From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 299 +++++++++++++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 286 insertions(+), 13 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 9424ca182059..ad5200d55d48 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -937,27 +937,35 @@ static ID3D12RootSignature *create_32bit_constants_root_signature_(unsigned int return root_signature; }
-#define create_texture_root_signature(a, b, c, d) create_texture_root_signature_(__LINE__, a, b, c, d) +#define create_texture_root_signature(a, b, c, d) create_texture_root_signature_(__LINE__, a, b, c, d, NULL) static ID3D12RootSignature *create_texture_root_signature_(unsigned int line, ID3D12Device *device, D3D12_SHADER_VISIBILITY shader_visibility, - unsigned int constant_count, D3D12_ROOT_SIGNATURE_FLAGS flags) + unsigned int constant_count, D3D12_ROOT_SIGNATURE_FLAGS flags, + const D3D12_STATIC_SAMPLER_DESC *sampler_desc) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; ID3D12RootSignature *root_signature = NULL; + D3D12_STATIC_SAMPLER_DESC static_sampler; D3D12_DESCRIPTOR_RANGE descriptor_range; D3D12_ROOT_PARAMETER root_parameters[2]; - D3D12_STATIC_SAMPLER_DESC sampler_desc; HRESULT hr;
- memset(&sampler_desc, 0, sizeof(sampler_desc)); - sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; - sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; - sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; - sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; - sampler_desc.MaxLOD = D3D12_FLOAT32_MAX; - sampler_desc.ShaderRegister = 0; - sampler_desc.RegisterSpace = 0; - sampler_desc.ShaderVisibility = shader_visibility; + if (sampler_desc) + { + static_sampler = *sampler_desc; + } + else + { + memset(&static_sampler, 0, sizeof(static_sampler)); + static_sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + static_sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + static_sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + static_sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + static_sampler.MaxLOD = D3D12_FLOAT32_MAX; + static_sampler.ShaderRegister = 0; + static_sampler.RegisterSpace = 0; + static_sampler.ShaderVisibility = shader_visibility; + }
descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptor_range.NumDescriptors = 1; @@ -979,7 +987,7 @@ static ID3D12RootSignature *create_texture_root_signature_(unsigned int line, root_signature_desc.NumParameters = constant_count ? 2 : 1; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 1; - root_signature_desc.pStaticSamplers = &sampler_desc; + root_signature_desc.pStaticSamplers = &static_sampler; root_signature_desc.Flags = flags;
hr = create_root_signature(device, &root_signature_desc, &root_signature); @@ -9963,6 +9971,270 @@ static void test_gather(void) destroy_test_context(&context); }
+static void test_gather_c(void) +{ + struct + { + int width, height; + int offset_x, offset_y; + float d_ref; + } constants; + + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; + ID3D12GraphicsCommandList *command_list; + D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; + D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; + struct test_context_desc desc; + struct resource_readback rb; + struct test_context context; + ID3D12DescriptorHeap *heap; + ID3D12CommandQueue *queue; + ID3D12Resource *texture; + unsigned int x, y; + + static const DWORD gather4_c_code[] = + { +#if 0 + SamplerComparisonState s; + Texture2D<float4> t; + + int2 size; + int2 offset; + float d_ref; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.GatherCmp(s, position.xy / size, d_ref); + } +#endif + 0x43425844, 0xd3d04479, 0x901e9208, 0x7074fd0c, 0xbcadb2da, 0x00000001, 0x00000168, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000cc, 0x00000050, + 0x00000033, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300085a, 0x00106000, + 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, + 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, + 0x00000000, 0x00100046, 0x00000000, 0x8e00007e, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, + 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0020800a, 0x00000000, + 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_gather4_c = {gather4_c_code, sizeof(gather4_c_code)}; + static const DWORD gather4_po_c_code[] = + { +#if 0 + SamplerComparisonState s; + Texture2D<float4> t; + + int2 size; + int2 offset; + float d_ref; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.GatherCmp(s, position.xy / size, d_ref, offset); + } +#endif + 0x43425844, 0x501de13e, 0x472d2d20, 0x6df0fee4, 0xef27d9e6, 0x00000001, 0x00000174, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000d8, 0x00000050, + 0x00000036, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300085a, 0x00106000, + 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, + 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, + 0x00000000, 0x00100046, 0x00000000, 0x91000080, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, + 0x00100046, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, + 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_gather4_po_c = {gather4_po_c_code, sizeof(gather4_po_c_code)}; + static const float texture_data[] = + { + 0.0f, 1.0f, 0.20f, 0.30f, + 0.4f, 0.5f, 0.60f, 0.70f, + 0.8f, 0.9f, 0.50f, 0.15f, + 0.2f, 0.3f, 0.45f, 0.55f, + }; + static const struct vec4 expected_gather4_c[] = + { + {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, + {1.