[PATCH vkd3d 2/3] tests: Allow sharing common code between D3D12 tests.
Józef Kucia
joseph.kucia at gmail.com
Thu Mar 29 11:21:47 CDT 2018
From: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
Makefile.am | 5 +-
tests/d3d12.c | 695 +--------------------------------------------
tests/vkd3d_d3d12_test.h | 720 +++++++++++++++++++++++++++++++++++++++++++++++
3 files changed, 725 insertions(+), 695 deletions(-)
create mode 100644 tests/vkd3d_d3d12_test.h
diff --git a/Makefile.am b/Makefile.am
index 260641bc8194..d10a0e35938f 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -39,6 +39,9 @@ vkd3d_tests = \
vkd3d_cross_tests = \
tests/d3d12
+vkd3d_test_headers = \
+ tests/vkd3d_d3d12_test.h
+
vkd3d_demos = \
demos/gears \
demos/triangle
@@ -129,7 +132,7 @@ tests_vkd3d_api_LDADD = libvkd3d.la @VULKAN_LIBS@
DEMOS_LDADD = $(LDADD) libvkd3d-shader.la @XCB_LIBS@ @VULKAN_LIBS@
DEMOS_CFLAGS = @XCB_CFLAGS@
noinst_PROGRAMS += $(vkd3d_demos)
-EXTRA_DIST += $(vkd3d_demos_headers)
+EXTRA_DIST += $(vkd3d_test_headers) $(vkd3d_demos_headers)
demos_gears_CFLAGS = $(DEMOS_CFLAGS)
demos_gears_LDADD = $(DEMOS_LDADD) -lm
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 587f8b72d47a..0f858ff985d1 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -55,13 +55,7 @@ typedef int HRESULT;
# include "vkd3d_utils.h"
#endif
-static void set_rect(RECT *rect, int left, int top, int right, int bottom)
-{
- rect->left = left;
- rect->right = right;
- rect->top = top;
- rect->bottom = bottom;
-}
+#include "vkd3d_d3d12_test.h"
static void set_box(D3D12_BOX *box, unsigned int left, unsigned int top, unsigned int front,
unsigned int right, unsigned int bottom, unsigned int back)
@@ -74,17 +68,6 @@ static void set_box(D3D12_BOX *box, unsigned int left, unsigned int top, unsigne
box->back = back;
}
-static void set_viewport(D3D12_VIEWPORT *vp, float x, float y,
- float width, float height, float min_depth, float max_depth)
-{
- vp->TopLeftX = x;
- vp->TopLeftY = y;
- vp->Width = width;
- vp->Height = height;
- vp->MinDepth = min_depth;
- vp->MaxDepth = max_depth;
-}
-
struct vec2
{
float x, y;
@@ -153,22 +136,6 @@ static bool compare_uint16(uint16_t a, uint16_t b, unsigned int max_diff)
return abs(a - b) <= max_diff;
}
-static bool compare_color(DWORD c1, DWORD c2, BYTE max_diff)
-{
- if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
- return false;
- c1 >>= 8; c2 >>= 8;
- if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
- return false;
- c1 >>= 8; c2 >>= 8;
- if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
- return false;
- c1 >>= 8; c2 >>= 8;
- if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
- return false;
- return true;
-}
-
static ULONG get_refcount(void *iface)
{
IUnknown *unk = iface;
@@ -190,49 +157,6 @@ static void check_interface_(unsigned int line, IUnknown *iface, REFIID riid, bo
IUnknown_Release(unk);
}
-static HRESULT create_root_signature(ID3D12Device *device, const D3D12_ROOT_SIGNATURE_DESC *desc,
- ID3D12RootSignature **root_signature)
-{
- ID3DBlob *blob;
- HRESULT hr;
-
- if (FAILED(hr = D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1_0, &blob, NULL)))
- return hr;
-
- hr = ID3D12Device_CreateRootSignature(device, 0, ID3D10Blob_GetBufferPointer(blob),
- ID3D10Blob_GetBufferSize(blob), &IID_ID3D12RootSignature, (void **)root_signature);
- ID3D10Blob_Release(blob);
- return hr;
-}
-
-static D3D12_SHADER_BYTECODE shader_bytecode(const DWORD *code, size_t size)
-{
- D3D12_SHADER_BYTECODE shader_bytecode = { code, size };
- return shader_bytecode;
-}
-
-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 void uav_barrier(ID3D12GraphicsCommandList *list, ID3D12Resource *resource)
{
D3D12_RESOURCE_BARRIER barrier;
@@ -244,12 +168,6 @@ static void uav_barrier(ID3D12GraphicsCommandList *list, ID3D12Resource *resourc
ID3D12GraphicsCommandList_ResourceBarrier(list, 1, &barrier);
}
-static void exec_command_list(ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *list)
-{
- ID3D12CommandList *lists[] = {(ID3D12CommandList *)list};
