From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 210 ++++++++++++++++++++++++++++++++++++++++++++++- tests/vkd3d_d3d12_test.h | 6 +- 2 files changed, 211 insertions(+), 5 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 0e35fc866bbc..a761c0d3cad4 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -663,7 +663,7 @@ static void check_sub_resource_float_(unsigned int line, ID3D12Resource *texture { struct resource_readback rb;
- get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list); + get_texture_readback_with_command_list(texture, sub_resource_idx, &rb, queue, command_list); check_readback_data_float_(line, &rb, NULL, expected, max_diff); release_resource_readback(&rb); } @@ -745,7 +745,7 @@ static void check_sub_resource_uint16_(unsigned int line, ID3D12Resource *textur { struct resource_readback rb;
- get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list); + get_texture_readback_with_command_list(texture, sub_resource_idx, &rb, queue, command_list); check_readback_data_uint16_(line, &rb, NULL, expected, max_diff); release_resource_readback(&rb); } @@ -17034,6 +17034,211 @@ static void test_geometry_shader(void) destroy_test_context(&context); }
+static void test_layered_rendering(void) +{ + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12GraphicsCommandList *command_list; + D3D12_INPUT_LAYOUT_DESC input_layout; + struct test_context_desc desc; + D3D12_VERTEX_BUFFER_VIEW vbv; + struct test_context context; + ID3D12CommandQueue *queue; + ID3D12PipelineState *pso; + ID3D12Device *device; + ID3D12Resource *vb; + HRESULT hr; + + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const struct + { + uint32_t color; + struct vec4 position; + uint32_t layer; + } + vertices[] = + { + {0x00000000, {-1.0f, -1.0f, 0.0f, 1.0f}, 2}, + {0x00000000, {-1.0f, 1.0f, 0.0f, 1.0f}, 2}, + {0x00000000, { 1.0f, -1.0f, 0.0f, 1.0f}, 2}, + {0x00000000, { 1.0f, 1.0f, 0.0f, 1.0f}, 2}, + {0xff00ff00, {-1.0f, -1.0f, 0.0f, 1.0f}, 0}, + {0xff00ff00, {-1.0f, 1.0f, 0.0f, 1.0f}, 0}, + {0xff00ff00, { 1.0f, -1.0f, 0.0f, 1.0f}, 0}, + {0xff00ff00, { 1.0f, 1.0f, 0.0f, 1.0f}, 0}, + {0xffffff00, {-1.0f, -1.0f, 0.0f, 1.0f}, 3}, + {0xffffff00, {-1.0f, 1.0f, 0.0f, 1.0f}, 3}, + {0xffffff00, { 1.0f, -1.0f, 0.0f, 1.0f}, 3}, + {0xffffff00, { 1.0f, 1.0f, 0.0f, 1.0f}, 3}, + }; + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 4, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 20, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + }; + static const DWORD vs_code[] = + { +#if 0 + struct vertex + { + float4 color : COLOR; + float4 position : SV_Position; + uint layer : LAYER; + }; + + struct vertex main(in vertex v) + { + return v; + } +#endif + 0x43425844, 0x96d7f39a, 0x03d06cd5, 0x32c1fa04, 0xd509128f, 0x00000001, 0x000001ac, 0x00000003, + 0x0000002c, 0x0000009c, 0x0000010c, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000056, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, + 0x00000101, 0x4f4c4f43, 0x56530052, 0x736f505f, 0x6f697469, 0x414c006e, 0x00524559, 0x4e47534f, + 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x00000056, 0x00000000, 0x00000001, 0x00000003, 0x00000001, 0x0000000f, 0x00000062, + 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x4f4c4f43, 0x56530052, 0x736f505f, + 0x6f697469, 0x414c006e, 0x00524559, 0x58454853, 0x00000098, 0x00010050, 0x00000026, 0x0100086a, + 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x0300005f, 0x00101012, + 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000001, 0x00000001, + 0x03000065, 0x00102012, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, + 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, 0x05000036, 0x00102012, 0x00000002, + 0x0010100a, 0x00000002, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD gs_code[] = + { +#if 0 + struct gs_in + { + float4 color : COLOR; + float4 position : SV_Position; + uint layer : LAYER; + }; + + struct gs_out + { + float4 color : COLOR; + float4 position : SV_Position; + uint layer : SV_RenderTargetArrayIndex; + }; + + [maxvertexcount(3)] + void main(triangle gs_in vin[3], inout TriangleStream<gs_out> vout) + { + gs_out o; + + o.color = vin[0].color; + o.position = vin[0].position; + o.layer = vin[0].layer; + vout.Append(o); + + o.color = vin[1].color; + o.position = vin[1].position; + o.layer = vin[1].layer; + vout.Append(o); + + o.color = vin[2].color; + o.position = vin[2].position; + o.layer = vin[2].layer; + vout.Append(o); + } +#endif + 0x43425844, 0x29d7c0a0, 0xcf146fd1, 0x5cd36ca7, 0xab2b10ff, 0x00000001, 0x000002bc, 0x00000003, + 0x0000002c, 0x0000009c, 0x0000012c, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000056, 0x00000000, 0x00000001, + 0x00000003, 0x00000001, 0x00000f0f, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, + 0x00000101, 0x4f4c4f43, 0x56530052, 0x736f505f, 0x6f697469, 0x414c006e, 0x00524559, 0x3547534f, + 0x00000088, 0x00000003, 