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, + {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, + }; + static const struct vec4 expected_gather4_po_c[] = + { + {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, + {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, + {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, + }; + static const struct vec4 white = {1.0f, 1.0f, 1.0f, 1.0f}; + static const D3D12_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 4}; + static const D3D12_STATIC_SAMPLER_DESC sampler_desc = + { + .Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT, + .AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, + .AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, + .AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, + .ComparisonFunc = D3D12_COMPARISON_FUNC_LESS, + .MaxLOD = D3D12_FLOAT32_MAX, + .ShaderRegister = 0, + .RegisterSpace = 0, + .ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL, + }; + + memset(&desc, 0, sizeof(desc)); + desc.rt_width = 4; + desc.rt_height = 4; + desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + context.root_signature = create_texture_root_signature_(__LINE__, context.device, + D3D12_SHADER_VISIBILITY_PIXEL, 5, 0, &sampler_desc); + + heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); + cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); + gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap); + + texture = create_default_texture(context.device, 4, 4, DXGI_FORMAT_R32_TYPELESS, + 0, D3D12_RESOURCE_STATE_COPY_DEST); + upload_texture_data(texture, &resource_data, 1, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + memset(&srv_desc, 0, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R32_FLOAT; + srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srv_desc.Texture2D.MipLevels = 1; + ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, cpu_handle); + + constants.width = 4; + constants.height = 4; + constants.offset_x = 1; + constants.offset_y = 1; + constants.d_ref = 0.46f; + + /* ps_gather4_c */ + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, desc.rt_format, NULL, &ps_gather4_c, NULL); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, &white.x, 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_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0); + 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); + get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); + for (y = 0; y < rb.height; ++y) + { + for (x = 0; x < rb.width; ++x) + { + const struct vec4 *expected = &expected_gather4_c[y * rb.width + x]; + const struct vec4 *got = get_readback_vec4(&rb, x, y); + ok(compare_vec4(got, expected, 0), + "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); + } + } + release_resource_readback(&rb); + + ID3D12PipelineState_Release(context.pipeline_state); + 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); + + /* ps_gather4_po_c */ + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, desc.rt_format, NULL, &ps_gather4_po_c, NULL); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, &white.x, 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_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0); + 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); + get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); + for (y = 0; y < rb.height; ++y) + { + for (x = 0; x < rb.width; ++x) + { + const struct vec4 *expected = &expected_gather4_po_c[y * rb.width + x]; + const struct vec4 *got = get_readback_vec4(&rb, x, y); + ok(compare_vec4(got, expected, 0), + "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); + } + } + release_resource_readback(&rb); + + 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); + + constants.offset_x = 0; + constants.offset_y = 0; + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, &white.x, 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_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 5, &constants.width, 0); + 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); + get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); + for (y = 0; y < rb.height; ++y) + { + for (x = 0; x < rb.width; ++x) + { + const struct vec4 *expected = &expected_gather4_c[y * rb.width + x]; + const struct vec4 *got = get_readback_vec4(&rb, x, y); + ok(compare_vec4(got, expected, 0), + "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); + } + } + release_resource_readback(&rb); + + ID3D12Resource_Release(texture); + ID3D12DescriptorHeap_Release(heap); + destroy_test_context(&context); +} + static void test_cube_maps(void) { unsigned int i, j, sub_resource_idx, sub_resource_count; @@ -19823,6 +20095,7 @@ START_TEST(d3d12) run_test(test_texture); run_test(test_texture_ld); run_test(test_gather); + run_test(test_gather_c); run_test(test_cube_maps); run_test(test_descriptor_tables); run_test(test_descriptor_tables_overlapping_bindings);