- ID3D12CommandQueue_ExecuteCommandLists(queue, 1, lists);
-}
-
#define reset_command_list(a, b) reset_command_list_(__LINE__, a, b)
static void reset_command_list_(unsigned int line,
ID3D12GraphicsCommandList *list, ID3D12CommandAllocator *allocator)
@@ -410,7 +328,6 @@ static HRESULT wait_for_fence(ID3D12Fence *fence, UINT64 value)
return ret == WAIT_OBJECT_0 ? S_OK : E_FAIL;
}
-#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue)
{
ID3D12Fence *fence;
@@ -443,38 +360,6 @@ static void update_buffer_data_(unsigned int line, ID3D12Resource *buffer,
ID3D12Resource_Unmap(buffer, 0, NULL);
}
-#define create_buffer(a, b, c, d, e) create_buffer_(__LINE__, a, b, c, d, e)
-static ID3D12Resource *create_buffer_(unsigned int line, ID3D12Device *device,
- D3D12_HEAP_TYPE heap_type, size_t size, D3D12_RESOURCE_FLAGS resource_flags,
- D3D12_RESOURCE_STATES initial_resource_state)
-{
- D3D12_HEAP_PROPERTIES heap_properties;
- D3D12_RESOURCE_DESC resource_desc;
- ID3D12Resource *buffer;
- HRESULT hr;
-
- memset(&heap_properties, 0, sizeof(heap_properties));
- heap_properties.Type = heap_type;
-
- resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- resource_desc.Alignment = 0;
- resource_desc.Width = size;
- resource_desc.Height = 1;
- resource_desc.DepthOrArraySize = 1;
- resource_desc.MipLevels = 1;
- resource_desc.Format = DXGI_FORMAT_UNKNOWN;
- resource_desc.SampleDesc.Count = 1;
- resource_desc.SampleDesc.Quality = 0;
- resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- resource_desc.Flags = resource_flags;
-
- hr = ID3D12Device_CreateCommittedResource(device, &heap_properties,
- D3D12_HEAP_FLAG_NONE, &resource_desc, initial_resource_state,
- NULL, &IID_ID3D12Resource, (void **)&buffer);
- ok_(line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
- return buffer;
-}
-
#define create_default_buffer(a, b, c, d) create_default_buffer_(__LINE__, a, b, c, d)
static ID3D12Resource *create_default_buffer_(unsigned int line, ID3D12Device *device,
size_t size, D3D12_RESOURCE_FLAGS resource_flags, D3D12_RESOURCE_STATES initial_resource_state)
@@ -496,44 +381,6 @@ static ID3D12Resource *create_upload_buffer_(unsigned int line, ID3D12Device *de
return buffer;
}
-#define create_readback_buffer(a, b) create_readback_buffer_(__LINE__, a, b)
-static ID3D12Resource *create_readback_buffer_(unsigned int line, ID3D12Device *device,
- size_t size)
-{
- return create_buffer_(line, device, D3D12_HEAP_TYPE_READBACK, size,
- D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
-}
-
-#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)
-{
- D3D12_HEAP_PROPERTIES heap_properties;
- D3D12_RESOURCE_DESC resource_desc;
- ID3D12Resource *texture;
- HRESULT hr;
-
- memset(&heap_properties, 0, sizeof(heap_properties));
- heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
-
- memset(&resource_desc, 0, sizeof(resource_desc));
- 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.Format = format;
- resource_desc.SampleDesc.Count = 1;
- resource_desc.Flags = flags;
- hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
- &resource_desc, initial_state, NULL, &IID_ID3D12Resource, (void **)&texture);
- ok_(line)(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
-
- return texture;
-}
-
static void copy_sub_resource_data(const D3D12_MEMCPY_DEST *dst, const D3D12_SUBRESOURCE_DATA *src,
unsigned int row_count, unsigned int slice_count, size_t row_size)
{
@@ -648,51 +495,6 @@ static void upload_texture_data_(unsigned int line, ID3D12Resource *texture,
free(row_sizes);
}
-static unsigned int format_size(DXGI_FORMAT format)
-{
- switch (format)
- {
- case DXGI_FORMAT_UNKNOWN:
- case DXGI_FORMAT_A8_UNORM:
- return 1;
- case DXGI_FORMAT_R32G32B32A32_FLOAT:
- case DXGI_FORMAT_R32G32B32A32_UINT:
- return 16;
- case DXGI_FORMAT_R32_TYPELESS:
- case DXGI_FORMAT_D32_FLOAT:
- case DXGI_FORMAT_R32_FLOAT:
- case DXGI_FORMAT_R32_UINT:
- case DXGI_FORMAT_R32_SINT:
- case DXGI_FORMAT_R8G8B8A8_TYPELESS:
- case DXGI_FORMAT_R8G8B8A8_UNORM:
