Signed-off-by: Józef Kucia jkucia@codeweavers.com --- dlls/d3d12/d3d12_main.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/dlls/d3d12/d3d12_main.c b/dlls/d3d12/d3d12_main.c index c1dc8c835263..71eb1f97a73e 100644 --- a/dlls/d3d12/d3d12_main.c +++ b/dlls/d3d12/d3d12_main.c @@ -35,6 +35,7 @@ #include <vkd3d.h>
WINE_DEFAULT_DEBUG_CHANNEL(d3d12); +WINE_DECLARE_DEBUG_CHANNEL(winediag);
HRESULT WINAPI D3D12GetDebugInterface(REFIID iid, void **debug) { @@ -117,7 +118,7 @@ HRESULT WINAPI D3D12CreateDevice(IUnknown *adapter, D3D_FEATURE_LEVEL minimum_fe
if (!(vk_funcs = get_vk_funcs())) { - ERR("Failed to get Wine Vulkan driver.\n"); + ERR_(winediag)("Failed to load Wine Vulkan driver.\n"); return E_FAIL; }
Tests for Direct3D 12 are a part of libvkd3d. We still want to have a basic smoke test in order to check if Direct3D 12 is not completely broken in Wine. Moreover, we need tests for DXGI with Direct3D 12 devices.
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- dlls/d3d12/tests/d3d12.c | 551 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 551 insertions(+)
diff --git a/dlls/d3d12/tests/d3d12.c b/dlls/d3d12/tests/d3d12.c index cc37a862c63a..27a6b2798265 100644 --- a/dlls/d3d12/tests/d3d12.c +++ b/dlls/d3d12/tests/d3d12.c @@ -23,6 +23,53 @@ #include "dxgi1_6.h" #include "wine/test.h"
+static BOOL compare_color(DWORD c1, DWORD c2, unsigned int max_diff) +{ + if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) + return FALSE; + c1 >>= 8; c2 >>= 8; + if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) + return FALSE; + c1 >>= 8; c2 >>= 8; + if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) + return FALSE; + c1 >>= 8; c2 >>= 8; + if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) + return FALSE; + return TRUE; +} + +static unsigned int format_size(DXGI_FORMAT format) +{ + switch (format) + { + case DXGI_FORMAT_R8G8B8A8_TYPELESS: + case DXGI_FORMAT_R8G8B8A8_UNORM: + case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: + case DXGI_FORMAT_B8G8R8A8_UNORM: + return 4; + default: + trace("Unhandled format %#x.\n", format); + return 1; + } +} + +static size_t align(size_t addr, size_t alignment) +{ + return (addr + (alignment - 1)) & ~(alignment - 1); +} + +static void set_viewport(D3D12_VIEWPORT *vp, float x, float y, + float width, float height, float min_depth, float max_depth) +{ + vp->TopLeftX = x; + vp->TopLeftY = y; + vp->Width = width; + vp->Height = height; + vp->MinDepth = min_depth; + vp->MaxDepth = max_depth; +} + static ID3D12Device *create_device(void) { ID3D12Device *device; @@ -48,6 +95,479 @@ static void check_interface_(unsigned int line, void *iface_ptr, REFIID iid, BOO IUnknown_Release(unk); }
+static HRESULT create_root_signature(ID3D12Device *device, const D3D12_ROOT_SIGNATURE_DESC *desc, + ID3D12RootSignature **root_signature) +{ + ID3DBlob *blob; + HRESULT hr; + + if (FAILED(hr = D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1_0, &blob, NULL))) + return hr; + + hr = ID3D12Device_CreateRootSignature(device, 0, ID3D10Blob_GetBufferPointer(blob), + ID3D10Blob_GetBufferSize(blob), &IID_ID3D12RootSignature, (void **)root_signature); + ID3D10Blob_Release(blob); + return hr; +} + +#define create_empty_root_signature(device, flags) create_empty_root_signature_(__LINE__, device, flags) +static ID3D12RootSignature *create_empty_root_signature_(unsigned int line, + ID3D12Device *device, D3D12_ROOT_SIGNATURE_FLAGS flags) +{ + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + ID3D12RootSignature *root_signature = NULL; + HRESULT hr; + + root_signature_desc.NumParameters = 0; + root_signature_desc.pParameters = NULL; + root_signature_desc.NumStaticSamplers = 0; + root_signature_desc.pStaticSamplers = NULL; + root_signature_desc.Flags = flags; + hr = create_root_signature(device, &root_signature_desc, &root_signature); + ok_(__FILE__, line)(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); + + return root_signature; +} + +#define create_pipeline_state(a, b, c) create_pipeline_state_(__LINE__, a, b, c) +static