From: Józef Kucia jkucia@codeweavers.com
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- tests/d3d12.c | 325 ++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 312 insertions(+), 13 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c index 5cc2e2b72789..26a216251646 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -841,9 +841,9 @@ struct depth_stencil_resource D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle; };
-#define init_depth_stencil(a, b, c, d, e, f, g, h) init_depth_stencil_(__LINE__, a, b, c, d, e, f, g, h) +#define init_depth_stencil(a, b, c, d, e, f, g, h, i) init_depth_stencil_(__LINE__, a, b, c, d, e, f, g, h, i) static void init_depth_stencil_(unsigned int line, struct depth_stencil_resource *ds, - ID3D12Device *device, unsigned int width, unsigned int height, unsigned int array_size, + ID3D12Device *device, unsigned int width, unsigned int height, unsigned int array_size, unsigned int level_count, DXGI_FORMAT format, DXGI_FORMAT view_format, const D3D12_CLEAR_VALUE *clear_value) { D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc, *view_desc; @@ -862,7 +862,7 @@ static void init_depth_stencil_(unsigned int line, struct depth_stencil_resource resource_desc.Width = width; resource_desc.Height = height; resource_desc.DepthOrArraySize = array_size; - resource_desc.MipLevels = 1; + resource_desc.MipLevels = level_count; resource_desc.Format = format; resource_desc.SampleDesc.Count = 1; resource_desc.SampleDesc.Quality = 0; @@ -3830,7 +3830,7 @@ static void test_clear_depth_stencil_view(void) clear_value.Format = DXGI_FORMAT_D32_FLOAT; clear_value.DepthStencil.Depth = 0.5f; clear_value.DepthStencil.Stencil = 0x3; - init_depth_stencil(&ds, device, 32, 32, 1, DXGI_FORMAT_D32_FLOAT, 0, &clear_value); + init_depth_stencil(&ds, device, 32, 32, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, &clear_value);
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.75f, 0x7, 0, NULL); @@ -3840,7 +3840,7 @@ static void test_clear_depth_stencil_view(void)
destroy_depth_stencil(&ds); reset_command_list(command_list, context.allocator); - init_depth_stencil(&ds, device, 32, 32, 6, DXGI_FORMAT_D32_FLOAT, 0, &clear_value); + init_depth_stencil(&ds, device, 32, 32, 6, 1, DXGI_FORMAT_D32_FLOAT, 0, &clear_value);
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, expected_values[0], 0, 0, NULL); @@ -5210,7 +5210,7 @@ static void test_draw_depth_no_ps(void) vbv.StrideInBytes = sizeof(*quad); vbv.SizeInBytes = sizeof(quad);
- init_depth_stencil(&ds, context.device, 640, 480, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL); + init_depth_stencil(&ds, context.device, 640, 480, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL); set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f); set_rect(&context.scissor_rect, 0, 0, 640, 480);
@@ -5306,7 +5306,7 @@ static void test_draw_depth_only(void) command_list = context.list; queue = context.queue;
- init_depth_stencil(&ds, context.device, 640, 480, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL); + init_depth_stencil(&ds, context.device, 640, 480, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL); set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f); set_rect(&context.scissor_rect, 0, 0, 640, 480);
@@ -11685,6 +11685,304 @@ static void test_gather_c(void) destroy_test_context(&context); }
+static void test_sample_c_lz(void) +{ + D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; + ID3D12GraphicsCommandList *command_list; + D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc; + D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; + struct depth_stencil_resource ds; + struct test_context_desc desc; + struct resource_readback rb; + struct test_context context; + ID3D12DescriptorHeap *heap; + ID3D12CommandQueue *queue; + struct vec4 ps_constant; + ID3D12Device *device; + unsigned int i; + RECT rect; + + static const D3D12_STATIC_SAMPLER_DESC sampler_desc = + { + .Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR, + .AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, + .AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, + .AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP, + .ComparisonFunc = D3D12_COMPARISON_FUNC_GREATER, + .MaxAnisotropy = 0, + .BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE, + .MaxLOD = 10.0f, + }; + static const float clear_color[] = {0.5f, 0.5f, 0.5f, 0.5f}; + static const DWORD ps_array_code[] = + { +#if 0 + Texture2DArray t; + SamplerComparisonState s; + + float ref; + float layer; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.SampleCmpLevelZero(s, float3(position.x / 640.0f, position.y / 480.0f, layer), ref); + } +#endif + 0x43425844, 0xfe28b3c3, 0xdd7ef404, 0x8d5874a1, 0x984ff182, 0x00000001, 0x00000180, 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, 0x52444853, 0x000000e4, 0x00000041, + 0x00000039, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, + 0x00000000, 0x04004058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, + 