- case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
- case DXGI_FORMAT_B8G8R8A8_UNORM:
- return 4;
- case DXGI_FORMAT_R16_FLOAT:
- case DXGI_FORMAT_R16_UNORM:
- return 2;
- case DXGI_FORMAT_BC1_UNORM:
- case DXGI_FORMAT_BC1_UNORM_SRGB:
- case DXGI_FORMAT_BC4_UNORM:
- case DXGI_FORMAT_BC4_SNORM:
- return 8;
- case DXGI_FORMAT_BC2_UNORM:
- case DXGI_FORMAT_BC2_UNORM_SRGB:
- case DXGI_FORMAT_BC3_UNORM:
- case DXGI_FORMAT_BC3_UNORM_SRGB:
- case DXGI_FORMAT_BC5_UNORM:
- case DXGI_FORMAT_BC5_SNORM:
- case DXGI_FORMAT_BC6H_UF16:
- case DXGI_FORMAT_BC6H_SF16:
- case DXGI_FORMAT_BC7_UNORM:
- case DXGI_FORMAT_BC7_UNORM_SRGB:
- return 16;
- default:
- trace("Unhandled format %#x.\n", format);
- return 1;
- }
-}
-
static unsigned int format_block_width(DXGI_FORMAT format)
{
switch (format)
@@ -741,15 +543,6 @@ static unsigned int format_block_height(DXGI_FORMAT format)
}
}
-struct resource_readback
-{
- unsigned int width;
- unsigned int height;
- ID3D12Resource *resource;
- unsigned int row_pitch;
- void *data;
-};
-
static void get_buffer_readback_with_command_list(ID3D12Resource *buffer, DXGI_FORMAT format,
struct resource_readback *rb, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
{
@@ -800,69 +593,6 @@ static void get_buffer_readback_with_command_list(ID3D12Resource *buffer, DXGI_F
ok(SUCCEEDED(hr), "Failed to map readback buffer, hr %#x.\n", hr);
}
-static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsigned int sub_resource,
- struct resource_readback *rb, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
-{
- D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
- D3D12_RESOURCE_DESC resource_desc;
- 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);
-
- resource_desc = ID3D12Resource_GetDesc(texture);
- ok(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER,
- "Resource %p is not texture.\n", texture);
- ok(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D,
- "Readback not implemented for 3D textures.\n");
-
- miplevel = sub_resource % resource_desc.MipLevels;
- rb->width = max(1, resource_desc.Width >> miplevel);
- rb->height = max(1, resource_desc.Height >> miplevel);
- rb->row_pitch = align(rb->width * format_size(resource_desc.Format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
- rb->data = NULL;
-
- format = resource_desc.Format;
-
- rb->resource = create_readback_buffer(device, rb->row_pitch * rb->height);
-
- 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.Width = rb->width;
- dst_location.PlacedFootprint.Footprint.Height = rb->height;
- dst_location.PlacedFootprint.Footprint.Depth = 1;
- dst_location.PlacedFootprint.Footprint.RowPitch = rb->row_pitch;
-
- src_location.pResource = texture;
- 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);
-
- exec_command_list(queue, command_list);
- wait_queue_idle(device, queue);
- ID3D12Device_Release(device);
-
- 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);
-}
-
-static void *get_readback_data(struct resource_readback *rb, unsigned int x, unsigned int y,
- size_t element_size)
-{
- return &((BYTE *)rb->data)[rb->row_pitch * y + x * element_size];
-}
-
static uint8_t get_readback_uint8(struct resource_readback *rb, unsigned int x, unsigned int y)
{
return *(uint8_t *)get_readback_data(rb, x, y, sizeof(uint8_t));
@@ -873,11 +603,6 @@ static uint16_t get_readback_uint16(struct resource_readback *rb, unsigned int x
return *(uint16_t *)get_readback_data(rb, x, y, sizeof(uint16_t));
}
-static unsigned int get_readback_uint(struct resource_readback *rb, unsigned int x, unsigned int y)
-{
- return *(unsigned int *)get_readback_data(rb, x, y, sizeof(unsigned int));
-}
-
static UINT64 get_readback_uint64(struct resource_readback *rb, unsigned int x, unsigned int y)
{
return *(UINT64 *)get_readback_data(rb, x, y, sizeof(UINT64));
@@ -898,13 +623,6 @@ static const struct uvec4 *get_readback_uvec4(struct resource_readback *rb, unsi
return get_readback_data(rb, x, y, sizeof(struct uvec4));
}
-static void release_resource_readback(struct resource_readback *rb)
