From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 488 +++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 485 insertions(+), 3 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index e83ea48fdb6a..5a4e90b76b35 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -658,10 +658,10 @@ static ID3D12RootSignature *create_cb_root_signature_(unsigned int line, }
#define create_32bit_constants_root_signature(a, b, c, e) \ - create_32bit_constants_root_signature_(__LINE__, a, b, c, e) + create_32bit_constants_root_signature_(__LINE__, a, b, c, e, 0) static ID3D12RootSignature *create_32bit_constants_root_signature_(unsigned int line, ID3D12Device *device, unsigned int reg_idx, unsigned int element_count, - D3D12_SHADER_VISIBILITY shader_visibility) + D3D12_SHADER_VISIBILITY shader_visibility, D3D12_ROOT_SIGNATURE_FLAGS flags) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; ID3D12RootSignature *root_signature = NULL; @@ -677,7 +677,7 @@ static ID3D12RootSignature *create_32bit_constants_root_signature_(unsigned int memset(&root_signature_desc, 0, sizeof(root_signature_desc)); root_signature_desc.NumParameters = 1; root_signature_desc.pParameters = &root_parameter; - root_signature_desc.Flags = 0; + root_signature_desc.Flags = flags; hr = create_root_signature(device, &root_signature_desc, &root_signature); ok_(line)(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
@@ -21985,6 +21985,487 @@ static void test_nop_tessellation_shaders(void) destroy_test_context(&context); }
+struct triangle +{ + struct vec4 v[3]; +}; + +#define check_triangles(a, b, c, d, e) check_triangles_(__LINE__, a, b, c, d, e) +static void check_triangles_(unsigned int line, ID3D12Resource *buffer, + ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list, + const struct triangle *triangles, unsigned int triangle_count) +{ + const struct triangle *current, *expected; + struct resource_readback rb; + unsigned int i, j, offset; + bool all_match = true; + + get_buffer_readback_with_command_list(buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list); + + for (i = 0; i < triangle_count; ++i) + { + current = get_readback_data(&rb, i, 0, 0, sizeof(*current)); + expected = &triangles[i]; + + offset = ~0u; + for (j = 0; j < ARRAY_SIZE(expected->v); ++j) + { + if (compare_vec4(¤t->v[0], &expected->v[j], 0)) + { + offset = j; + break; + } + } + + if (offset == ~0u) + { + all_match = false; + break; + } + + for (j = 0; j < ARRAY_SIZE(expected->v); ++j) + { + if (!compare_vec4(¤t->v[j], &expected->v[(j + offset) % 3], 0)) + { + all_match = false; + break; + } + } + if (!all_match) + break; + } + + ok_(line)(all_match, "Triangle %u vertices {%.8e, %.8e, %.8e, %.8e}, " + "{%.8e, %.8e, %.8e, %.8e}, {%.8e, %.8e, %.8e, %.8e} " + "do not match {%.8e, %.8e, %.8e, %.8e}, {%.8e, %.8e, %.8e, %.8e}, " + "{%.8e, %.8e, %.8e, %.8e}.\n", i, + current->v[0].x, current->v[0].y, current->v[0].z, current->v[0].w, + current->v[1].x, current->v[1].y, current->v[1].z, current->v[1].w, + current->v[2].x, current->v[2].y, current->v[2].z, current->v[2].w, + expected->v[0].x, expected->v[0].y, expected->v[0].z, expected->v[0].w, + expected->v[1].x, expected->v[1].y, expected->v[1].z, expected->v[1].w, + expected->v[2].x, expected->v[2].y, expected->v[2].z, expected->v[2].w); + + release_resource_readback(&rb); +} + +static void test_quad_tessellation(void) +{ + static const DWORD vs_code[] = + { +#if 0 + void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION) + { + out_position = in_position; + } +#endif + 0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040, + 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; +#if 0 + struct point_data + { + float4 position : SV_POSITION; + }; + + struct patch_constant_data + { + float edges[4] : SV_TessFactor; + float inside[2] : SV_InsideTessFactor; + }; + + float4 tess_factors; + float2 inside_tess_factors; + + patch_constant_data patch_constant(InputPatch<point_data, 4> input) + { + patch_constant_data