 24, 32, 1); + check_readback_data_uint(&rb, &box, 0xff00ff00, 0); + release_resource_readback(&rb); + ID3D12PipelineState_Release(pipeline_state); ID3D12RootSignature_Release(root_signature); + ID3D12Resource_Release(ib); ID3D12Resource_Release(uav); + ID3D12Resource_Release(vb); ID3D12CommandSignature_Release(command_signature); ID3D12Resource_Release(argument_buffer); destroy_test_context(&context);