From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com ---
More test for Anv bug...
--- tests/d3d12.c | 93 ++++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 89 insertions(+), 4 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index aa35315f3e7a..09dc339c8084 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -3630,8 +3630,16 @@ static void test_clear_depth_stencil_view(void)
static void test_clear_render_target_view(void) { + static const unsigned int array_expected_colors[] = {0xff0000ff, 0xff00ff00, 0xffff0000}; + static const struct vec4 array_colors[] = + { + {1.0f, 0.0f, 0.0f, 1.0f}, + {0.0f, 1.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, 1.0f, 1.0f}, + }; static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f}; static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f}; + ID3D12Resource *resource, *resolved_resource; ID3D12GraphicsCommandList *command_list; D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle; D3D12_RENDER_TARGET_VIEW_DESC rtv_desc; @@ -3644,11 +3652,13 @@ static void test_clear_render_target_view(void) struct resource_readback rb; struct test_context context; ID3D12CommandQueue *queue; - ID3D12Resource *resource; ID3D12Device *device; + unsigned int i; D3D12_BOX box; HRESULT hr;
+ STATIC_ASSERT(ARRAY_SIZE(array_colors) == ARRAY_SIZE(array_expected_colors)); + memset(&desc, 0, sizeof(desc)); desc.no_render_target = true; if (!init_test_context(&context, &desc)) @@ -3687,7 +3697,7 @@ static void test_clear_render_target_view(void) &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, &IID_ID3D12Resource, (void **)&resource); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
memset(&rtv_desc, 0, sizeof(rtv_desc)); rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -3720,12 +3730,88 @@ static void test_clear_render_target_view(void) D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(resource, 0, queue, command_list, 0xbf95bc59, 2);
+ /* 2D array texture */ + ID3D12Resource_Release(resource); + resource_desc.DepthOrArraySize = ARRAY_SIZE(array_colors); + hr = ID3D12Device_CreateCommittedResource(device, + &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, + D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, + &IID_ID3D12Resource, (void **)&resource); + ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + + reset_command_list(command_list, context.allocator); + for (i = 0; i < ARRAY_SIZE(array_colors); ++i) + { + memset(&rtv_desc, 0, sizeof(rtv_desc)); + rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY; + rtv_desc.Texture2DArray.FirstArraySlice = i; + rtv_desc.Texture2DArray.ArraySize = 1; + + ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, &array_colors[i].x, 0, NULL); + } + + transition_resource_state(command_list, resource, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + for (i = 0; i < ARRAY_SIZE(array_expected_colors); ++i) + { + check_sub_resource_uint(resource, i, queue, command_list, array_expected_colors[i], 2); + reset_command_list(command_list, context.allocator); + } + + /* 2D multisample array texture */ + ID3D12Resource_Release(resource); + resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + resource_desc.SampleDesc.Count = 4; + hr = ID3D12Device_CreateCommittedResource(device, + &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, + D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, + &IID_ID3D12Resource, (void **)&resource); + ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + resource_desc.DepthOrArraySize = 1; + resource_desc.SampleDesc.Count = 1; + hr = ID3D12Device_CreateCommittedResource(device, + &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, + D3D12_RESOURCE_STATE_COPY_SOURCE, NULL, + &IID_ID3D12Resource, (void **)&resolved_resource); + ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + + for (i = 0; i < ARRAY_SIZE(array_colors); ++i) + { + memset(&rtv_desc, 0, sizeof(rtv_desc)); + rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY; + rtv_desc.Texture2DMSArray.FirstArraySlice = i; + rtv_desc.Texture2DMSArray.ArraySize = 1; + + ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, &array_colors[i].x, 0, NULL); + } + + transition_resource_state(command_list, resource, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + for (i = 0; i < ARRAY_SIZE(array_expected_colors); ++i) + { + transition_resource_state(command_list, resolved_resource, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST); + ID3D12GraphicsCommandList_ResolveSubresource(command_list, + resolved_resource, 0, resource, i, DXGI_FORMAT_R8G8B8A8_UNORM); + transition_resource_state(command_list, resolved_resource, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(resolved_resource, 0, queue, command_list, array_expected_colors[i], 2); + reset_command_list(command_list, context.allocator); + } + + ID3D12Resource_Release(resolved_resource); + /* 3D texture */ ID3D12Resource_Release(resource); resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D; resource_desc.DepthOrArraySize = 32; resource_desc.MipLevels = 1; - resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, @@ -3734,7 +3820,6 @@ static void test_clear_render_target_view(void)
ID3D12Device_CreateRenderTargetView(device, resource, NULL, rtv_handle);
- reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, color, 0, NULL); transition_resource_state(command_list, resource, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);