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, + 0x06000036, 0x00100042, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0c000047, 0x00100012, + 0x00000000, 0x00100246, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000000, 0x0020800a, + 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_array = {ps_array_code, sizeof(ps_array_code)}; + static const DWORD ps_cube_code[] = + { +#if 0 + TextureCube t; + SamplerComparisonState s; + + float ref; + float face; + + float4 main(float4 position : SV_Position) : SV_Target + { + float2 p; + p.x = position.x / 640.0f; + p.y = position.y / 480.0f; + + float3 coord; + switch ((uint)face) + { + case 0: + coord = float3(1.0f, p.x, p.y); + break; + case 1: + coord = float3(-1.0f, p.x, p.y); + break; + case 2: + coord = float3(p.x, 1.0f, p.y); + break; + case 3: + coord = float3(p.x, -1.0f, p.y); + break; + case 4: + coord = float3(p.x, p.y, 1.0f); + break; + case 5: + default: + coord = float3(p.x, p.y, -1.0f); + break; + } + + return t.SampleCmpLevelZero(s, coord, ref); + } +#endif + 0x43425844, 0xde5655e5, 0x1b116fa1, 0xfce9e757, 0x41c28aac, 0x00000001, 0x00000328, 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, 0x52444853, 0x0000028c, 0x00000041, + 0x000000a3, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, + 0x00000000, 0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600001c, 0x00100012, + 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0300004c, 0x0010000a, 0x00000000, 0x03000006, + 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x3f800000, 0x0a000038, + 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, + 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036, 0x00100012, 0x00000000, + 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, + 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000002, + 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, + 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, + 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, + 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, + 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004, 0x0a000038, 0x00100032, + 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, + 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x0100000a, 0x0a000038, + 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, + 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x01000017, + 0x0c000047, 0x00100012, 0x00000000, 0x00100246, 0x00000000, 0x00107006, 0x00000000, 0x00106000, + 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, + 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_cube = {ps_cube_code, sizeof(ps_cube_code)}; + static const float depth_values[] = {1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f}; + static const struct + { + unsigned int layer; + float d_ref; + float expected; + } + tests[] = + { + {0, 0.5f, 0.0f}, + {1, 0.5f, 1.0f}, + {2, 0.5f, 0.0f}, + {3, 0.5f, 0.0f}, + {4, 0.5f, 1.0f}, + {5, 0.5f, 1.0f}, + + {0, 0.0f, 0.0f}, + {1, 0.0f, 0.0f}, + {2, 0.0f, 0.0f}, + {3, 0.0f, 0.0f}, + {4, 0.0f, 0.0f}, + {5, 0.0f, 0.0f}, + + {0, 1.0f, 0.0f}, + {1, 1.0f, 1.0f}, + {2, 1.0f, 1.0f}, + {3, 1.0f, 1.0f}, + {4, 1.0f, 1.0f}, + {5, 1.0f, 1.0f}, + }; + + memset(&desc, 0, sizeof(desc)); + desc.rt_width = 640; + desc.rt_height = 480; + desc.rt_format = DXGI_FORMAT_R32_FLOAT; + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + context.root_signature = create_texture_root_signature_(__LINE__, device, + D3D12_SHADER_VISIBILITY_PIXEL, 4, 0, &sampler_desc); + + heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 6); + cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); + + /* 2D array texture */ + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, NULL, &ps_array, NULL); + + init_depth_stencil(&ds, device, 32, 32, ARRAY_SIZE(depth_values), 2, + DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, NULL); + + for (i = 0; i < ARRAY_SIZE(depth_values); ++i) + { + memset(&dsv_desc, 0, sizeof(dsv_desc)); + dsv_desc.Format = DXGI_FORMAT_D32_FLOAT; + dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2DARRAY; + dsv_desc.Texture2DArray.FirstArraySlice = i; + dsv_desc.Texture2DArray.ArraySize = 1; + ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle); + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, + D3D12_CLEAR_FLAG_DEPTH, depth_values[i], 0, 0, NULL); + + dsv_desc.Texture2DArray.MipSlice = 1; + ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, ds.dsv_handle); + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, + D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, NULL); + } + + 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_TEXTURE2DARRAY; + srv_desc.Texture2DArray.MostDetailedMip = 0; + srv_desc.Texture2DArray.MipLevels = 2; + srv_desc.Texture2DArray.FirstArraySlice = 0; + srv_desc.Texture2DArray.ArraySize = ARRAY_SIZE(depth_values); + ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle); + + transition_resource_state(command_list, ds.texture, + D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + memset(&ps_constant, 0, sizeof(ps_constant)); + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + vkd3d_test_set_context("test %u", i); + + ps_constant.x = tests[i].d_ref; + ps_constant.y = tests[i].layer; + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 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, + get_gpu_descriptor_handle(&context, heap, 0)); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_constant.x, 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); + + check_sub_resource_float(context.render_target, 0, queue, command_list, tests[i].expected, 2); + + 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); + } + vkd3d_test_set_context(NULL); + + ID3D12PipelineState_Release(context.pipeline_state); + + /* cube texture */ + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, NULL, &ps_cube, NULL); + + 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_TEXTURECUBE; + srv_desc.TextureCube.MostDetailedMip = 0; + srv_desc.TextureCube.MipLevels = 2; + ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle); + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + vkd3d_test_set_context("test %u", i); + + ps_constant.x = tests[i].d_ref; + ps_constant.y = tests[i].layer; + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 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, + get_gpu_descriptor_handle(&context, heap, 0)); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_constant.x, 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); + /* Avoid testing values affected by seamless cube map filtering. */ + set_rect(&rect, 100, 100, 540, 380); + check_readback_data_float(&rb, &rect, tests[i].expected, 2); + 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); + } + vkd3d_test_set_context(NULL); + + destroy_depth_stencil(&ds); + ID3D12DescriptorHeap_Release(heap); + destroy_test_context(&context); +} + static void test_cube_maps(void) { unsigned int i, j, sub_resource_idx, sub_resource_count; @@ -14205,7 +14503,7 @@ static void test_copy_descriptors(void) transition_resource_state(command_list, t[5], D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
- init_depth_stencil(&ds, device, 32, 32, 1, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, NULL); + init_depth_stencil(&ds, device, 32, 32, 1, 1, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, NULL); t[6] = ds.texture; ID3D12Resource_AddRef(t[6]); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, @@ -15574,7 +15872,7 @@ static void test_depth_stencil_sampling(void) reset_command_list(command_list, context.allocator);
init_depth_stencil(&ds, device, context.render_target_desc.Width, - context.render_target_desc.Height, 1, tests[i].typeless_format, + context.render_target_desc.Height, 1, 1, tests[i].typeless_format, tests[i].dsv_format, NULL); texture = ds.texture; dsv_handle = ds.dsv_handle; @@ -15795,7 +16093,7 @@ static void test_depth_load(void) heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2);
init_depth_stencil(&ds, device, context.render_target_desc.Width, - context.render_target_desc.Height, 1, DXGI_FORMAT_R32_TYPELESS, + context.render_target_desc.Height, 1, 1, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, NULL); memset(&srv_desc, 0, sizeof(srv_desc)); srv_desc.Format = DXGI_FORMAT_R32_FLOAT; @@ -15930,7 +16228,7 @@ static void test_depth_read_only_view(void) clear_value.DepthStencil.Depth = 0.5f; clear_value.DepthStencil.Stencil = 0; init_depth_stencil(&ds, device, context.render_target_desc.Width, - context.render_target_desc.Height, 1, DXGI_FORMAT_R32_TYPELESS, + context.render_target_desc.Height, 1, 1, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, &clear_value); memset(&dsv_desc, 0, sizeof(dsv_desc)); dsv_desc.Format = DXGI_FORMAT_D32_FLOAT; @@ -18780,7 +19078,7 @@ static void test_query_occlusion(void) command_list = context.list; queue = context.queue;
- init_depth_stencil(&ds, context.device, 640, 480, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL); + init_depth_stencil(&ds, context.device, 640, 480, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL); set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f); set_rect(&context.scissor_rect, 0, 0, 640, 480);
@@ -20151,7 +20449,7 @@ static void test_copy_texture_region(void) for (i = 0; i < ARRAY_SIZE(depth_values); ++i) { init_depth_stencil(&ds, device, context.render_target_desc.Width, - context.render_target_desc.Height, 1, DXGI_FORMAT_D32_FLOAT, + context.render_target_desc.Height, 1, 1, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_D32_FLOAT, NULL); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, depth_values[i], 0, 0, NULL); @@ -23650,6 +23948,7 @@ START_TEST(d3d12) run_test(test_texture_ld); run_test(test_gather); run_test(test_gather_c); + run_test(test_sample_c_lz); run_test(test_cube_maps); run_test(test_multisample_array_texture); run_test(test_resinfo);