[PATCH vkd3d 08/12] tests: Add test for draw with no descriptor bindings.

Józef Kucia joseph.kucia at gmail.com
Wed Aug 15 06:57:56 CDT 2018


From: Józef Kucia <jkucia at codeweavers.com>

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 tests/d3d12.c | 69 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 69 insertions(+)

diff --git a/tests/d3d12.c b/tests/d3d12.c
index a0185951999d..7b0040730aa0 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -3512,6 +3512,74 @@ static void test_draw_indexed_instanced(void)
     destroy_test_context(&context);
 }
 
+static void test_draw_no_descriptor_bindings(void)
+{
+    static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+    D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
+    D3D12_DESCRIPTOR_RANGE descriptor_range[2];
+    ID3D12GraphicsCommandList *command_list;
+    D3D12_ROOT_PARAMETER root_parameters[2];
+    struct test_context_desc desc;
+    struct test_context context;
+    ID3D12CommandQueue *queue;
+    HRESULT hr;
+
+    memset(&desc, 0, sizeof(desc));
+    desc.no_root_signature = true;
+    if (!init_test_context(&context, &desc))
+        return;
+    command_list = context.list;
+    queue = context.queue;
+
+    descriptor_range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+    descriptor_range[0].NumDescriptors = 2;
+    descriptor_range[0].BaseShaderRegister = 0;
+    descriptor_range[0].RegisterSpace = 0;
+    descriptor_range[0].OffsetInDescriptorsFromTableStart = 1;
+    root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+    root_parameters[0].DescriptorTable.NumDescriptorRanges = 1;
+    root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_range[0];
+    root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+    descriptor_range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
+    descriptor_range[1].NumDescriptors = 1;
+    descriptor_range[1].BaseShaderRegister = 0;
+    descriptor_range[1].RegisterSpace = 0;
+    descriptor_range[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
+    root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+    root_parameters[1].DescriptorTable.NumDescriptorRanges = 1;
+    root_parameters[1].DescriptorTable.pDescriptorRanges = &descriptor_range[1];
+    root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
+
+    root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters);
+    root_signature_desc.pParameters = root_parameters;
+    root_signature_desc.NumStaticSamplers = 0;
+    root_signature_desc.pStaticSamplers = NULL;
+    root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
+    hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature);
+    ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
+
+    context.pipeline_state = create_pipeline_state(context.device,
+            context.root_signature, context.render_target_desc.Format, NULL, NULL, NULL);
+
+    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_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_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
+
+    destroy_test_context(&context);
+}
+
 static void test_multiple_render_targets(void)
 {
     static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
@@ -18053,6 +18121,7 @@ START_TEST(d3d12)
     run_test(test_clear_unordered_access_view);
     run_test(test_draw_instanced);
     run_test(test_draw_indexed_instanced);
+    run_test(test_draw_no_descriptor_bindings);
     run_test(test_multiple_render_targets);
     run_test(test_append_aligned_element);
     run_test(test_gpu_virtual_address);
-- 
2.16.4




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