From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 577 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 577 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 1c6b65fa758a..38e757a28748 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -18345,6 +18345,582 @@ static void test_cpu_descriptors_lifetime(void) destroy_test_context(&context); }
+static void check_clip_distance(struct test_context *context, + ID3D12PipelineState *pso, D3D12_VERTEX_BUFFER_VIEW vbv[2], ID3D12Resource *vb, + ID3D12Resource *vs_cb, ID3D12Resource *gs_cb) +{ + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + struct vertex + { + float clip_distance0; + float clip_distance1; + }; + + ID3D12GraphicsCommandList *command_list = context->list; + ID3D12CommandQueue *queue = context->queue; + struct resource_readback rb; + struct vertex vertices[4]; + unsigned int i; + D3D12_BOX box; + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = 1.0f; + update_buffer_data(vb, 0, sizeof(vertices), vertices); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, + ID3D12Resource_GetGPUVirtualAddress(gs_cb)); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + 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, 2, vbv); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 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); + + 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); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = 0.0f; + update_buffer_data(vb, 0, sizeof(vertices), vertices); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, + ID3D12Resource_GetGPUVirtualAddress(gs_cb)); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + 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, 2, vbv); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 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); + + 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); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = -1.0f; + update_buffer_data(vb, 0, sizeof(vertices), vertices); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, + ID3D12Resource_GetGPUVirtualAddress(gs_cb)); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + 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, 2, vbv); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 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, 0xffffffff, 0); + + 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); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f; + update_buffer_data(vb, 0, sizeof(vertices), vertices); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, + ID3D12Resource_GetGPUVirtualAddress(gs_cb)); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + 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, 2, vbv); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 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, 320, 480, 1); + check_readback_data_uint(&rb, &box, 0xff00ff00, 1); + set_box(&box, 320, 0, 0, 320, 480, 1); + check_readback_data_uint(&rb, &box, 0xffffffff, 1); + 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); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = i % 2 ? 1.0f : -1.0f; + update_buffer_data(vb, 0, sizeof(vertices), vertices); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, + ID3D12Resource_GetGPUVirtualAddress(gs_cb)); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + 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, 2, vbv); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 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, 640, 240, 1); + check_readback_data_uint(&rb, &box, 0xff00ff00, 0); + set_box(&box, 0, 240, 0, 640, 240, 1); + check_readback_data_uint(&rb, &box, 0xffffffff, 0); + 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); +} + +static void test_clip_distance(void) +{ + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + D3D12_ROOT_PARAMETER root_parameters[3]; + ID3D12GraphicsCommandList *command_list; + ID3D12Resource *vs_cb, *gs_cb, *vb[2]; + D3D12_INPUT_LAYOUT_DESC input_layout; + D3D12_VERTEX_BUFFER_VIEW vbv[2]; + struct test_context_desc desc; + struct resource_readback rb; + struct test_context context; + ID3D12CommandQueue *queue; + ID3D12PipelineState *pso; + ID3D12Device *device; + unsigned int i; + D3D12_BOX box; + HRESULT hr; + + static const DWORD vs_code[] = + { +#if 0 + bool use_constant; + float clip_distance; + + struct input + { + float4 position : POSITION; + float distance0 : CLIP_DISTANCE0; + float distance1 : CLIP_DISTANCE1; + }; + + struct vertex + { + float4 position : SV_POSITION; + float user_clip : CLIP_DISTANCE; + float clip : SV_ClipDistance; + }; + + void main(input vin, out vertex vertex) + { + vertex.position = vin.position; + vertex.user_clip = vin.distance0; + vertex.clip = vin.distance0; + if (use_constant) + vertex.clip = clip_distance; + } +#endif + 0x43425844, 0x09dfef58, 0x88570f2e, 0x1ebcf953, 0x9f97e22a, 0x00000001, 0x000001dc, 0x00000003, + 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002, + 0x00000001, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f, + 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, + 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, + 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, + 0x52444853, 0x000000b4, 0x00010040, 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, + 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x04000067, 0x001020f2, + 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002, + 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102012, + 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012, 0x00000002, 0x0020800a, 0x00000000, + 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD vs_multiple_code[] = + { +#if 0 + bool