output; + + output.edges[0] = tess_factors.x; + output.edges[1] = tess_factors.y; + output.edges[2] = tess_factors.z; + output.edges[3] = tess_factors.w; + output.inside[0] = inside_tess_factors.x; + output.inside[1] = inside_tess_factors.y; + + return output; + } + + [domain("quad")] + [outputcontrolpoints(4)] + [outputtopology("triangle_ccw")] + [partitioning("integer")] + [patchconstantfunc("patch_constant")] + point_data hs_main(InputPatch<point_data, 4> input, + uint i : SV_OutputControlPointID) + { + return input[i]; + } + + [domain("quad")] + point_data ds_main(patch_constant_data input, + float2 tess_coord : SV_DomainLocation, + const OutputPatch<point_data, 4> patch) + { + point_data output; + + float4 a = lerp(patch[0].position, patch[1].position, tess_coord.x); + float4 b = lerp(patch[2].position, patch[3].position, tess_coord.x); + output.position = lerp(a, b, tess_coord.y); + + return output; + } +#endif + static const DWORD hs_quad_ccw_code[] = + { + 0x43425844, 0xdf8df700, 0x58b08fb1, 0xbd23d2c3, 0xcf884094, 0x00000001, 0x000002b8, 0x00000004, + 0x00000030, 0x00000064, 0x00000098, 0x0000015c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, + 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x5449534f, + 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x47534350, 0x000000bc, + 0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x0000000b, 0x00000003, 0x00000000, 0x00000e01, + 0x00000098, 0x00000001, 0x0000000b, 0x00000003, 0x00000001, 0x00000e01, 0x00000098, 0x00000002, + 0x0000000b, 0x00000003, 0x00000002, 0x00000e01, 0x00000098, 0x00000003, 0x0000000b, 0x00000003, + 0x00000003, 0x00000e01, 0x000000a6, 0x00000000, 0x0000000c, 0x00000003, 0x00000004, 0x00000e01, + 0x000000a6, 0x00000001, 0x0000000c, 0x00000003, 0x00000005, 0x00000e01, 0x545f5653, 0x46737365, + 0x6f746361, 0x56530072, 0x736e495f, 0x54656469, 0x46737365, 0x6f746361, 0xabab0072, 0x58454853, + 0x00000154, 0x00030050, 0x00000055, 0x01000071, 0x01002093, 0x01002094, 0x01001895, 0x01000896, + 0x01002097, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x01000073, 0x04000067, + 0x00102012, 0x00000000, 0x0000000b, 0x06000036, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, + 0x00000000, 0x0100003e, 0x01000073, 0x04000067, 0x00102012, 0x00000001, 0x0000000c, 0x06000036, + 0x00102012, 0x00000001, 0x0020801a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x04000067, + 0x00102012, 0x00000002, 0x0000000d, 0x06000036, 0x00102012, 0x00000002, 0x0020802a, 0x00000000, + 0x00000000, 0x0100003e, 0x01000073, 0x04000067, 0x00102012, 0x00000003, 0x0000000e, 0x06000036, + 0x00102012, 0x00000003, 0x0020803a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x04000067, + 0x00102012, 0x00000004, 0x0000000f, 0x06000036, 0x00102012, 0x00000004, 0x0020800a, 0x00000000, + 0x00000001, 0x0100003e, 0x01000073, 0x04000067, 0x00102012, 0x00000005, 0x00000010, 0x06000036, + 0x00102012, 0x00000005, 0x0020801a, 0x00000000, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE hs_quad_ccw = {hs_quad_ccw_code, sizeof(hs_quad_ccw_code)}; + static const DWORD ds_code[] = + { + 0x43425844, 0xeb6b7631, 0x07f5469e, 0xed0cbf4a, 0x7158b3a6, 0x00000001, 0x00000284, 0x00000004, + 0x00000030, 0x00000064, 0x00000128, 0x0000015c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, + 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x5449534f, + 0x004e4f49, 0x47534350, 0x000000bc, 0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x0000000b, + 0x00000003, 0x00000000, 0x00000001, 0x00000098, 0x00000001, 0x0000000b, 0x00000003, 0x00000001, + 0x00000001, 0x00000098, 0x00000002, 0x0000000b, 0x00000003, 0x00000002, 0x00000001, 0x00000098, + 0x00000003, 0x0000000b, 0x00000003, 0x00000003, 0x00000001, 0x000000a6, 0x00000000, 0x0000000c, + 0x00000003, 0x00000004, 0x00000001, 0x000000a6, 0x00000001, 0x0000000c, 0x00000003, 0x00000005, + 0x00000001, 0x545f5653, 0x46737365, 0x6f746361, 0x56530072, 0x736e495f, 0x54656469, 0x46737365, + 0x6f746361, 0xabab0072, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, + 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x58454853, + 0x00000120, 0x00040050, 0x00000048, 0x01002093, 0x01001895, 0x0100086a, 