[PATCH vkd3d 2/4] tests: Add test for cube maps.
Józef Kucia
joseph.kucia at gmail.com
Wed Jun 27 08:19:23 CDT 2018
From: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
tests/d3d12.c | 305 +++++++++++++++++++++++++++++++++++++++++++++++
tests/vkd3d_d3d12_test.h | 15 +--
2 files changed, 313 insertions(+), 7 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index c6220aa0113d..217b4368a6b2 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -909,6 +909,7 @@ static ID3D12RootSignature *create_texture_root_signature_(unsigned int line,
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+ sampler_desc.MaxLOD = D3D12_FLOAT32_MAX;
sampler_desc.ShaderRegister = 0;
sampler_desc.RegisterSpace = 0;
sampler_desc.ShaderVisibility = shader_visibility;
@@ -8973,6 +8974,309 @@ static void test_gather(void)
destroy_test_context(&context);
}
+static void test_cube_maps(void)
+{
+ unsigned int i, j, sub_resource_idx, sub_resource_count;
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+ D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
+ ID3D12GraphicsCommandList *command_list;
+ D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
+ D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
+ D3D12_SUBRESOURCE_DATA *texture_data;
+ const D3D12_SHADER_BYTECODE *ps;
+ struct test_context_desc desc;
+ struct test_context context;
+ ID3D12DescriptorHeap *heap;
+ ID3D12CommandQueue *queue;
+ ID3D12PipelineState *pso;
+ ID3D12Resource *texture;
+ float *data;
+ HRESULT hr;
+
+ struct
+ {
+ unsigned int face;
+ unsigned int level;
+ unsigned int cube;
+ } constants;
+
+ const unsigned int texture_size = 64;
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const DWORD ps_cube_code[] =
+ {
+#if 0
+ TextureCube t;
+ SamplerState s;
+
+ uint face;
+ uint level;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ float2 p;
+ p.x = position.x / 640.0f;
+ p.y = position.y / 480.0f;
+
+ float3 coord;
+ switch (face)
+ {
+ case 0:
+ coord = float3(1.0f, p.x, p.y);
+ break;
+ case 1:
+ coord = float3(-1.0f, p.x, p.y);
+ break;
+ case 2:
+ coord = float3(p.x, 1.0f, p.y);
+ break;
+ case 3:
+ coord = float3(p.x, -1.0f, p.y);
+ break;
+ case 4:
+ coord = float3(p.x, p.y, 1.0f);
+ break;
+ case 5:
+ default:
+ coord = float3(p.x, p.y, -1.0f);
+ break;
+ }
+ return t.SampleLevel(s, coord, level);
+ }
+#endif
+ 0x43425844, 0x039aee18, 0xfd630453, 0xb884cf0f, 0x10100744, 0x00000001, 0x00000310, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000274, 0x00000040,
+ 0x0000009d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
+ 0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400004c, 0x0020800a, 0x00000000,
+ 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001,
+ 0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000,
+ 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036,
+ 0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106,
+ 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006,
+ 0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
+ 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001,
+ 0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000,
+ 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036,
+ 0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004,
+ 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889,
+ 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002,
+ 0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
+ 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000,
+ 0x01000002, 0x01000017, 0x06000056, 0x00100082, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
+ 0x0b000048, 0x001020f2, 0x00000000, 0x00100246, 0x00000000, 0x00107e46, 0x00000000, 0x00106000,
+ 0x00000000, 0x0010003a, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
+ static const DWORD ps_cube_array_code[] =
+ {
+#if 0
+ TextureCubeArray t;
+ SamplerState s;
+
+ uint face;
+ uint level;
+ uint cube;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ float2 p;
+ p.x = position.x / 640.0f;
+ p.y = position.y / 480.0f;
+
+ float3 coord;
+ switch (face)
+ {
+ case 0:
+ coord = float3(1.0f, p.x, p.y);
+ break;
+ case 1:
+ coord = float3(-1.0f, p.x, p.y);