-{
- D3D12_RANGE range = {0, 0};
- ID3D12Resource_Unmap(rb->resource, 0, &range);
- ID3D12Resource_Release(rb->resource);
-}
-
#define check_readback_data_float(a, b, c, d) check_readback_data_float_(__LINE__, a, b, c, d)
static void check_readback_data_float_(unsigned int line, struct resource_readback *rb,
const RECT *rect, float expected, unsigned int max_diff)
@@ -1028,47 +746,6 @@ static void check_sub_resource_uint16_(unsigned int line, ID3D12Resource *textur
release_resource_readback(&rb);
}
-#define check_readback_data_uint(a, b, c, d) check_readback_data_uint_(__LINE__, a, b, c, d)
-static void check_readback_data_uint_(unsigned int line, struct resource_readback *rb,
- const RECT *rect, unsigned int expected, unsigned int max_diff)
-{
- RECT r = {0, 0, rb->width, rb->height};
- unsigned int x = 0, y;
- bool all_match = true;
- unsigned int got = 0;
-
- if (rect)
- r = *rect;
-
- for (y = r.top; y < r.bottom; ++y)
- {
- for (x = r.left; x < r.right; ++x)
- {
- got = get_readback_uint(rb, x, y);
- if (!compare_color(got, expected, max_diff))
- {
- all_match = false;
- break;
- }
- }
- if (!all_match)
- break;
- }
- ok_(line)(all_match, "Got 0x%08x, expected 0x%08x at (%u, %u).\n", got, expected, x, y);
-}
-
-#define check_sub_resource_uint(a, b, c, d, e, f) check_sub_resource_uint_(__LINE__, a, b, c, d, e, f)
-static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
- unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
- unsigned int expected, unsigned int max_diff)
-{
- struct resource_readback rb;
-
- get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list);
- check_readback_data_uint_(line, &rb, NULL, expected, max_diff);
- release_resource_readback(&rb);
-}
-
#define check_sub_resource_vec4(a, b, c, d, e, f) check_sub_resource_vec4_(__LINE__, a, b, c, d, e, f)
static void check_sub_resource_vec4_(unsigned int line, ID3D12Resource *texture,
unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
@@ -1159,25 +836,6 @@ static bool is_min_max_filtering_supported(ID3D12Device *device)
return options.TiledResourcesTier >= D3D12_TILED_RESOURCES_TIER_2;
}
-#define create_empty_root_signature(device, flags) create_empty_root_signature_(__LINE__, device, flags)
-static ID3D12RootSignature *create_empty_root_signature_(unsigned int line,
- ID3D12Device *device, D3D12_ROOT_SIGNATURE_FLAGS flags)
-{
- D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
- ID3D12RootSignature *root_signature = NULL;
- HRESULT hr;
-
- root_signature_desc.NumParameters = 0;
- root_signature_desc.pParameters = NULL;
- root_signature_desc.NumStaticSamplers = 0;
- root_signature_desc.pStaticSamplers = NULL;
- root_signature_desc.Flags = flags;
- hr = create_root_signature(device, &root_signature_desc, &root_signature);
- ok_(line)(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
-
- return root_signature;
-}
-
#define create_cb_root_signature(a, b, c, e) create_cb_root_signature_(__LINE__, a, b, c, e)
static ID3D12RootSignature *create_cb_root_signature_(unsigned int line,
ID3D12Device *device, unsigned int reg_idx, D3D12_SHADER_VISIBILITY shader_visibility,
@@ -1300,236 +958,6 @@ static ID3D12PipelineState *create_compute_pipeline_state_(unsigned int line, ID
return pipeline_state;
}
-static void init_pipeline_state_desc(D3D12_GRAPHICS_PIPELINE_STATE_DESC *desc,
- ID3D12RootSignature *root_signature, DXGI_FORMAT rt_format,
- const D3D12_SHADER_BYTECODE *vs, const D3D12_SHADER_BYTECODE *ps,
- const D3D12_INPUT_LAYOUT_DESC *input_layout)
-{
- static const DWORD vs_code[] =
- {
-#if 0
- void main(uint id : SV_VertexID, out float4 position : SV_Position)
- {
- float2 coords = float2((id << 1) & 2, id & 2);
- position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
- }
-#endif
- 0x43425844, 0xf900d25e, 0x68bfefa7, 0xa63ac0a7, 0xa476af7a, 0x00000001, 0x0000018c, 0x00000003,
- 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
- 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
- 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