ID3D12PipelineState *create_pipeline_state_(unsigned int line, ID3D12Device *device, + ID3D12RootSignature *root_signature, DXGI_FORMAT rt_format) +{ + D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_desc; + ID3D12PipelineState *pipeline_state; + HRESULT hr; + + static const DWORD vs_code[] = + { +#if 0 + void main(uint id : SV_VertexID, out float4 position : SV_Position) + { + float2 coords = float2((id << 1) & 2, id & 2); + position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); + } +#endif + 0x43425844, 0xf900d25e, 0x68bfefa7, 0xa63ac0a7, 0xa476af7a, 0x00000001, 0x0000018c, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000f0, 0x00010050, + 0x0000003c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, + 0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, + 0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, + 0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, + 0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, + 0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, + 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, + 0x00000000, 0x3f800000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD ps_code[] = + { +#if 0 + void main(const in float4 position : SV_Position, out float4 target : SV_Target0) + { + target = float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0x8a4a8140, 0x5eba8e0b, 0x714e0791, 0xb4b8eed2, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, + 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, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + + memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc)); + pipeline_state_desc.pRootSignature = root_signature; + pipeline_state_desc.VS = vs; + pipeline_state_desc.PS = ps; + pipeline_state_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + pipeline_state_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; + pipeline_state_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK; + pipeline_state_desc.SampleMask = ~(UINT)0; + pipeline_state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + pipeline_state_desc.NumRenderTargets = 1; + pipeline_state_desc.RTVFormats[0] = rt_format; + pipeline_state_desc.SampleDesc.Count = 1; + hr = ID3D12Device_CreateGraphicsPipelineState(device, &pipeline_state_desc, + &IID_ID3D12PipelineState, (void **)&pipeline_state); + ok_(__FILE__, line)(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); + + return pipeline_state; +} + +struct test_context +{ + ID3D12Device *device; + + ID3D12CommandQueue *queue; + ID3D12CommandAllocator *allocator; + ID3D12GraphicsCommandList *list; + + D3D12_RESOURCE_DESC render_target_desc; + ID3D12Resource *render_target; + + ID3D12DescriptorHeap *rtv_heap; + D3D12_CPU_DESCRIPTOR_HANDLE rtv; + + ID3D12RootSignature *root_signature; + ID3D12PipelineState *pipeline_state; + + D3D12_VIEWPORT viewport; + RECT scissor_rect; +}; + +#define create_render_target(context, a, b) create_render_target_(__LINE__, context, a, b) +static void create_render_target_(unsigned int line, struct test_context *context, + ID3D12Resource **render_target, const D3D12_CPU_DESCRIPTOR_HANDLE *rtv) +{ + D3D12_HEAP_PROPERTIES heap_properties; + D3D12_RESOURCE_DESC resource_desc; + D3D12_CLEAR_VALUE clear_value; + HRESULT hr; + + memset(&heap_properties, 0, sizeof(heap_properties)); + heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; + + resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + resource_desc.Alignment = 0; + resource_desc.Width = 32; + resource_desc.Height = 32; + resource_desc.DepthOrArraySize = 1; + resource_desc.MipLevels = 1; + resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + resource_desc.SampleDesc.Count = 1; + resource_desc.SampleDesc.Quality = 0; + resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; + clear_value.Format = resource_desc.Format; + clear_value.Color[0] = 1.0f; + clear_value.Color[1] = 1.0f; + clear_value.Color[2] = 1.0f; + clear_value.Color[3] = 1.0f; + hr = ID3D12Device_CreateCommittedResource(context->device, + &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, + D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, + &IID_ID3D12Resource, (void **)render_target); + ok_(__FILE__, line)(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + + context->render_target_desc = resource_desc; + + if (rtv) + ID3D12Device_CreateRenderTargetView(context->device, *render_target, NULL, *rtv); +} + +#define init_test_context(context) init_test_context_(__LINE__, context) +static BOOL init_test_context_(unsigned int line, struct test_context *context) +{ + D3D12_COMMAND_QUEUE_DESC command_queue_desc; + D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc; + ID3D12Device *device; + HRESULT hr; + + memset(context, 0, sizeof(*context)); + + if (!(context->device = create_device())) + { + skip_(__FILE__, line)("Failed to create device.\n"); + return FALSE; + } + device = context->device; + + command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; + command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + command_queue_desc.NodeMask = 0; + hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, + &IID_ID3D12CommandQueue, (void **)&context->queue); + ok_(__FILE__, line)(hr == S_OK, "Failed to create command queue, hr %#x.\n", hr); + + hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, + &IID_ID3D12CommandAllocator, (void **)&context->allocator); + ok_(__FILE__, line)(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr); + + hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, + context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list); + ok_(__FILE__, line)(hr == S_OK, "Failed to create command list, hr %#x.\n", hr); + + rtv_heap_desc.NumDescriptors = 16; + rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + rtv_heap_desc.NodeMask = 0; + hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_heap_desc, + &IID_ID3D12DescriptorHeap, (void **)&context->rtv_heap); + ok_(__FILE__, line)(hr == S_OK, "Failed to create descriptor heap, hr %#x.\n", hr); + + context->rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(context->rtv_heap); + + create_render_target_(line, context, &context->render_target, &context->rtv); + + set_viewport(&context->viewport, 0.0f, 0.0f, + context->render_target_desc.Width, context->render_target_desc.Height, 0.0f, 1.0f); + SetRect(&context->scissor_rect, 0, 0, + context->render_target_desc.Width, context->render_target_desc.Height); + + context->root_signature = create_empty_root_signature_(line, + device, D3D12_ROOT_SIGNATURE_FLAG_NONE); + + context->pipeline_state = create_pipeline_state_(line, device, + context->root_signature, context->render_target_desc.Format); + + return TRUE; +} + +#define destroy_test_context(context) destroy_test_context_(__LINE__, context) +static void destroy_test_context_(unsigned int line, struct test_context *context) +{ + ULONG refcount; + + if (context->pipeline_state) + ID3D12PipelineState_Release(context->pipeline_state); + if (context->root_signature) + ID3D12RootSignature_Release(context->root_signature); + + if (context->rtv_heap) + ID3D12DescriptorHeap_Release(context->rtv_heap); + if (context->render_target) + ID3D12Resource_Release(context->render_target); + + ID3D12CommandAllocator_Release(context->allocator); + ID3D12CommandQueue_Release(context->queue); + ID3D12GraphicsCommandList_Release(context->list); + + refcount = ID3D12Device_Release(context->device); + ok_(__FILE__, line)(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); +} + +static void exec_command_list(ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *list) +{ + ID3D12CommandList *lists[] = {(ID3D12CommandList *)list}; + ID3D12CommandQueue_ExecuteCommandLists(queue, 1, lists); +} + +static HRESULT wait_for_fence(ID3D12Fence *fence, UINT64 value) +{ + HANDLE event; + HRESULT hr; + DWORD ret; + + if (ID3D12Fence_GetCompletedValue(fence) >= value) + return S_OK; + + if (!