[PATCH vkd3d 2/6] tests: Add test for OMSetRenderTargets().
Józef Kucia
joseph.kucia at gmail.com
Tue Feb 13 06:15:02 CST 2018
From: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
tests/d3d12.c | 128 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 128 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 80d22333875c..6580f9d2476c 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -3968,6 +3968,133 @@ static void test_draw_indexed_instanced(void)
destroy_test_context(&context);
}
+static void test_multiple_render_targets(void)
+{
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ struct vec4 expected_vec4 = {0.0f, 0.0f, 0.0f, 1.0f};
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+ ID3D12GraphicsCommandList *command_list;
+ D3D12_CPU_DESCRIPTOR_HANDLE rtvs[3];
+ ID3D12Resource *render_targets[2];
+ struct test_context_desc desc;
+ struct test_context context;
+ ID3D12CommandQueue *queue;
+ unsigned int i;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ void main(out float4 target0 : SV_Target0, out float4 target1 : SV_Target1,
+ out float4 target2 : SV_Target2)
+ {
+ target0 = float4(1.0f, 0.0f, 0.0f, 1.0f);
+ target1 = float4(2.0f, 0.0f, 0.0f, 1.0f);
+ target2 = float4(3.0f, 0.0f, 0.0f, 1.0f);
+ }
+#endif
+ 0x43425844, 0xc4325131, 0x8ba4a693, 0x08d15431, 0xcb990885, 0x00000001, 0x0000013c, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x000000a0, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000005c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x00000050, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000050,
+ 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074,
+ 0x58454853, 0x00000094, 0x00000050, 0x00000025, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000,
+ 0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x08000036, 0x001020f2,
+ 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x08000036, 0x001020f2,
+ 0x00000001, 0x00004002, 0x40000000, 0x00000000, 0x00000000, 0x3f800000, 0x08000036, 0x001020f2,
+ 0x00000002, 0x00004002, 0x40400000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+
+ memset(&desc, 0, sizeof(desc));
+ desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+ desc.rt_descriptor_count = ARRAY_SIZE(rtvs);
+ desc.no_pipeline = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ command_list = context.list;
+ queue = context.queue;
+
+ init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL);
+ pso_desc.NumRenderTargets = ARRAY_SIZE(rtvs);
+ for (i = 0; i < ARRAY_SIZE(rtvs); ++i)
+ pso_desc.RTVFormats[i] = desc.rt_format;
+ hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
+ ok(hr == S_OK, "Failed to create state, hr %#x.\n", hr);
+
+ rtvs[0] = get_cpu_rtv_handle(&context, context.rtv_heap, 2);
+ rtvs[1] = get_cpu_rtv_handle(&context, context.rtv_heap, 0);
+ rtvs[2] = get_cpu_rtv_handle(&context, context.rtv_heap, 1);
+
+ create_render_target(&context, &desc, &render_targets[0], &rtvs[0]);
+ create_render_target(&context, &desc, &render_targets[1], &rtvs[2]);
+
+ for (i = 0; i < ARRAY_SIZE(rtvs); ++i)
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtvs[i], white, 0, NULL);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, ARRAY_SIZE(rtvs), rtvs, 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);
+ transition_resource_state(command_list, render_targets[0],
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ transition_resource_state(command_list, render_targets[1],
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ expected_vec4.x = 2.0f;
+ check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0);
+ reset_command_list(command_list, context.allocator);
+ expected_vec4.x = 1.0f;
+ check_sub_resource_vec4(render_targets[0], 0, queue, command_list, &expected_vec4, 0);
+ reset_command_list(command_list, context.allocator);
+ expected_vec4.x = 3.0f;
+ check_sub_resource_vec4(render_targets[1], 0, queue, command_list, &expected_vec4, 0);
+ reset_command_list(command_list, context.allocator);
+
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ transition_resource_state(command_list, render_targets[0],
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ transition_resource_state(command_list, render_targets[1],
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, ARRAY_SIZE(rtvs), &context.rtv, TRUE, 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);
+ transition_resource_state(command_list, render_targets[0],
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+ transition_resource_state(command_list, render_targets[1],
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ expected_vec4.x = 1.0f;
+ check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_vec4, 0);
+ reset_command_list(command_list, context.allocator);
+ expected_vec4.x = 3.0f;
+ check_sub_resource_vec4(render_targets[0], 0, queue, command_list, &expected_vec4, 0);
+ reset_command_list(command_list, context.allocator);
+ expected_vec4.x = 2.0f;
+ check_sub_resource_vec4(render_targets[1], 0, queue, command_list, &expected_vec4, 0);
+ reset_command_list(command_list, context.allocator);
+
+ for (i = 0; i < ARRAY_SIZE(render_targets); ++i)
+ ID3D12Resource_Release(render_targets[i]);
+ destroy_test_context(&context);
+}
+
static void test_append_aligned_element(void)
{
ID3D12GraphicsCommandList *command_list;
@@ -17391,6 +17518,7 @@ START_TEST(d3d12)
run_test(test_clear_unordered_access_view);
run_test(test_draw_instanced);
run_test(test_draw_indexed_instanced);
+ run_test(test_multiple_render_targets);
run_test(test_append_aligned_element);
run_test(test_gpu_virtual_address);
run_test(test_fragment_coords);
--
2.13.6
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