=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: tests: Add simple test for 2D NULL SRVs.

Alexandre Julliard julliard at winehq.org
Thu Mar 28 18:33:19 CDT 2019


Module: vkd3d
Branch: master
Commit: b3066e6ba88b505b76bed573d8f3b0000094997d
URL:    https://source.winehq.org/git/vkd3d.git/?a=commit;h=b3066e6ba88b505b76bed573d8f3b0000094997d

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Thu Mar 28 17:07:28 2019 +0100

tests: Add simple test for 2D NULL SRVs.

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 | 168 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 168 insertions(+)

diff --git a/tests/d3d12.c b/tests/d3d12.c
index edd1f59..1eca3b9 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -15801,6 +15801,173 @@ static void test_null_cbv(void)
     destroy_test_context(&context);
 }
 
+static void test_null_srv(void)
+{
+    D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
+    ID3D12GraphicsCommandList *command_list;
+    struct test_context_desc desc;
+    struct test_context context;
+    ID3D12DescriptorHeap *heap;
+    ID3D12CommandQueue *queue;
+    struct uvec4 location;
+    ID3D12Device *device;
+    unsigned int i, j;
+
+    static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+    static const DWORD ps_sample_code[] =
+    {
+#if 0
+        Texture2D t;
+        SamplerState s;
+
+        float4 main(float4 position : SV_Position) : SV_Target
+        {
+            return t.Sample(s, float2(position.x / 32.0f, position.y / 32.0f));
+        }
+#endif
+        0x43425844, 0xe096fa11, 0xeb01c081, 0x961588d4, 0x27c031af, 0x00000001, 0x00000140, 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, 0x58454853, 0x000000a4, 0x00000050,
+        0x00000029, 0x0100086a, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000,
+        0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+        0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002,
+        0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, 0x00155543, 0x001020f2,
+        0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
+    };
+    static const D3D12_SHADER_BYTECODE ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
+    static const DWORD ps_ld_code[] =
+    {
+#if 0
+        Texture2D t;
+
+        uint4 location;
+
+        float4 main(float4 position : SV_Position) : SV_Target
+        {
+            return t.Load(location.xyz);
+        }
+#endif
+        0x43425844, 0xfa13670e, 0x291af510, 0xc253cc12, 0x9474950b, 0x00000001, 0x00000100, 0x00000003,
+        0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050,
+        0x00000019, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000,
+        0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x8a00002d, 0x800000c2, 0x00155543,
+        0x001020f2, 0x00000000, 0x00208a46, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e,
+    };
+    static const D3D12_SHADER_BYTECODE ps_ld = {ps_ld_code, sizeof(ps_ld_code)};
+    static const DXGI_FORMAT formats[] =
+    {
+        DXGI_FORMAT_R32_FLOAT,
+        DXGI_FORMAT_R32_UINT,
+        DXGI_FORMAT_R8G8B8A8_UNORM,
+    };
+    /* component mapping is ignored for NULL SRVs */
+    static const unsigned int component_mappings[] =
+    {
+        D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
+        D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(
+                D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
+                D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
+                D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1,
+                D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1),
+    };
+
+    memset(&desc, 0, sizeof(desc));
+    desc.no_root_signature = true;
+    if (!init_test_context(&context, &desc))
+        return;
+    command_list = context.list;
+    queue = context.queue;
+    device = context.device;
+
+    context.root_signature = create_texture_root_signature(context.device,
+            D3D12_SHADER_VISIBILITY_PIXEL, 4, 0);
+
+    context.pipeline_state = create_pipeline_state(context.device,
+            context.root_signature, context.render_target_desc.Format, NULL, &ps_sample, NULL);
+
+    heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 16);
+
+    for (i = 0; i < ARRAY_SIZE(formats); ++i)
+    {
+        for (j = 0; j < ARRAY_SIZE(component_mappings); ++j)
+        {
+            vkd3d_test_set_context("format %#x, component mapping %#x", formats[i], component_mappings[j]);
+
+            memset(&srv_desc, 0, sizeof(srv_desc));
+            srv_desc.Format = formats[i];
+            srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+            srv_desc.Shader4ComponentMapping = component_mappings[j];
+            srv_desc.Texture2D.MipLevels = 1;
+            ID3D12Device_CreateShaderResourceView(device, NULL, &srv_desc,
+                    ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap));
+
+            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_SetDescriptorHeaps(command_list, 1, &heap);
+            ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
+                    ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap));
+            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_sub_resource_state(command_list, context.render_target, 0,
+                    D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+            check_sub_resource_uint(context.render_target, 0, queue, command_list, 0x00000000, 0);
+
+            reset_command_list(command_list, context.allocator);
+            transition_sub_resource_state(command_list, context.render_target, 0,
+                    D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+        }
+    }
+    vkd3d_test_set_context(NULL);
+
+    ID3D12PipelineState_Release(context.pipeline_state);
+    context.pipeline_state = create_pipeline_state(context.device,
+            context.root_signature, context.render_target_desc.Format, NULL, &ps_ld, NULL);
+
+    memset(&srv_desc, 0, sizeof(srv_desc));
+    srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+    srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+    srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+    srv_desc.Texture2D.MipLevels = 1;
+    ID3D12Device_CreateShaderResourceView(device, NULL, &srv_desc,
+            ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap));
+
+    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_SetDescriptorHeaps(command_list, 1, &heap);
+    ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
+            ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap));
+    ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+    ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+    location.x = 10;
+    location.y = 20;
+    location.z = 0;
+    location.w = 0;
+    ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &location, 0);
+    ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
+
+    transition_sub_resource_state(command_list, context.render_target, 0,
+            D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+    check_sub_resource_uint(context.render_target, 0, queue, command_list, 0x00000000, 0);
+
+    ID3D12DescriptorHeap_Release(heap);
+    destroy_test_context(&context);
+}
+
 #define check_copyable_footprints(a, b, c, d, e, f, g, h) \
         check_copyable_footprints_(__LINE__, a, b, c, d, e, f, g, h)
 static void check_copyable_footprints_(unsigned int line, const D3D12_RESOURCE_DESC *desc,
@@ -26674,6 +26841,7 @@ START_TEST(d3d12)
     run_test(test_descriptors_visibility);
     run_test(test_create_null_descriptors);
     run_test(test_null_cbv);
+    run_test(test_null_srv);
     run_test(test_get_copyable_footprints);
     run_test(test_depth_stencil_sampling);
     run_test(test_depth_load);




More information about the wine-cvs mailing list