From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 77 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 77 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index ad5200d55d48..83010674d5cf 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -20023,6 +20023,82 @@ static void test_suballocate_small_textures(void) ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); }
+static void test_command_list_initial_pipeline_state(void) +{ + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + ID3D12GraphicsCommandList *command_list; + ID3D12PipelineState *pipeline_state; + ID3D12CommandAllocator *allocator; + struct test_context context; + ID3D12CommandQueue *queue; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + void main(out float4 target : SV_Target) + { + target = float4(0.0f, 0.25f, 0.5f, 1.0f); + } +#endif + 0x43425844, 0x2f09e5ff, 0xaa135d5e, 0x7860f4b5, 0x5c7b8cbc, 0x00000001, 0x000000b4, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000003c, 0x00000050, 0x0000000f, + 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, + 0x00000000, 0x3e800000, 0x3f000000, 0x3f800000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + + if (!init_test_context(&context, NULL)) + return; + queue = context.queue; + + pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); + + hr = ID3D12Device_CreateCommandAllocator(context.device, D3D12_COMMAND_LIST_TYPE_DIRECT, + &IID_ID3D12CommandAllocator, (void **)&allocator); + ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr); + hr = ID3D12Device_CreateCommandList(context.device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, + allocator, pipeline_state, &IID_ID3D12GraphicsCommandList, (void **)&command_list); + ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr); + + 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_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 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, 0xff804000, 1); + + hr = ID3D12CommandAllocator_Reset(allocator); + ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr); + hr = ID3D12GraphicsCommandList_Reset(command_list, allocator, context.pipeline_state); + ok(hr == S_OK, "Failed to reset command list, hr %#x.\n", hr); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + + 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_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 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); + + ID3D12CommandAllocator_Release(allocator); + ID3D12GraphicsCommandList_Release(command_list); + ID3D12PipelineState_Release(pipeline_state); + destroy_test_context(&context); +} + START_TEST(d3d12) { bool enable_debug_layer = false; @@ -20143,4 +20219,5 @@ START_TEST(d3d12) run_test(test_combined_clip_and_cull_distances); run_test(test_resource_allocation_info); run_test(test_suballocate_small_textures); + run_test(test_command_list_initial_pipeline_state); }