- 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000f0, 0x00010050,
- 0x0000003c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2,
- 0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001,
- 0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001,
- 0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032,
- 0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000,
- 0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000,
- 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
- 0x00000000, 0x3f800000, 0x0100003e,
- };
- static const DWORD ps_code[] =
- {
-#if 0
- void main(const in float4 position : SV_Position, out float4 target : SV_Target0)
- {
- target = float4(0.0f, 1.0f, 0.0f, 1.0f);
- }
-#endif
- 0x43425844, 0x8a4a8140, 0x5eba8e0b, 0x714e0791, 0xb4b8eed2, 0x00000001, 0x000000d8, 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, 0x0000003c, 0x00000050,
- 0x0000000f, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
- 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
- };
-
- memset(desc, 0, sizeof(*desc));
- desc->pRootSignature = root_signature;
- if (vs)
- desc->VS = *vs;
- else
- desc->VS = shader_bytecode(vs_code, sizeof(vs_code));
- if (ps)
- desc->PS = *ps;
- else
- desc->PS = shader_bytecode(ps_code, sizeof(ps_code));
- desc->StreamOutput.RasterizedStream = 0;
- desc->BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
- desc->RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
- desc->RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
- if (input_layout)
- desc->InputLayout = *input_layout;
- desc->SampleMask = ~(UINT)0;
- desc->PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- desc->NumRenderTargets = 1;
- desc->RTVFormats[0] = rt_format;
- desc->SampleDesc.Count = 1;
-}
-
-#define create_pipeline_state(a, b, c, d, e, f) create_pipeline_state_(__LINE__, a, b, c, d, e, f)
-static ID3D12PipelineState *create_pipeline_state_(unsigned int line, ID3D12Device *device,
- ID3D12RootSignature *root_signature, DXGI_FORMAT rt_format,
- const D3D12_SHADER_BYTECODE *vs, const D3D12_SHADER_BYTECODE *ps,
- const D3D12_INPUT_LAYOUT_DESC *input_layout)
-{
- D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_desc;
- ID3D12PipelineState *pipeline_state;
- HRESULT hr;
-
- init_pipeline_state_desc(&pipeline_state_desc, root_signature, rt_format, vs, ps, input_layout);
- hr = ID3D12Device_CreateGraphicsPipelineState(device, &pipeline_state_desc,
- &IID_ID3D12PipelineState, (void **)&pipeline_state);
- ok_(line)(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
-
- return pipeline_state;
-}
-
-struct test_context_desc
-{
- unsigned int rt_width, rt_height;
- DXGI_FORMAT rt_format;
- unsigned int rt_descriptor_count;
- unsigned int root_signature_flags;
- bool no_render_target;
- bool no_root_signature;
- bool no_pipeline;
- const D3D12_SHADER_BYTECODE *ps;
-};
-
-struct test_context
-{
- ID3D12Device *device;
-
- ID3D12CommandQueue *queue;
- ID3D12CommandAllocator *allocator;
- ID3D12GraphicsCommandList *list;
-
- D3D12_RESOURCE_DESC render_target_desc;
- ID3D12Resource *render_target;
-
- ID3D12DescriptorHeap *rtv_heap;
- D3D12_CPU_DESCRIPTOR_HANDLE rtv;
-
- ID3D12RootSignature *root_signature;
- ID3D12PipelineState *pipeline_state;
-
- D3D12_VIEWPORT viewport;
- RECT scissor_rect;
-};
-
-#define create_render_target(context, a, b, c) create_render_target_(__LINE__, context, a, b, c)
-static void create_render_target_(unsigned int line, struct test_context *context,
- const struct test_context_desc *desc, ID3D12Resource **render_target,
- const D3D12_CPU_DESCRIPTOR_HANDLE *rtv)
-{
- D3D12_HEAP_PROPERTIES heap_properties;
- D3D12_RESOURCE_DESC resource_desc;
- D3D12_CLEAR_VALUE clear_value;
- HRESULT hr;
-
- memset(&heap_properties, 0, sizeof(heap_properties));
- heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
-
- resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- resource_desc.Alignment = 0;
- resource_desc.Width = desc && desc->rt_width ? desc->rt_width : 32;