+ break;
+ case 2:
+ coord = float3(p.x, 1.0f, p.y);
+ break;
+ case 3:
+ coord = float3(p.x, -1.0f, p.y);
+ break;
+ case 4:
+ coord = float3(p.x, p.y, 1.0f);
+ break;
+ case 5:
+ default:
+ coord = float3(p.x, p.y, -1.0f);
+ break;
+ }
+ return t.SampleLevel(s, float4(coord, cube), level);
+ }
+#endif
+ 0x43425844, 0xb8d5b94a, 0xdb4be034, 0x183aed19, 0xad4af415, 0x00000001, 0x00000328, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000028c, 0x00000041,
+ 0x000000a3, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000,
+ 0x00000000, 0x04005058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0400004c, 0x0020800a,
+ 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000,
+ 0x00004001, 0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
+ 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001,
+ 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000,
+ 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002,
+ 0x03000006, 0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000,
+ 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000,
+ 0x00004001, 0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052,
+ 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000,
+ 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001,
+ 0x00000004, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
+ 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000,
+ 0x01000002, 0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002,
+ 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001,
+ 0xbf800000, 0x01000002, 0x01000017, 0x06000056, 0x00100032, 0x00000001, 0x00208a66, 0x00000000,
+ 0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x0010000a, 0x00000001, 0x0b000048, 0x001020f2,
+ 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0010001a,
+ 0x00000001, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)};
+ static const struct ps_test
+ {
+ const D3D12_SHADER_BYTECODE *ps;
+ unsigned int miplevel_count;
+ unsigned int array_size;
+ }
+ ps_tests[] =
+ {
+ {&ps_cube, 1, 6},
+ {&ps_cube, 2, 6},
+ {&ps_cube, 3, 6},
+
+ {&ps_cube_array, 1, 12},
+ {&ps_cube_array, 2, 12},
+ {&ps_cube_array, 3, 12},
+ };
+
+ memset(&desc, 0, sizeof(desc));
+ desc.rt_width = 640;
+ desc.rt_height = 480;
+ desc.rt_format = DXGI_FORMAT_R32_FLOAT;
+ desc.no_root_signature = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ command_list = context.list;
+ queue = context.queue;
+
+ context.root_signature = create_texture_root_signature(context.device,
+ D3D12_SHADER_VISIBILITY_PIXEL, 3, 0);
+
+ init_pipeline_state_desc(&pso_desc, context.root_signature,
+ context.render_target_desc.Format, NULL, NULL, NULL);
+
+ heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
+ cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
+ gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
+
+ ps = NULL;
+ pso = NULL;
+ for (i = 0; i < ARRAY_SIZE(ps_tests); ++i)
+ {
+ const struct ps_test *test = &ps_tests[i];
+
+ if (ps != test->ps)
+ {
+ if (pso)
+ ID3D12PipelineState_Release(pso);
+
+ ps = test->ps;
+ pso_desc.PS = *test->ps;
+ hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+ &IID_ID3D12PipelineState, (void **)&pso);
+ ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
+ }
+
+ texture = create_default_texture2d(context.device, texture_size, texture_size,
+ test->array_size, test->miplevel_count, DXGI_FORMAT_R32_FLOAT,
+ D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
+ srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
+ srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ if (ps == &ps_cube)
+ {
+ srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBE;
+ srv_desc.TextureCube.MostDetailedMip = 0;
+ srv_desc.TextureCube.MipLevels = test->miplevel_count;
+ srv_desc.TextureCube.ResourceMinLODClamp = 0.0f;
+ }
+ else
+ {
+ srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
+ srv_desc.TextureCubeArray.MostDetailedMip = 0;
+ srv_desc.TextureCubeArray.MipLevels = test->miplevel_count;
+ srv_desc.TextureCubeArray.First2DArrayFace = 0;
+ srv_desc.TextureCubeArray.NumCubes = test->array_size / 6;
+ srv_desc.TextureCubeArray.ResourceMinLODClamp = 0.0f;
+ }
