From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 167 +++++++++++++++++++++++++------------------------- 1 file changed, 85 insertions(+), 82 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 199a86ffac1c..43dd8accff5c 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -9354,6 +9354,7 @@ static void test_shader_input_output_components(void) struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *vb; + unsigned int i; HRESULT hr;
static const DWORD vs1_code[] = @@ -9527,6 +9528,43 @@ static void test_shader_input_output_components(void) 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps3 = {ps3_code, sizeof(ps3_code)}; + /* position.xyw */ + static const DWORD ps4_code[] = + { +#if 0 + void main(float4 position : Sv_Position, + float2 texcoord0 : TEXCOORD0, float2 texcoord1 : TEXCOORD1, + float4 texcoord2 : TEXCOORD2, float3 texcoord3 : TEXCOORD3, + out float4 target0 : Sv_Target0, out uint4 target1 : SV_Target1) + { + if (all(position.xy < float2(64, 64))) + target0 = float4(0, 1, 0, 1); + else + target0 = float4(0, 0, 0, 0); + + target1.xyzw = 0; + target1.y = position.w; + } +#endif + 0x43425844, 0x6dac90a1, 0x518a6b0a, 0x393cc320, 0x5f6fbe5e, 0x00000001, 0x00000204, 0x00000003, + 0x0000002c, 0x000000cc, 0x00000120, 0x4e475349, 0x00000098, 0x00000005, 0x00000008, 0x00000080, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000b0f, 0x0000008c, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000003, 0x0000008c, 0x00000001, 0x00000000, 0x00000003, 0x00000001, + 0x0000000c, 0x0000008c, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x0000008c, + 0x00000003, 0x00000000, 0x00000003, 0x00000003, 0x00000007, 0x505f7653, 0x7469736f, 0x006e6f69, + 0x43584554, 0x44524f4f, 0xababab00, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000042, 0x00000001, 0x00000000, + 0x00000001, 0x00000001, 0x0000000f, 0x545f7653, 0x65677261, 0x56530074, 0x7261545f, 0x00746567, + 0x52444853, 0x000000dc, 0x00000040, 0x00000037, 0x04002064, 0x001010b2, 0x00000000, 0x00000001, + 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, + 0x0a000031, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x42800000, 0x42800000, + 0x00000000, 0x00000000, 0x07000001, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, + 0x00000000, 0x0a000001, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00004002, 0x00000000, + 0x3f800000, 0x00000000, 0x3f800000, 0x0500001c, 0x00102022, 0x00000001, 0x0010103a, 0x00000000, + 0x08000036, 0x001020d2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps4 = {ps4_code, sizeof(ps4_code)}; static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, @@ -9550,17 +9588,19 @@ static void test_shader_input_output_components(void) {{ 1.0f, -1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f, 5.0f}}, {{ 1.0f, 1.0f}, {1, 2, 3, 4}, {3.0f, 3.0f, 8.0f, 4.0f}, {9.0f, 5.0f, 3.0f, 1.0f}, {7.0f, 2.0f, 5.0f}}, }; - static const struct vec4 expected_vec4[] = + static const struct { - {1.0f, 2.0f, 3.0f, 0.0f}, - {6.0f, 4.0f, 7.0f, 8.0f}, - {3.0f, 8.0f, 7.0f, 7.0f}, - }; - static const struct uvec4 expected_uvec4[] = + const D3D12_SHADER_BYTECODE *vs; + const D3D12_SHADER_BYTECODE *ps; + const struct vec4 expected_vec4; + const struct uvec4 expected_uvec4; + } + tests[] = { - {0xdeadbeef, 0, 2, 3}, - { 9, 5, 0, 1}, - { 9, 0, 0, 1}, + {&vs1, &ps1, {1.0f, 2.0f, 3.0f, 0.0f}, {0xdeadbeef, 0, 2, 3}}, + {&vs2, &ps2, {6.0f, 4.0f, 7.0f, 8.0f}, { 9, 5, 0, 1}}, + {&vs2, &ps3, {3.0f, 8.0f, 7.0f, 7.0f}, { 9, 0, 0, 1}}, + {&vs2, &ps4, {0.0f, 1.0f, 0.0f, 1.0f}, { 0, 1, 0, 0}}, };
memset(&desc, 0, sizeof(desc)); @@ -9577,12 +9617,9 @@ static void test_shader_input_output_components(void)
input_layout.pInputElementDescs = layout_desc; input_layout.NumElements = ARRAY_SIZE(layout_desc); - init_pipeline_state_desc(&pso_desc, context.root_signature, desc.rt_format, &vs1, &ps1, &input_layout); + init_pipeline_state_desc(&pso_desc, context.root_signature, desc.rt_format, NULL, NULL, &input_layout); pso_desc.NumRenderTargets = 2; pso_desc.RTVFormats[1] = DXGI_FORMAT_R32G32B32A32_UINT; - hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, - &IID_ID3D12PipelineState, (void **)&context.pipeline_state); - ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
rtvs[0] = context.rtv; rtvs[1] = get_cpu_rtv_handle(&context, context.rtv_heap, 1); @@ -9595,80 +9632,46 @@ static void test_shader_input_output_components(void) vbv.StrideInBytes = sizeof(*quad); vbv.SizeInBytes = sizeof(quad);
- ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, 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, 1, &vbv); - ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); - ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); - 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_vec4(context.render_target, 0, queue, command_list, &expected_vec4[0], 0); - reset_command_list(command_list, context.allocator); - transition_resource_state(command_list, uint_render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[0]); - - ID3D12PipelineState_Release(context.pipeline_state); - pso_desc.VS = vs2; - pso_desc.PS = ps2; - hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, - &IID_ID3D12PipelineState, (void **)&context.pipeline_state); - ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); - 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); - transition_resource_state(command_list, uint_render_target, - D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + vkd3d_test_set_context("Test %u", i);
- ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, 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, 1, &vbv); - ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); - ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); - ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); + pso_desc.VS = *tests[i].vs; + pso_desc.PS = *tests[i].ps; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
- transition_resource_state(command_list, context.render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4[1], 0); - reset_command_list(command_list, context.allocator); - transition_resource_state(command_list, uint_render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[1]); + if (i) + { + 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); + transition_resource_state(command_list, uint_render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + }
- ID3D12PipelineState_Release(context.pipeline_state); - pso_desc.VS = vs2; - pso_desc.PS = ps3; - hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, - &IID_ID3D12PipelineState, (void **)&context.pipeline_state); - ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); - 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); - transition_resource_state(command_list, uint_render_target, - D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, 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, 1, &vbv); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
- ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 2, &context.rtv, TRUE, 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, 1, &vbv); - ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); - ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); - 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_vec4(context.render_target, 0, queue, command_list, &tests[i].expected_vec4, 0); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, uint_render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &tests[i].expected_uvec4);
- transition_resource_state(command_list, context.render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4[2], 0); - reset_command_list(command_list, context.allocator); - transition_resource_state(command_list, uint_render_target, - D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); - check_sub_resource_uvec4(uint_render_target, 0, queue, command_list, &expected_uvec4[2]); + ID3D12PipelineState_Release(context.pipeline_state); + context.pipeline_state = NULL; + } + vkd3d_test_set_context(NULL);
ID3D12Resource_Release(vb); ID3D12Resource_Release(uint_render_target);