From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- libs/vkd3d/state.c | 3 - tests/d3d12.c | 171 +++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 171 insertions(+), 3 deletions(-)
diff --git a/libs/vkd3d/state.c b/libs/vkd3d/state.c index 6a7b6e5e1d5d..054a9aea1a4f 100644 --- a/libs/vkd3d/state.c +++ b/libs/vkd3d/state.c @@ -2744,9 +2744,6 @@ VkPipeline d3d12_pipeline_state_get_or_create_pipeline(struct d3d12_pipeline_sta b->stride = strides[binding]; b->inputRate = graphics->input_rates[binding];
- if (!b->stride) - FIXME("Invalid stride for input slot %u.\n", binding); - pipeline_key.strides[binding_count] = strides[binding];
++binding_count; diff --git a/tests/d3d12.c b/tests/d3d12.c index 2c8c44bb2b2b..d5f491e190f1 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -21627,6 +21627,176 @@ static void test_dispatch_zero_thread_groups(void) destroy_test_context(&context); }
+static void test_zero_vertex_stride(void) +{ + ID3D12PipelineState *instance_pipeline_state; + ID3D12GraphicsCommandList *command_list; + D3D12_INPUT_LAYOUT_DESC input_layout; + D3D12_VERTEX_BUFFER_VIEW vbv[2]; + struct test_context_desc desc; + struct test_context context; + ID3D12CommandQueue *queue; + ID3D12Resource *vb[2]; + + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"sv_position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"color", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + }; + static const D3D12_INPUT_ELEMENT_DESC instance_layout_desc[] = + { + {"sv_position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"color", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_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 struct vec4 positions[] = + { + {-1.0f, -1.0f, 0.0f, 1.0f}, + {-1.0f, 1.0f, 0.0f, 1.0f}, + { 1.0f, -1.0f, 0.0f, 1.0f}, + { 1.0f, 1.0f, 0.0f, 1.0f}, + }; + static const struct vec4 colors[] = + { + {0.0f, 1.0f, 0.0f, 1.0f}, + {1.0f, 0.0f, 0.0f, 1.0f}, + {0.5f, 0.5f, 0.5f, 1.0f}, + {1.0f, 0.0f, 1.0f, 1.0f}, + {1.0f, 0.0f, 1.0f, 1.0f}, + {1.0f, 0.0f, 1.0f, 1.0f}, + {1.0f, 0.0f, 1.0f, 1.0f}, + {1.0f, 0.0f, 1.0f, 1.0f}, + {1.0f, 0.0f, 1.0f, 1.0f}, + }; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + + memset(&desc, 0, sizeof(desc)); + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + 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); + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout); + + input_layout.pInputElementDescs = instance_layout_desc; + input_layout.NumElements = ARRAY_SIZE(instance_layout_desc); + instance_pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout); + + memset(vbv, 0, sizeof(vbv)); + vb[0] = create_upload_buffer(context.device, sizeof(positions), positions); + vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]); + vbv[0].StrideInBytes = sizeof(*positions); + vbv[0].SizeInBytes = sizeof(positions); + + vb[1] = create_upload_buffer(context.device, sizeof(colors), colors); + vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]) + 2 * sizeof(*colors); + vbv[1].StrideInBytes = 0; + vbv[1].SizeInBytes = sizeof(colors); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 4, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff808080, 2); + + 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); + + vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, instance_pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 4, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); + + ID3D12Resource_Release(vb[1]); + ID3D12Resource_Release(vb[0]); + ID3D12PipelineState_Release(instance_pipeline_state); + destroy_test_context(&context); +} + static void test_instance_id(void) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; @@ -28910,6 +29080,7 @@ START_TEST(d3d12) run_test(test_resolve_query_data_in_reordered_command_list); run_test(test_execute_indirect); run_test(test_dispatch_zero_thread_groups); + run_test(test_zero_vertex_stride); run_test(test_instance_id); run_test(test_vertex_id); run_test(test_copy_texture);