From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 154 ++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 150 insertions(+), 4 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 7e74fbfec2ae..d8a13a711156 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -21633,7 +21633,6 @@ static void test_layered_rendering(void) D3D12_VERTEX_BUFFER_VIEW vbv; struct test_context context; ID3D12CommandQueue *queue; - ID3D12PipelineState *pso; ID3D12Device *device; ID3D12Resource *vb; HRESULT hr; @@ -21794,7 +21793,7 @@ static void test_layered_rendering(void) context.render_target_desc.Format, &vs, &ps, &input_layout); pso_desc.GS = gs; hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, - &IID_ID3D12PipelineState, (void **)&pso); + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
vb = create_upload_buffer(context.device, sizeof(vertices), vertices); @@ -21808,7 +21807,7 @@ static void test_layered_rendering(void) ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); - ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); ID3D12GraphicsCommandList_DrawInstanced(command_list, 12, 1, 0, 0); @@ -21825,7 +21824,153 @@ static void test_layered_rendering(void) check_sub_resource_uint(context.render_target, 3, queue, command_list, 0xffffff00, 0);
ID3D12Resource_Release(vb); - ID3D12PipelineState_Release(pso); + destroy_test_context(&context); +} + +static void test_ps_layer(void) +{ + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12GraphicsCommandList *command_list; + struct test_context_desc desc; + struct test_context context; + ID3D12CommandQueue *queue; + ID3D12Device *device; + unsigned int i; + HRESULT hr; + + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const DWORD vs_code[] = + { +#if 0 + void main(in uint vertex_id : SV_VertexID, out uint layer : LAYER) + { + layer = vertex_id; + } +#endif + 0x43425844, 0xd2b4abd8, 0xf9adf7df, 0xed1b4eb0, 0x4bf54391, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000090, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, + 0x4e47534f, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, + 0x00000000, 0x00000e01, 0x4559414c, 0xabab0052, 0x58454853, 0x00000040, 0x00010050, 0x00000010, + 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x03000065, 0x00102012, 0x00000000, + 0x05000036, 0x00102012, 0x00000000, 0x0010100a, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD gs_code[] = + { +#if 0 + struct gs_in + { + uint layer : LAYER; + }; + + struct gs_out + { + float4 position : SV_Position; + uint layer : SV_RenderTargetArrayIndex; + }; + + [maxvertexcount(3)] + void main(point gs_in vin[1], inout TriangleStream<gs_out> vout) + { + gs_out o; + + o.layer = vin[0].layer; + + o.position = float4(-1, 1, 0, 1); + vout.Append(o); + + o.position = float4(3, 1, 0, 1); + vout.Append(o); + + o.position = float4(-1, -3, 0, 1); + vout.Append(o); + } +#endif + 0x43425844, 0x2589d822, 0x7557587c, 0x7d7e9cc0, 0x6bad86aa, 0x00000001, 0x000001fc, 0x00000003, + 0x0000002c, 0x0000005c, 0x000000cc, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000101, 0x4559414c, 0xabab0052, 0x3547534f, + 0x00000068, 0x00000002, 0x00000008, 0x00000000, 0x00000040, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000000, 0x0000004c, 0x00000000, 0x00000004, 0x00000001, 0x00000001, + 0x00000e01, 0x505f5653, 0x7469736f, 0x006e6f69, 0x525f5653, 0x65646e65, 0x72615472, 0x41746567, + 0x79617272, 0x65646e49, 0xabab0078, 0x58454853, 0x00000128, 0x00020050, 0x0000004a, 0x0100086a, + 0x0400005f, 0x00201012, 0x00000001, 0x00000000, 0x0100085d, 0x0300008f, 0x00110000, 0x00000000, + 0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x04000067, 0x00102012, 0x00000001, + 0x00000004, 0x0200005e, 0x00000003, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0xbf800000, + 0x3f800000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000000, + 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, + 0x40400000, 0x3f800000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, + 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, + 0x00004002, 0xbf800000, 0xc0400000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001, + 0x0020100a, 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE gs = {gs_code, sizeof(gs_code)}; + static const DWORD ps_code[] = + { +#if 0 + float4 main(float4 p : SV_Position, uint layer : SV_RenderTargetArrayIndex) : SV_Target0 + { + return layer / 255.0; + } +#endif + 0x43425844, 0x53474926, 0xbd247b84, 0x389660f4, 0x331cf598, 0x00000001, 0x00000140, 0x00000003, + 0x0000002c, 0x00000094, 0x000000c8, 0x4e475349, 0x00000060, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000004, + 0x00000001, 0x00000001, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x525f5653, 0x65646e65, + 0x72615472, 0x41746567, 0x79617272, 0x65646e49, 0xabab0078, 0x4e47534f, 0x0000002c, 0x00000001, + 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, + 0x65677261, 0xabab0074, 0x58454853, 0x00000070, 0x00000050, 0x0000001c, 0x0100086a, 0x04000864, + 0x00101012, 0x00000001, 0x00000004, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, + 0x05000056, 0x00100012, 0x00000000, 0x0010100a, 0x00000001, 0x0a000038, 0x001020f2, 0x00000000, + 0x00100006, 0x00000000, 0x00004002, 0x3b808081, 0x3b808081, 0x3b808081, 0x3b808081, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const unsigned int expected_results[] = + { + 0x00000000, + 0x01010101, + 0x02020202, + 0x03030303, + 0x04040404, + 0x05050505, + }; + + memset(&desc, 0, sizeof(desc)); + desc.rt_array_size = 6; + desc.no_pipeline = true; + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + init_pipeline_state_desc(&pso_desc, context.root_signature, + context.render_target_desc.Format, &vs, &ps, NULL); + pso_desc.GS = gs; + pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; + hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_POINTLIST); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 6, 1, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + for (i = 0; i < ARRAY_SIZE(expected_results); ++i) + { + check_sub_resource_uint(context.render_target, i, queue, command_list, expected_results[i], 0); + reset_command_list(command_list, context.allocator); + } + destroy_test_context(&context); }
@@ -25108,6 +25253,7 @@ START_TEST(d3d12) run_test(test_multithread_command_queue_exec); run_test(test_geometry_shader); run_test(test_layered_rendering); + run_test(test_ps_layer); run_test(test_nop_tessellation_shaders); run_test(test_quad_tessellation); run_test(test_tessellation_dcl_index_range);