0x00000008, 0x00000000, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x00000000, 0x00000062, 0x00000000, 0x00000001, 0x00000003, 0x00000001, + 0x0000000f, 0x00000000, 0x0000006e, 0x00000000, 0x00000004, 0x00000001, 0x00000002, 0x00000e01, + 0x4f4c4f43, 0x56530052, 0x736f505f, 0x6f697469, 0x5653006e, 0x6e65525f, 0x54726564, 0x65677261, + 0x72724174, 0x6e497961, 0x00786564, 0x58454853, 0x00000188, 0x00020050, 0x00000062, 0x0100086a, + 0x0400005f, 0x002010f2, 0x00000003, 0x00000000, 0x05000061, 0x002010f2, 0x00000003, 0x00000001, + 0x00000001, 0x0400005f, 0x00201012, 0x00000003, 0x00000002, 0x0100185d, 0x0300008f, 0x00110000, + 0x00000000, 0x0100285c, 0x03000065, 0x001020f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000001, + 0x00000001, 0x04000067, 0x00102012, 0x00000002, 0x00000004, 0x0200005e, 0x00000003, 0x06000036, + 0x001020f2, 0x00000000, 0x00201e46, 0x00000000, 0x00000000, 0x06000036, 0x001020f2, 0x00000001, + 0x00201e46, 0x00000000, 0x00000001, 0x06000036, 0x00102012, 0x00000002, 0x0020100a, 0x00000000, + 0x00000002, 0x03000075, 0x00110000, 0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, + 0x00000001, 0x00000000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000001, 0x00000001, + 0x06000036, 0x00102012, 0x00000002, 0x0020100a, 0x00000001, 0x00000002, 0x03000075, 0x00110000, + 0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000002, 0x00000000, 0x06000036, + 0x001020f2, 0x00000001, 0x00201e46, 0x00000002, 0x00000001, 0x06000036, 0x00102012, 0x00000002, + 0x0020100a, 0x00000002, 0x00000002, 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 color : COLOR) : SV_Target0 + { + return color; + } +#endif + 0x43425844, 0xdccf00bf, 0xcc96375e, 0xba21f157, 0xe47b8b1c, 0x00000001, 0x000000d4, 0x00000003, + 0x0000002c, 0x0000005c, 0x00000090, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000003c, 0x00000050, 0x0000000f, + 0x0100086a, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, + 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + + memset(&desc, 0, sizeof(desc)); + desc.rt_array_size = 4; + desc.root_signature_flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + desc.no_pipeline = true; + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + 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, &ps, &input_layout); + pso_desc.GS = gs; + hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&pso); + ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); + + vb = create_upload_buffer(context.device, sizeof(vertices), vertices); + vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); + vbv.StrideInBytes = sizeof(*vertices); + vbv.SizeInBytes = sizeof(vertices); + + 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, pso); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 12, 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); + check_sub_resource_uint(context.render_target, 1, queue, command_list, 0xffffffff, 0); + reset_command_list(command_list, context.allocator); + check_sub_resource_uint(context.render_target, 2, queue, command_list, 0x00000000, 0); + reset_command_list(command_list, context.allocator); + 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_render_a8(void) { static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f}; @@ -17191,5 +17396,6 @@ START_TEST(d3d12) run_test(test_face_culling); run_test(test_multithread_command_queue_exec); run_test(test_geometry_shader); + run_test(test_layered_rendering); run_test(test_render_a8); } diff --git a/tests/vkd3d_d3d12_test.h b/tests/vkd3d_d3d12_test.h index 538479e922c1..b4a9a442a5d2 100644 --- a/tests/vkd3d_d3d12_test.h +++ b/tests/vkd3d_d3d12_test.h @@ -313,7 +313,7 @@ static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture, { struct resource_readback rb;
- get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list); + get_texture_readback_with_command_list(texture, sub_resource_idx, &rb, queue, command_list); check_readback_data_uint_(line, &rb, NULL, expected, max_diff); release_resource_readback(&rb); } @@ -492,7 +492,7 @@ static ID3D12PipelineState *create_pipeline_state_(unsigned int line, ID3D12Devi
struct test_context_desc { - unsigned int rt_width, rt_height; + unsigned int rt_width, rt_height, rt_array_size; DXGI_FORMAT rt_format; unsigned int rt_descriptor_count; unsigned int root_signature_flags; @@ -540,7 +540,7 @@ static void create_render_target_(unsigned int line, struct test_context *contex resource_desc.Alignment = 0; resource_desc.Width = desc && desc->rt_width ? desc->rt_width : 32; resource_desc.Height = desc && desc->rt_height ? desc->rt_height : 32; - resource_desc.DepthOrArraySize = 1; + resource_desc.DepthOrArraySize = desc && desc->rt_array_size ? desc->rt_array_size : 1; resource_desc.MipLevels = 1; resource_desc.Format = desc && desc->rt_format ? desc->rt_format : DXGI_FORMAT_R8G8B8A8_UNORM; resource_desc.SampleDesc.Count = 1;