0x0200005f, 0x0001c032, + 0x0400005f, 0x002190f2, 0x00000004, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x02000068, 0x00000002, 0x0a000000, 0x001000f2, 0x00000000, 0x80219e46, 0x00000041, 0x00000002, + 0x00000000, 0x00219e46, 0x00000003, 0x00000000, 0x09000032, 0x001000f2, 0x00000000, 0x0001c006, + 0x00100e46, 0x00000000, 0x00219e46, 0x00000002, 0x00000000, 0x0a000000, 0x001000f2, 0x00000001, + 0x80219e46, 0x00000041, 0x00000000, 0x00000000, 0x00219e46, 0x00000001, 0x00000000, 0x09000032, + 0x001000f2, 0x00000001, 0x0001c006, 0x00100e46, 0x00000001, 0x00219e46, 0x00000000, 0x00000000, + 0x08000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x80100e46, 0x00000041, 0x00000001, + 0x08000032, 0x001020f2, 0x00000000, 0x0001c556, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, + 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ds = {ds_code, sizeof(ds_code)}; +#if 0 + ... + [outputtopology("triangle_cw")] + ... +#endif + static const DWORD hs_quad_cw_code[] = + { + 0x43425844, 0x1ab30cc8, 0x94174771, 0x61f4cdd0, 0xa287f62c, 0x00000001, 0x000002b8, 0x00000004, + 0x00000030, 0x00000064, 0x00000098, 0x0000015c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, + 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x5449534f, + 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x47534350, 0x000000bc, + 0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x0000000b, 0x00000003, 0x00000000, 0x00000e01, + 0x00000098, 0x00000001, 0x0000000b, 0x00000003, 0x00000001, 0x00000e01, 0x00000098, 0x00000002, + 0x0000000b, 0x00000003, 0x00000002, 0x00000e01, 0x00000098, 0x00000003, 0x0000000b, 0x00000003, + 0x00000003, 0x00000e01, 0x000000a6, 0x00000000, 0x0000000c, 0x00000003, 0x00000004, 0x00000e01, + 0x000000a6, 0x00000001, 0x0000000c, 0x00000003, 0x00000005, 0x00000e01, 0x545f5653, 0x46737365, + 0x6f746361, 0x56530072, 0x736e495f, 0x54656469, 0x46737365, 0x6f746361, 0xabab0072, 0x58454853, + 0x00000154, 0x00030050, 0x00000055, 0x01000071, 0x01002093, 0x01002094, 0x01001895, 0x01000896, + 0x01001897, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x01000073, 0x04000067, + 0x00102012, 0x00000000, 0x0000000b, 0x06000036, 0x00102012, 0x00000000, 0x0020800a, 0x00000000, + 0x00000000, 0x0100003e, 0x01000073, 0x04000067, 0x00102012, 0x00000001, 0x0000000c, 0x06000036, + 0x00102012, 0x00000001, 0x0020801a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x04000067, + 0x00102012, 0x00000002, 0x0000000d, 0x06000036, 0x00102012, 0x00000002, 0x0020802a, 0x00000000, + 0x00000000, 0x0100003e, 0x01000073, 0x04000067, 0x00102012, 0x00000003, 0x0000000e, 0x06000036, + 0x00102012, 0x00000003, 0x0020803a, 0x00000000, 0x00000000, 0x0100003e, 0x01000073, 0x04000067, + 0x00102012, 0x00000004, 0x0000000f, 0x06000036, 0x00102012, 0x00000004, 0x0020800a, 0x00000000, + 0x00000001, 0x0100003e, 0x01000073, 0x04000067, 0x00102012, 0x00000005, 0x00000010, 0x06000036, + 0x00102012, 0x00000005, 0x0020801a, 0x00000000, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE hs_quad_cw = {hs_quad_cw_code, sizeof(hs_quad_cw_code)}; + static const struct vec4 quad[] = + { + {-1.0f, -1.0f, 0.0f, 1.0f}, + {-1.0f, 1.0f, 0.0f, 1.0f}, + { 1.0f, -1.0f, 0.0f, 1.0f}, + { 1.0f, 1.0f, 0.0f, 1.0f}, + }; + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + }; + static const D3D12_SO_DECLARATION_ENTRY so_declaration[] = + { + {0, "SV_POSITION", 0, 0, 4, 0}, + }; + unsigned int strides[] = {16}; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const BYTE zero_data[2048]; + static const struct triangle expected_quad_ccw[] = + { + {{{-1.0f, -1.0f, 0.0f, 1.0f}, + { 1.0f, -1.0f, 0.0f, 1.0f}, + {-1.0f, 1.0f, 0.0f, 1.0f}}}, + {{{-1.0f, 1.0f, 0.0f, 1.0f}, + { 1.0f, -1.0f, 0.0f, 1.0f}, + { 1.0f, 1.0f, 0.0f, 1.0f}}}, + {{{ 0.0f, 0.0f, 0.0f, 0.0f}, + { 0.0f, 0.0f, 0.0f, 0.0f}, + { 0.0f, 0.0f, 0.0f, 0.0f}}}, + }; + static const struct triangle expected_quad_cw[] = + { + {{{-1.0f, -1.0f, 0.0f, 1.0f}, + {-1.0f, 1.0f, 0.0f, 1.0f}, + { 1.0f, -1.0f, 0.0f, 1.0f}}}, + {{{-1.0f, 1.0f, 0.0f, 1.0f}, + { 1.0f, 1.0f, 0.0f, 1.0f}, + { 1.0f, -1.0f, 0.0f, 1.0f}}}, + {{{ 