=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: tests: Implement readback for multisample textures.

Alexandre Julliard julliard at winehq.org
Tue Nov 27 14:25:54 CST 2018


Module: vkd3d
Branch: master
Commit: fedefca2ab3797ba2f0edf8ad1a89b94c9928bfa
URL:    https://source.winehq.org/git/vkd3d.git/?a=commit;h=fedefca2ab3797ba2f0edf8ad1a89b94c9928bfa

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Tue Nov 27 17:04:31 2018 +0100

tests: Implement readback for multisample 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            | 24 +++-----------
 tests/vkd3d_d3d12_test.h | 86 ++++++++++++++++++++++++++++++++----------------
 2 files changed, 62 insertions(+), 48 deletions(-)

diff --git a/tests/d3d12.c b/tests/d3d12.c
index 09dc339..1b3f04d 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -3630,16 +3630,15 @@ 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 unsigned int array_expected_colors[] = {0xff00ff00, 0xff0000ff, 0xffff0000};
     static const struct vec4 array_colors[] =
     {
-        {1.0f, 0.0f, 0.0f, 1.0f},
         {0.0f, 1.0f, 0.0f, 1.0f},
+        {1.0f, 0.0f, 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;
@@ -3652,6 +3651,7 @@ 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;
@@ -3770,13 +3770,6 @@ static void test_clear_render_target_view(void)
             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)
     {
@@ -3795,23 +3788,16 @@ static void test_clear_render_target_view(void)
             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);
+        check_sub_resource_uint(resource, i, 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.SampleDesc.Count = 1;
     hr = ID3D12Device_CreateCommittedResource(device,
             &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
             D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
diff --git a/tests/vkd3d_d3d12_test.h b/tests/vkd3d_d3d12_test.h
index 28225e1..fc07af7 100644
--- a/tests/vkd3d_d3d12_test.h
+++ b/tests/vkd3d_d3d12_test.h
@@ -159,6 +159,28 @@ static inline ID3D12DescriptorHeap *create_gpu_descriptor_heap_(unsigned int lin
     return descriptor_heap;
 }
 
+static void transition_sub_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource,
+        unsigned int sub_resource_idx, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
+{
+    D3D12_RESOURCE_BARRIER barrier;
+
+    barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+    barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+    barrier.Transition.pResource = resource;
+    barrier.Transition.Subresource = sub_resource_idx;
+    barrier.Transition.StateBefore = state_before;
+    barrier.Transition.StateAfter = state_after;
+
+    ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
+}
+
+static void transition_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource,
+        D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
+{
+    transition_sub_resource_state(list, resource, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
+            state_before, state_after);
+}
+
 static unsigned int format_size(DXGI_FORMAT format)
 {
     switch (format)
@@ -218,15 +240,16 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
         struct resource_readback *rb, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
 {
     D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
+    D3D12_HEAP_PROPERTIES heap_properties;
     D3D12_RESOURCE_DESC resource_desc;
+    ID3D12Resource *src_resource;
     D3D12_RANGE read_range;
     unsigned int miplevel;
     ID3D12Device *device;
-    DXGI_FORMAT format;
     HRESULT hr;
 
     hr = ID3D12Resource_GetDevice(texture, &IID_ID3D12Device, (void **)&device);
-    ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr);
+    ok(hr == S_OK, "Failed to get device, hr %#x.\n", hr);
 
     resource_desc = ID3D12Resource_GetDesc(texture);
     ok(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER,
@@ -240,35 +263,62 @@ static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsi
     rb->row_pitch = align(rb->width * format_size(resource_desc.Format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
     rb->data = NULL;
 
-    format = resource_desc.Format;
+    if (resource_desc.SampleDesc.Count > 1)
+    {
+        memset(&heap_properties, 0, sizeof(heap_properties));
+        heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
+
+        resource_desc.Alignment = 0;
+        resource_desc.DepthOrArraySize = 1;
+        resource_desc.SampleDesc.Count = 1;
+        resource_desc.SampleDesc.Quality = 0;
+        hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
+                &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL,
+                &IID_ID3D12Resource, (void **)&src_resource);
+        ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
+
+        ID3D12GraphicsCommandList_ResolveSubresource(command_list,
+                src_resource, 0, texture, sub_resource, resource_desc.Format);
+        transition_resource_state(command_list, src_resource,
+                D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+        sub_resource = 0;
+    }
+    else
+    {
+        src_resource = texture;
+    }
 
     rb->resource = create_readback_buffer(device, rb->row_pitch * rb->height * rb->depth);
 
     dst_location.pResource = rb->resource;
     dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
     dst_location.PlacedFootprint.Offset = 0;
-    dst_location.PlacedFootprint.Footprint.Format = format;
+    dst_location.PlacedFootprint.Footprint.Format = resource_desc.Format;
     dst_location.PlacedFootprint.Footprint.Width = rb->width;
     dst_location.PlacedFootprint.Footprint.Height = rb->height;
     dst_location.PlacedFootprint.Footprint.Depth = rb->depth;
     dst_location.PlacedFootprint.Footprint.RowPitch = rb->row_pitch;
 
-    src_location.pResource = texture;
+    src_location.pResource = src_resource;
     src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
     src_location.SubresourceIndex = sub_resource;
 
     ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0, &src_location, NULL);
     hr = ID3D12GraphicsCommandList_Close(command_list);
-    ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr);
+    ok(hr == S_OK, "Failed to close command list, hr %#x.\n", hr);
 
     exec_command_list(queue, command_list);
     wait_queue_idle(device, queue);
     ID3D12Device_Release(device);
 
+    if (src_resource != texture)
+        ID3D12Resource_Release(src_resource);
+
     read_range.Begin = 0;
     read_range.End = resource_desc.Width;
     hr = ID3D12Resource_Map(rb->resource, 0, &read_range, &rb->data);
-    ok(SUCCEEDED(hr), "Failed to map readback buffer, hr %#x.\n", hr);
+    ok(hr == S_OK, "Failed to map readback buffer, hr %#x.\n", hr);
 }
 
 static void *get_readback_data(struct resource_readback *rb,
@@ -367,28 +417,6 @@ static ID3D12Resource *create_default_texture2d_(unsigned int line, ID3D12Device
     return texture;
 }
 
-static void transition_sub_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource,
-        unsigned int sub_resource_idx, D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
-{
-    D3D12_RESOURCE_BARRIER barrier;
-
-    barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
-    barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
-    barrier.Transition.pResource = resource;
-    barrier.Transition.Subresource = sub_resource_idx;
-    barrier.Transition.StateBefore = state_before;
-    barrier.Transition.StateAfter = state_after;
-
-    ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
-}
-
-static void transition_resource_state(ID3D12GraphicsCommandList *list, ID3D12Resource *resource,
-        D3D12_RESOURCE_STATES state_before, D3D12_RESOURCE_STATES state_after)
-{
-    transition_sub_resource_state(list, resource, D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES,
-            state_before, state_after);
-}
-
 static HRESULT create_root_signature(ID3D12Device *device, const D3D12_ROOT_SIGNATURE_DESC *desc,
         ID3D12RootSignature **root_signature)
 {




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