+ ID3D12Device_CreateShaderResourceView(context.device, texture, &srv_desc, cpu_handle);
+
+ sub_resource_count = test->array_size * test->miplevel_count;
+ texture_data = calloc(sub_resource_count, sizeof(*texture_data));
+ ok(texture_data, "Failed to allocate memory.\n");
+ for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
+ {
+ data = calloc(texture_size * texture_size, sizeof(*data));
+ ok(data, "Failed to allocate memory.\n");
+ for (j = 0; j < texture_size * texture_size; ++j)
+ data[j] = sub_resource_idx;
+
+ texture_data[sub_resource_idx].pData = data;
+ texture_data[sub_resource_idx].RowPitch = texture_size * sizeof(*data);
+ texture_data[sub_resource_idx].SlicePitch = 0;
+ }
+ upload_texture_data(texture, texture_data, sub_resource_count, queue, command_list);
+ for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
+ free((void *)texture_data[sub_resource_idx].pData);
+ free(texture_data);
+
+ reset_command_list(command_list, context.allocator);
+ transition_resource_state(command_list, texture,
+ D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+ for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
+ {
+ constants.face = (sub_resource_idx / test->miplevel_count) % 6;
+ constants.level = sub_resource_idx % test->miplevel_count;
+ constants.cube = (sub_resource_idx / test->miplevel_count) / 6;
+
+ 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, pso);
+ ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle);
+ ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 3, &constants.face, 0);
+ 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_float(context.render_target, 0, queue, command_list, sub_resource_idx, 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);
+ }
+
+ ID3D12Resource_Release(texture);
+ }
+ ID3D12PipelineState_Release(pso);
+
+ ID3D12DescriptorHeap_Release(heap);
+ destroy_test_context(&context);
+}
+
static void test_descriptor_tables(void)
{
ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2];
@@ -17380,6 +17684,7 @@ START_TEST(d3d12)
run_test(test_root_constants);
run_test(test_texture);
run_test(test_gather);
+ run_test(test_cube_maps);
run_test(test_descriptor_tables);
run_test(test_descriptor_tables_overlapping_bindings);
run_test(test_update_root_descriptors);
diff --git a/tests/vkd3d_d3d12_test.h b/tests/vkd3d_d3d12_test.h
index b4a9a442a5d2..2ebb58f997b3 100644
--- a/tests/vkd3d_d3d12_test.h
+++ b/tests/vkd3d_d3d12_test.h
@@ -318,11 +318,12 @@ static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
release_resource_readback(&rb);
}
-#define create_texture(a, b, c, d, e) create_default_texture_(__LINE__, a, b, c, d, 0, e)
-#define create_default_texture(a, b, c, d, e, f) create_default_texture_(__LINE__, a, b, c, d, e, f)
-static ID3D12Resource *create_default_texture_(unsigned int line, ID3D12Device *device,
- unsigned int width, unsigned int height, DXGI_FORMAT format,
- D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initial_state)
+#define create_default_texture(a, b, c, d, e, f) create_default_texture2d_(__LINE__, a, b, c, 1, 1, d, e, f)
+#define create_texture(a, b, c, d, e) create_default_texture(a, b, c, d, 0, e)
+#define create_default_texture2d(a, b, c, d, e, f, g, h) create_default_texture2d_(__LINE__, a, b, c, d, e, f, g, h)
+static ID3D12Resource *create_default_texture2d_(unsigned int line, ID3D12Device *device,
+ unsigned int width, unsigned int height, unsigned int array_size, unsigned int miplevel_count,
+ DXGI_FORMAT format, D3D12_RESOURCE_FLAGS flags, D3D12_RESOURCE_STATES initial_state)
{
D3D12_HEAP_PROPERTIES heap_properties;
D3D12_RESOURCE_DESC resource_desc;
@@ -336,8 +337,8 @@ static ID3D12Resource *create_default_texture_(unsigned int line, ID3D12Device *
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resource_desc.Width = width;
resource_desc.Height = height;
- resource_desc.DepthOrArraySize = 1;
- resource_desc.MipLevels = 1;
+ resource_desc.DepthOrArraySize = array_size;
+ resource_desc.MipLevels = miplevel_count;
resource_desc.Format = format;
resource_desc.SampleDesc.Count = 1;
resource_desc.Flags = flags;
--
2.16.4
More information about the wine-devel
mailing list