- resource_desc.Height = desc && desc->rt_height ? desc->rt_height : 32;
- resource_desc.DepthOrArraySize = 1;
- resource_desc.MipLevels = 1;
- resource_desc.Format = desc && desc->rt_format ? desc->rt_format : DXGI_FORMAT_R8G8B8A8_UNORM;
- resource_desc.SampleDesc.Count = 1;
- resource_desc.SampleDesc.Quality = 0;
- resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
- clear_value.Format = resource_desc.Format;
- clear_value.Color[0] = 1.0f;
- clear_value.Color[1] = 1.0f;
- clear_value.Color[2] = 1.0f;
- clear_value.Color[3] = 1.0f;
- hr = ID3D12Device_CreateCommittedResource(context->device,
- &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
- D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
- &IID_ID3D12Resource, (void **)render_target);
- ok_(line)(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
-
- context->render_target_desc = resource_desc;
-
- if (rtv)
- ID3D12Device_CreateRenderTargetView(context->device, *render_target, NULL, *rtv);
-}
-
-#define init_test_context(context, desc) init_test_context_(__LINE__, context, desc)
-static bool init_test_context_(unsigned int line, struct test_context *context,
- const struct test_context_desc *desc)
-{
- D3D12_COMMAND_QUEUE_DESC command_queue_desc;
- D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc;
- ID3D12Device *device;
- HRESULT hr;
-
- memset(context, 0, sizeof(*context));
-
- if (!(context->device = create_device()))
- {
- skip_(line)("Failed to create device.\n");
- return false;
- }
- device = context->device;
-
- command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
- command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- command_queue_desc.NodeMask = 0;
- hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
- &IID_ID3D12CommandQueue, (void **)&context->queue);
- ok_(line)(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr);
-
- hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
- &IID_ID3D12CommandAllocator, (void **)&context->allocator);
- ok_(line)(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
-
- hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
- context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list);
- ok_(line)(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
-
- if (desc && desc->no_render_target)
- return true;
-
- rtv_heap_desc.NumDescriptors = desc && desc->rt_descriptor_count ? desc->rt_descriptor_count : 1;
- rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
- rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
- rtv_heap_desc.NodeMask = 0;
- hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_heap_desc,
- &IID_ID3D12DescriptorHeap, (void **)&context->rtv_heap);
- ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
-
- context->rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(context->rtv_heap);
-
- create_render_target_(line, context, desc, &context->render_target, &context->rtv);
-
- set_viewport(&context->viewport, 0.0f, 0.0f,
- context->render_target_desc.Width, context->render_target_desc.Height, 0.0f, 1.0f);
- set_rect(&context->scissor_rect, 0, 0,
- context->render_target_desc.Width, context->render_target_desc.Height);
-
- if (desc && desc->no_root_signature)
- return true;
-
- context->root_signature = create_empty_root_signature_(line,
- device, desc ? desc->root_signature_flags : D3D12_ROOT_SIGNATURE_FLAG_NONE);
-
- if (desc && desc->no_pipeline)
- return true;
-
- context->pipeline_state = create_pipeline_state_(line, device,
- context->root_signature, context->render_target_desc.Format,
- NULL, desc ? desc->ps : NULL, NULL);
-
- return true;
-}
-
#define init_compute_test_context(context) init_compute_test_context_(__LINE__, context)
static bool init_compute_test_context_(unsigned int line, struct test_context *context)
{
@@ -1565,127 +993,6 @@ static bool init_compute_test_context_(unsigned int line, struct test_context *c
return true;
}
-#define destroy_test_context(context) destroy_test_context_(__LINE__, context)
