From: Conor McCarthy cmccarthy@codeweavers.com
--- tests/d3d12.c | 160 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 160 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c index ea569bc3..fdd349dc 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -36103,6 +36103,165 @@ static void test_clock_calibration(void) destroy_test_context(&context); }
+static void test_vs_ps_relative_addressing(void) +{ + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_ROOT_PARAMETER root_parameters[1]; + ID3D12GraphicsCommandList *command_list; + D3D12_INPUT_LAYOUT_DESC input_layout; + struct test_context_desc desc; + D3D12_VERTEX_BUFFER_VIEW vbv; + struct test_context context; + ID3D12CommandQueue *queue; + ID3D12Resource *vb; + HRESULT hr; + + static const struct + { + struct vec4 position; + uint32_t color[3]; + } + vertices[] = + { + {{-1.0f, -1.0f, 0.0f, 1.0f}, {0xffffff00, 0xff00, 0xff00ff00}}, + {{-1.0f, 1.0f, 0.0f, 1.0f}, {0xffffff00, 0xff00, 0xff00ff00}}, + {{ 1.0f, -1.0f, 0.0f, 1.0f}, {0xffffff00, 0xff00, 0xff00ff00}}, + {{ 1.0f, 1.0f, 0.0f, 1.0f}, {0xffffff00, 0xff00, 0xff00ff00}}, + }; + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 24, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + }; + static const DWORD vs_code[] = + { +#if 0 + uint3 index; + + struct vs_data + { + float4 pos : SV_Position; + float4 color[3] : COLOR; + }; + + void main(in struct vs_data vs_input, out struct vs_data vs_output) + { + vs_output.pos = vs_input.pos; + vs_output.color[0] = vs_input.color[index.x]; + vs_output.color[1] = vs_input.color[index.y]; + vs_output.color[2] = vs_input.color[index.z]; + } +#endif + 0x43425844, 0x313cf242, 0x30e9b93c, 0xf8d3ed69, 0x0feecdca, 0x00000001, 0x00000288, 0x00000003, + 0x0000002c, 0x000000b0, 0x00000134, 0x4e475349, 0x0000007c, 0x00000004, 0x00000008, 0x00000068, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000074, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x00000074, 0x00000001, 0x00000000, 0x00000003, 0x00000002, + 0x00000f0f, 0x00000074, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x00000f0f, 0x505f5653, + 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000007c, 0x00000004, 0x00000008, + 0x00000068, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000074, 0x00000000, + 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000074, 0x00000001, 0x00000000, 0x00000003, + 0x00000002, 0x0000000f, 0x00000074, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x0000000f, + 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x58454853, 0x0000014c, 0x00010050, + 0x00000053, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005f, 0x001010f2, + 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002, 0x0300005f, + 0x001010f2, 0x00000003, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, + 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000003, 0x02000068, + 0x00000001, 0x0400005b, 0x001010f2, 0x00000001, 0x00000003, 0x05000036, 0x001020f2, 0x00000000, + 0x00101e46, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, + 0x07000036, 0x001020f2, 0x00000001, 0x00d01e46, 0x00000001, 0x0010000a, 0x00000000, 0x06000036, + 0x00100012, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x07000036, 0x001020f2, 0x00000002, + 0x00d01e46, 0x00000001, 0x0010000a, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020802a, + 0x00000000, 0x00000000, 0x07000036, 0x001020f2, 0x00000003, 0x00d01e46, 0x00000001, 0x0010000a, + 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD ps_code[] = + { +#if 0 + uint4 index; + + struct ps_data + { + float4 pos : SV_Position; + float4 color[3] : COLOR; + }; + + float4 main(struct ps_data ps_input) : SV_Target + { + return ps_input.color[index.w]; + } +#endif + 0x43425844, 0x2b11c807, 0xf4f69d91, 0x983d18c9, 0x99ff2a5e, 0x00000001, 0x00000188, 0x00000003, + 0x0000002c, 0x000000b0, 0x000000e4, 0x4e475349, 0x0000007c, 0x00000004, 0x00000008, 0x00000068, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000074, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x00000074, 0x00000001, 0x00000000, 0x00000003, 0x00000002, + 0x00000f0f, 0x00000074, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x00000f0f, 0x505f5653, + 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, + 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, + 0xabab0074, 0x58454853, 0x0000009c, 0x00000050, 0x00000027, 0x0100086a, 0x04000059, 0x00208e46, + 0x00000000, 0x00000001, 0x03001062, 0x001010f2, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, + 0x03001062, 0x001010f2, 0x00000003, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, + 0x0400005b, 0x001010f2, 0x00000001, 0x00000003, 0x06000036, 0x00100012, 0x00000000, 0x0020803a, + 0x00000000, 0x00000000, 0x07000036, 0x001020f2, 0x00000000, 0x00d01e46, 0x00000001, 0x0010000a, + 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const uint32_t indices[] = {1, 2, 0, 1}; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + + memset(&desc, 0, sizeof(desc)); + desc.no_root_signature = true; + desc.no_pipeline = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + root_parameters[0].Constants.ShaderRegister = 0; + root_parameters[0].Constants.RegisterSpace = 0; + root_parameters[0].Constants.Num32BitValues = 4; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + memset(&root_signature_desc, 0, sizeof(root_signature_desc)); + root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); + root_signature_desc.pParameters = root_parameters; + root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT; + hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); + ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + + input_layout.pInputElementDescs = layout_desc; + input_layout.NumElements = ARRAY_SIZE(layout_desc); + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout); + + vb = create_upload_buffer(context.device, sizeof(vertices), vertices); + vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); + vbv.StrideInBytes = sizeof(*vertices); + vbv.SizeInBytes = sizeof(vertices); + + 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_SetGraphicsRoot32BitConstants(command_list, 0, 4, &indices, 0); + 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); + todo + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); + + ID3D12Resource_Release(vb); + destroy_test_context(&context); +} + START_TEST(d3d12) { parse_args(argc, argv); @@ -36280,4 +36439,5 @@ START_TEST(d3d12) run_test(test_unbounded_resource_arrays); run_test(test_unbounded_samplers); run_test(test_clock_calibration); + run_test(test_vs_ps_relative_addressing); }