0.0f, 0.0f, 0.0f, 0.0f}, + { 0.0f, 0.0f, 0.0f, 0.0f}, + { 0.0f, 0.0f, 0.0f, 0.0f}}}, + }; + struct + { + float tess_factors[4]; + float inside_tess_factors[2]; + uint32_t padding[2]; + } constant; + + ID3D12Resource *vb, *so_buffer, *upload_buffer, *readback_buffer; + D3D12_QUERY_DATA_SO_STATISTICS *so_statistics; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12GraphicsCommandList *command_list; + D3D12_QUERY_HEAP_DESC query_heap_desc; + D3D12_STREAM_OUTPUT_BUFFER_VIEW sobv; + D3D12_INPUT_LAYOUT_DESC input_layout; + struct test_context_desc desc; + D3D12_VERTEX_BUFFER_VIEW vbv; + struct resource_readback rb; + ID3D12QueryHeap *query_heap; + struct test_context context; + ID3D12CommandQueue *queue; + ID3D12Device *device; + unsigned int i; + HRESULT hr; + + memset(&desc, 0, sizeof(desc)); + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + query_heap_desc.Type = D3D12_QUERY_HEAP_TYPE_SO_STATISTICS; + query_heap_desc.Count = 2; + query_heap_desc.NodeMask = 0; + hr = ID3D12Device_CreateQueryHeap(device, &query_heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap); + if (hr == E_NOTIMPL) + { + skip("Stream output is not supported.\n"); + destroy_test_context(&context); + return; + } + ok(hr == S_OK, "Failed to create query heap, hr %#x.\n", hr); + + context.root_signature = create_32bit_constants_root_signature_(__LINE__, + device, 0, 6, D3D12_SHADER_VISIBILITY_HULL, + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT + | D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT); + + 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, NULL, NULL, &input_layout); + pso_desc.VS = vs; + pso_desc.HS = hs_quad_cw; + pso_desc.DS = ds; + pso_desc.StreamOutput.NumEntries = ARRAY_SIZE(so_declaration); + pso_desc.StreamOutput.pSODeclaration = so_declaration; + pso_desc.StreamOutput.pBufferStrides = strides; + pso_desc.StreamOutput.NumStrides = ARRAY_SIZE(strides); + pso_desc.StreamOutput.RasterizedStream = 0; + pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH; + + vb = create_upload_buffer(context.device, sizeof(quad), quad); + + vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); + vbv.StrideInBytes = sizeof(*quad); + vbv.SizeInBytes = sizeof(quad); + + upload_buffer = create_upload_buffer(device, sizeof(zero_data), &zero_data); + + so_buffer = create_default_buffer(device, sizeof(zero_data), + D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST); + + ID3D12GraphicsCommandList_CopyBufferRegion(command_list, so_buffer, 0, + upload_buffer, 0, sizeof(zero_data)); + transition_resource_state(command_list, so_buffer, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_STREAM_OUT); + + sobv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(so_buffer); + sobv.SizeInBytes = 1024; + sobv.BufferFilledSizeLocation = sobv.BufferLocation + sobv.SizeInBytes; + + for (i = 0; i < ARRAY_SIZE(constant.tess_factors); ++i) + constant.tess_factors[i] = 1.0f; + for (i = 0; i < ARRAY_SIZE(constant.inside_tess_factors); ++i) + constant.inside_tess_factors[i] = 1.0f; + + pso_desc.HS = hs_quad_ccw; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr); + + 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_4_CONTROL_POINT_PATCHLIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 6, &constant, 0); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); + ID3D12GraphicsCommandList_SOSetTargets(command_list, 0, 1, &sobv); + 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_uint(context.render_target, 0, queue, command_list, 0xffffffff, 0); + + 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, so_buffer, + D3D12_RESOURCE_STATE_STREAM_OUT, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_triangles(so_buffer, queue, command_list, expected_quad_ccw, ARRAY_SIZE(expected_quad_ccw)); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, so_buffer, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST); + ID3D12GraphicsCommandList_CopyBufferRegion(command_list, so_buffer, 0, + upload_buffer, 