use_constant; + float clip_distance0; + float clip_distance1; + + struct input + { + float4 position : POSITION; + float distance0 : CLIP_DISTANCE0; + float distance1 : CLIP_DISTANCE1; + }; + + struct vertex + { + float4 position : SV_POSITION; + float user_clip : CLIP_DISTANCE; + float2 clip : SV_ClipDistance; + }; + + void main(input vin, out vertex vertex) + { + vertex.position = vin.position; + vertex.user_clip = vin.distance0; + vertex.clip.x = vin.distance0; + if (use_constant) + vertex.clip.x = clip_distance0; + vertex.clip.y = vin.distance1; + if (use_constant) + vertex.clip.y = clip_distance1; + } +#endif + 0x43425844, 0xef5cc236, 0xe2fbfa69, 0x560b6591, 0x23037999, 0x00000001, 0x00000214, 0x00000003, + 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002, + 0x00000101, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f, + 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, + 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, + 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000c03, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, + 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, + 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x0300005f, 0x00101012, + 0x00000002, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, + 0x04000067, 0x00102032, 0x00000002, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, + 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012, + 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a, + 0x00000001, 0x0b000037, 0x00102022, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020802a, + 0x00000000, 0x00000000, 0x0010100a, 0x00000002, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs_multiple = {vs_multiple_code, sizeof(vs_multiple_code)}; + static const DWORD gs_code[] = + { +#if 0 + bool use_constant; + float clip_distance; + + struct vertex + { + float4 position : SV_POSITION; + float user_clip : CLIP_DISTANCE; + float clip : SV_ClipDistance; + }; + + [maxvertexcount(3)] + void main(triangle vertex input[3], inout TriangleStream<vertex> output) + { + vertex o; + o = input[0]; + o.clip = input[0].user_clip; + if (use_constant) + o.clip = clip_distance; + output.Append(o); + o = input[1]; + o.clip = input[1].user_clip; + if (use_constant) + o.clip = clip_distance; + output.Append(o); + o = input[2]; + o.clip = input[2].user_clip; + if (use_constant) + o.clip = clip_distance; + output.Append(o); + } +#endif + 0x43425844, 0x9b0823e9, 0xab3ed100, 0xba0ff618, 0x1bbd1cb8, 0x00000001, 0x00000338, 0x00000003, + 0x0000002c, 0x000000b0, 0x00000134, 0x4e475349, 0x0000007c, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x0000005c, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000101, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, 0x00000002, + 0x00000001, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, + 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x4e47534f, 0x0000007c, 0x00000003, 0x00000008, + 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, + 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, + 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, + 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x52444853, 0x000001fc, 0x00020040, + 0x0000007f, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x05000061, 0x002010f2, 0x00000003, + 0x00000000, 0x00000001, 0x0400005f, 0x00201012, 0x00000003, 0x00000001, 0x0400005f, 0x00201012, + 0x00000003, 0x00000002, 0x02000068, 0x00000001, 0x0100185d, 0x0100285c, 0x04000067, 0x001020f2, + 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002, + 0x00000002, 0x0200005e, 0x00000003, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000000, + 0x00000000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000000, 0x00000001, 0x0c000037, + 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, + 0x0020100a, 0x00000000, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000, + 0x01000013, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000001, 0x00000000, 0x06000036, + 0x00102012, 0x00000001, 0x0020100a, 0x00000001, 0x00000001, 0x0c000037, 0x00100012, 0x00000000, + 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000001, + 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x06000036, + 0x001020f2, 0x00000000, 0x00201e46, 0x00000002, 0x00000000, 0x06000036, 0x00102012, 0x00000001, + 0x0020100a, 0x00000002, 0x00000001, 0x0c000037, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, + 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000002, 0x00000001, 0x05000036, + 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE gs = {gs_code, sizeof(gs_code)}; + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"CLIP_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"CLIP_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 4, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + }; + static const struct vec4 quad[] = + { + {-1.0f, -1.0f}, + {-1.0f, 1.0f}, + { 1.0f, -1.0f}, + { 1.0f, 1.0f}, + }; + struct + { + float clip_distance0; + float clip_distance1; + } + vertices[] = + { + {1.0f, 1.0f}, + {1.0f, 1.0f}, + {1.0f, 1.0f}, + {1.0f, 1.0f}, + }; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + struct + { + BOOL use_constant; + float clip_distance0; + float clip_distance1; + float padding; + } cb_data; + + memset(&desc, 0, sizeof(desc)); + desc.rt_width = 640; + desc.rt_height = 480; + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + root_parameters[0].Descriptor.ShaderRegister = 0; + root_parameters[0].Descriptor.RegisterSpace = 0; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + root_parameters[1].Descriptor.ShaderRegister = 1; + root_parameters[1].Descriptor.RegisterSpace = 0; + root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + root_parameters[2].Descriptor.ShaderRegister = 0; + root_parameters[2].Descriptor.RegisterSpace = 0; + root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_GEOMETRY; + root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); + root_signature_desc.pParameters = root_parameters; + root_signature_desc.NumStaticSamplers = 0; + root_signature_desc.pStaticSamplers = NULL; + root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + hr = create_root_signature(device, &root_signature_desc, &context.root_signature); + ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + + input_layout.pInputElementDescs = layout_desc; + input_layout.NumElements = ARRAY_SIZE(layout_desc); + + init_pipeline_state_desc(&pso_desc, context.root_signature, + context.render_target_desc.Format, &vs, NULL, &input_layout); + hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&pso); + ok(hr == S_OK, "Failed to create pipeline state, hr %#x.\n", hr); + + vb[0] = create_upload_buffer(device, sizeof(quad), quad); + vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]); + vbv[0].StrideInBytes = sizeof(*quad); + vbv[0].SizeInBytes = sizeof(quad); + + vb[1] = create_upload_buffer(device, sizeof(vertices), vertices); + vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]); + vbv[1].StrideInBytes = sizeof(*vertices); + vbv[1].SizeInBytes = sizeof(vertices); + + memset(&cb_data, 0, sizeof(cb_data)); + vs_cb = create_upload_buffer(device, sizeof(cb_data), &cb_data); + gs_cb = create_upload_buffer(device, sizeof(cb_data), &cb_data); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, + ID3D12Resource_GetGPUVirtualAddress(gs_cb)); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + 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, ARRAY_SIZE(vbv), vbv); + + /* vertex shader */ + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 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); + + 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); + check_clip_distance(&context, pso, vbv, vb[1], vs_cb, gs_cb); + + cb_data.use_constant = TRUE; + cb_data.clip_distance0 = -1.0f; + update_buffer_data(vs_cb, 0, sizeof(cb_data), &cb_data); + + ID3D12PipelineState_Release(pso); + + /* geometry shader */ + pso_desc.GS = gs; + hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&pso); + ok(hr == S_OK, "Failed to create pipeline state, hr %#x.\n", hr); + + check_clip_distance(&context, pso, vbv, vb[1], vs_cb, gs_cb); + + cb_data.use_constant = TRUE; + cb_data.clip_distance0 = 1.0f; + update_buffer_data(gs_cb, 0, sizeof(cb_data), &cb_data); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, + ID3D12Resource_GetGPUVirtualAddress(gs_cb)); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + 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, ARRAY_SIZE(vbv), vbv); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 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); + + ID3D12PipelineState_Release(pso); + 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); + + /* multiple clip distances */ + pso_desc.VS = vs_multiple; + memset(&pso_desc.GS, 0, sizeof(pso_desc.GS)); + hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&pso); + ok(hr == S_OK, "Failed to create pipeline state, hr %#x.\n", hr); + + cb_data.use_constant = FALSE; + update_buffer_data(vs_cb, 0, sizeof(cb_data), &cb_data); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = 1.0f; + update_buffer_data(vb[1], 0, sizeof(vertices), vertices); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, + ID3D12Resource_GetGPUVirtualAddress(gs_cb)); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + 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, ARRAY_SIZE(vbv), vbv); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 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); + + 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); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + { + vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f; + vertices[i].clip_distance1 = i % 2 ? 1.0f : -1.0f; + } + update_buffer_data(vb[1], 0, sizeof(vertices), vertices); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, + ID3D12Resource_GetGPUVirtualAddress(gs_cb)); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + 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, ARRAY_SIZE(vbv), vbv); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 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, 320, 240, 1); + check_readback_data_uint(&rb, &box, 0xff00ff00, 1); + set_box(&box, 0, 240, 0, 320, 480, 1); + check_readback_data_uint(&rb, &box, 0xffffffff, 1); + set_box(&box, 320, 0, 0, 640, 480, 1); + check_readback_data_uint(&rb, &box, 0xffffffff, 1); + 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); + + cb_data.use_constant = TRUE; + cb_data.clip_distance0 = 0.0f; + cb_data.clip_distance1 = 0.0f; + update_buffer_data(vs_cb, 0, sizeof(cb_data), &cb_data); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 0, + ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 2, + ID3D12Resource_GetGPUVirtualAddress(gs_cb)); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); + 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, ARRAY_SIZE(vbv), vbv); + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 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); + + ID3D12PipelineState_Release(pso); + for (i = 0; i < ARRAY_SIZE(vb); ++i) + ID3D12Resource_Release(vb[i]); + ID3D12Resource_Release(vs_cb); + ID3D12Resource_Release(gs_cb); + destroy_test_context(&context); +} + START_TEST(d3d12) { bool enable_debug_layer = false; @@ -18459,4 +19035,5 @@ START_TEST(d3d12) run_test(test_layered_rendering); run_test(test_render_a8); run_test(test_cpu_descriptors_lifetime); + run_test(test_clip_distance); }