(event = CreateEventA(NULL, FALSE, FALSE, NULL))) + return E_FAIL; + + if (FAILED(hr = ID3D12Fence_SetEventOnCompletion(fence, value, event))) + { + CloseHandle(event); + return hr; + } + + ret = WaitForSingleObject(event, INFINITE); + CloseHandle(event); + return ret == WAIT_OBJECT_0 ? S_OK : E_FAIL; +} + +#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b) +static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue) +{ + ID3D12Fence *fence; + HRESULT hr; + + hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, + &IID_ID3D12Fence, (void **)&fence); + ok_(__FILE__, line)(hr == S_OK, "Failed to create fence, hr %#x.\n", hr); + + hr = ID3D12CommandQueue_Signal(queue, fence, 1); + ok_(__FILE__, line)(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr); + hr = wait_for_fence(fence, 1); + ok_(__FILE__, line)(hr == S_OK, "Failed to wait for fence, hr %#x.\n", hr); + + ID3D12Fence_Release(fence); +} + +static void transition_sub_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource, + unsigned int sub_resource_idx, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after) +{ + D3D12_RESOURCE_BARRIER barrier; + + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = resource; + barrier.Transition.Subresource = sub_resource_idx; + barrier.Transition.StateBefore = state_before; + barrier.Transition.StateAfter = state_after; + + ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier); +} + +#define create_buffer(a, b, c, d, e) create_buffer_(__LINE__, a, b, c, d, e) +static ID3D12Resource *create_buffer_(unsigned int line, ID3D12Device *device, + D3D12_HEAP_TYPE heap_type, size_t size, D3D12_RESOURCE_FLAGS resource_flags, + D3D12_RESOURCE_STATES initial_resource_state) +{ + D3D12_HEAP_PROPERTIES heap_properties; + D3D12_RESOURCE_DESC resource_desc; + ID3D12Resource *buffer; + HRESULT hr; + + memset(&heap_properties, 0, sizeof(heap_properties)); + heap_properties.Type = heap_type; + + resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + resource_desc.Alignment = 0; + resource_desc.Width = size; + resource_desc.Height = 1; + resource_desc.DepthOrArraySize = 1; + resource_desc.MipLevels = 1; + resource_desc.Format = DXGI_FORMAT_UNKNOWN; + resource_desc.SampleDesc.Count = 1; + resource_desc.SampleDesc.Quality = 0; + resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + resource_desc.Flags = resource_flags; + + hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, + D3D12_HEAP_FLAG_NONE, &resource_desc, initial_resource_state, + NULL, &IID_ID3D12Resource, (void **)&buffer); + ok_(__FILE__, line)(hr == S_OK, "Failed to create buffer, hr %#x.\n", hr); + return buffer; +} + +#define create_readback_buffer(a, b) create_readback_buffer_(__LINE__, a, b) +static ID3D12Resource *create_readback_buffer_(unsigned int line, ID3D12Device *device, + size_t size) +{ + return create_buffer_(line, device, D3D12_HEAP_TYPE_READBACK, size, + D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST); +} + +struct resource_readback +{ + unsigned int width; + unsigned int height; + ID3D12Resource *resource; + unsigned int row_pitch; + void *data; +}; + +static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsigned int sub_resource, + struct resource_readback *rb, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list) +{ + D3D12_TEXTURE_COPY_LOCATION dst_location, src_location; + D3D12_RESOURCE_DESC resource_desc; + D3D12_RANGE read_range; + unsigned int miplevel; + ID3D12Device *device; + DXGI_FORMAT format; + HRESULT hr; + + hr = ID3D12Resource_GetDevice(texture, &IID_ID3D12Device, (void **)&device); + ok(hr == S_OK, "Failed to get device, hr %#x.\n", hr); + + resource_desc = ID3D12Resource_GetDesc(texture); + ok(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER, + "Resource %p is not texture.\n", texture); + ok(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D, + "Readback not implemented for 3D textures.