0, sizeof(zero_data)); + transition_resource_state(command_list, so_buffer, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_STREAM_OUT); + + ID3D12PipelineState_Release(context.pipeline_state); + pso_desc.HS = hs_quad_cw; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr); + + 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_4_CONTROL_POINT_PATCHLIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 6, &constant, 0); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); + ID3D12GraphicsCommandList_SOSetTargets(command_list, 0, 1, &sobv); + 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_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); + + 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, so_buffer, + D3D12_RESOURCE_STATE_STREAM_OUT, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_triangles(so_buffer, queue, command_list, expected_quad_cw, ARRAY_SIZE(expected_quad_cw)); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, so_buffer, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST); + ID3D12GraphicsCommandList_CopyBufferRegion(command_list, so_buffer, 0, + upload_buffer, 0, sizeof(zero_data)); + transition_resource_state(command_list, so_buffer, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_STREAM_OUT); + + 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_4_CONTROL_POINT_PATCHLIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); + ID3D12GraphicsCommandList_SOSetTargets(command_list, 0, 1, &sobv); + + ID3D12GraphicsCommandList_BeginQuery(command_list, query_heap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 0); + + for (i = 0; i < ARRAY_SIZE(constant.tess_factors); ++i) + constant.tess_factors[i] = 2.0f; + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 6, &constant, 0); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); + + constant.tess_factors[0] = 0.0f; /* A patch is discarded. */ + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 6, &constant, 0); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); + + ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 0); + + ID3D12GraphicsCommandList_BeginQuery(command_list, query_heap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 1); + + constant.tess_factors[0] = 5.0f; + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 6, &constant, 0); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); + + ID3D12GraphicsCommandList_EndQuery(command_list, query_heap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 1); + + readback_buffer = create_readback_buffer(device, 2 * sizeof(*so_statistics)); + ID3D12GraphicsCommandList_ResolveQueryData(command_list, + query_heap, D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0, 0, 2, readback_buffer, 0); + + get_buffer_readback_with_command_list(readback_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list); + so_statistics = get_readback_data(&rb, 0, 0, 0, sizeof(*so_statistics)); + ok(so_statistics[0].NumPrimitivesWritten == 8, "Got unexpected primitives written %u.\n", + (unsigned int)so_statistics[0].NumPrimitivesWritten); + ok(so_statistics[0].PrimitivesStorageNeeded == 8, "Got unexpected primitives storage needed %u.\n", + (unsigned int)so_statistics[0].PrimitivesStorageNeeded); + ok(so_statistics[1].NumPrimitivesWritten == 11, "Got unexpected primitives written %u.\n", + (unsigned int)so_statistics[1].NumPrimitivesWritten); + ok(so_statistics[1].PrimitivesStorageNeeded == 11, "Got unexpected primitives storage needed %u.\n", + (unsigned int)so_statistics[1].PrimitivesStorageNeeded); + release_resource_readback(&rb); + + ID3D12Resource_Release(readback_buffer); + ID3D12Resource_Release(so_buffer); + ID3D12Resource_Release(upload_buffer); + ID3D12Resource_Release(vb); + ID3D12QueryHeap_Release(query_heap); + destroy_test_context(&context); +} + static void test_render_a8(void) { static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f}; @@ -24330,6 +24811,7 @@ START_TEST(d3d12) run_test(test_geometry_shader); run_test(test_layered_rendering); run_test(test_nop_tessellation_shaders); + run_test(test_quad_tessellation); run_test(test_render_a8); run_test(test_cpu_descriptors_lifetime); run_test(test_clip_distance);