=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: tests: Add more test for clearing array textures.
Alexandre Julliard
julliard at winehq.org
Tue Nov 27 14:25:54 CST 2018
Module: vkd3d
Branch: master
Commit: 404a4591391590bd6dc3c6f87fb8adc350645986
URL: https://source.winehq.org/git/vkd3d.git/?a=commit;h=404a4591391590bd6dc3c6f87fb8adc350645986
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Tue Nov 27 17:04:30 2018 +0100
tests: Add more test for clearing array textures.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
tests/d3d12.c | 93 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++---
1 file changed, 89 insertions(+), 4 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index aa35315..09dc339 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);
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