\n"); + + miplevel = sub_resource % resource_desc.MipLevels; + rb->width = max(1, resource_desc.Width >> miplevel); + rb->height = max(1, resource_desc.Height >> miplevel); + rb->row_pitch = align(rb->width * format_size(resource_desc.Format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); + rb->data = NULL; + + format = resource_desc.Format; + + rb->resource = create_readback_buffer(device, rb->row_pitch * rb->height); + + dst_location.pResource = rb->resource; + dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + dst_location.PlacedFootprint.Offset = 0; + dst_location.PlacedFootprint.Footprint.Format = format; + dst_location.PlacedFootprint.Footprint.Width = rb->width; + dst_location.PlacedFootprint.Footprint.Height = rb->height; + dst_location.PlacedFootprint.Footprint.Depth = 1; + dst_location.PlacedFootprint.Footprint.RowPitch = rb->row_pitch; + + src_location.pResource = texture; + src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + src_location.SubresourceIndex = sub_resource; + + ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL); + hr = ID3D12GraphicsCommandList_Close(command_list); + ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr); + + exec_command_list(queue, command_list); + wait_queue_idle(device, queue); + ID3D12Device_Release(device); + + read_range.Begin = 0; + read_range.End = resource_desc.Width; + hr = ID3D12Resource_Map(rb->resource, 0, &read_range, &rb->data); + ok(hr == S_OK, "Failed to map readback buffer, hr %#x.\n", hr); +} + +static void *get_readback_data(struct resource_readback *rb, unsigned int x, unsigned int y, + size_t element_size) +{ + return &((BYTE *)rb->data)[rb->row_pitch * y + x * element_size]; +} + +static unsigned int get_readback_uint(struct resource_readback *rb, unsigned int x, unsigned int y) +{ + return *(unsigned int *)get_readback_data(rb, x, y, sizeof(unsigned int)); +} + +static void release_resource_readback(struct resource_readback *rb) +{ + D3D12_RANGE range = {0, 0}; + ID3D12Resource_Unmap(rb->resource, 0, &range); + ID3D12Resource_Release(rb->resource); +} + +#define check_readback_data_uint(a, b, c, d) check_readback_data_uint_(__LINE__, a, b, c, d) +static void check_readback_data_uint_(unsigned int line, struct resource_readback *rb, + const RECT *rect, unsigned int expected, unsigned int max_diff) +{ + RECT r = {0, 0, rb->width, rb->height}; + unsigned int x = 0, y; + BOOL all_match = TRUE; + unsigned int got = 0; + + if (rect) + r = *rect; + + for (y = r.top; y < r.bottom; ++y) + { + for (x = r.left; x < r.right; ++x) + { + got = get_readback_uint(rb, x, y); + if (!compare_color(got, expected, max_diff)) + { + all_match = FALSE; + break; + } + } + if (!all_match) + break; + } + ok_(__FILE__, line)(all_match, "Got 0x%08x, expected 0x%08x at (%u, %u).\n", got, expected, x, y); +} + +#define check_sub_resource_uint(a, b, c, d, e, f) check_sub_resource_uint_(__LINE__, a, b, c, d, e, f) +static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture, + unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list, + unsigned int expected, unsigned int max_diff) +{ + struct resource_readback rb; + + get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list); + check_readback_data_uint_(line, &rb, NULL, expected, max_diff); + release_resource_readback(&rb); +} + static void test_interfaces(void) { D3D12_COMMAND_QUEUE_DESC desc; @@ -101,7 +621,38 @@ static void test_interfaces(void) ok(!refcount, "Device has %u references left.\n", refcount); }
+static void test_draw(void) +{ + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + ID3D12GraphicsCommandList *command_list; + struct test_context context; + ID3D12CommandQueue *queue; + + if (!init_test_context(&context)) + return; + command_list = context.list; + queue = context.queue; + + 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_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_sub_resource_state(command_list, context.render_target, 0, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); + + destroy_test_context(&context); +} + START_TEST(d3d12) { test_interfaces(); + test_draw(); }
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com