-static void destroy_test_context_(unsigned int line, struct test_context *context)
-{
- ULONG refcount;
-
- if (context->pipeline_state)
- ID3D12PipelineState_Release(context->pipeline_state);
- if (context->root_signature)
- ID3D12RootSignature_Release(context->root_signature);
-
- if (context->rtv_heap)
- ID3D12DescriptorHeap_Release(context->rtv_heap);
- if (context->render_target)
- ID3D12Resource_Release(context->render_target);
-
- ID3D12CommandAllocator_Release(context->allocator);
- ID3D12CommandQueue_Release(context->queue);
- ID3D12GraphicsCommandList_Release(context->list);
-
- refcount = ID3D12Device_Release(context->device);
- ok_(line)(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
-}
-
-#define create_cpu_descriptor_heap(a, b, c) create_cpu_descriptor_heap_(__LINE__, a, b, c)
-static ID3D12DescriptorHeap *create_cpu_descriptor_heap_(unsigned int line, ID3D12Device *device,
- D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int descriptor_count)
-{
- D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
- ID3D12DescriptorHeap *descriptor_heap;
- HRESULT hr;
-
- heap_desc.Type = heap_type,
- heap_desc.NumDescriptors = descriptor_count;
- heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
- heap_desc.NodeMask = 0;
- hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
- &IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
- ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
-
- return descriptor_heap;
-}
-
-#define create_gpu_descriptor_heap(a, b, c) create_gpu_descriptor_heap_(__LINE__, a, b, c)
-static ID3D12DescriptorHeap *create_gpu_descriptor_heap_(unsigned int line, ID3D12Device *device,
- D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int descriptor_count)
-{
- D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
- ID3D12DescriptorHeap *descriptor_heap;
- HRESULT hr;
-
- heap_desc.Type = heap_type,
- heap_desc.NumDescriptors = descriptor_count;
- heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
- heap_desc.NodeMask = 0;
- hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
- &IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
- ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
-
- return descriptor_heap;
-}
-
-static D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_handle(ID3D12Device *device,
- ID3D12DescriptorHeap *heap, D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int offset)
-{
- D3D12_CPU_DESCRIPTOR_HANDLE handle;
- unsigned int descriptor_size;
-
- handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
- if (!offset)
- return handle;
-
- descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, heap_type);
- handle.ptr += offset * descriptor_size;
- return handle;
-}
-
-static D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_descriptor_handle(struct test_context *context,
- ID3D12DescriptorHeap *heap, unsigned int offset)
-{
- return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, offset);
-}
-
-static D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_sampler_handle(struct test_context *context,
- ID3D12DescriptorHeap *heap, unsigned int offset)
-{
- return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, offset);
-}
-
-static D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_rtv_handle(struct test_context *context,
- ID3D12DescriptorHeap *heap, unsigned int offset)
-{
- return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, offset);
-}
-
-static D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_handle(ID3D12Device *device,
- ID3D12DescriptorHeap *heap, D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int offset)
-{
- D3D12_GPU_DESCRIPTOR_HANDLE handle;
- unsigned int descriptor_size;
-
- handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
- if (!offset)
- return handle;
-
- descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, heap_type);
- handle.ptr += offset * descriptor_size;
- return handle;
-}
-
-static D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_descriptor_handle(struct test_context *context,
- ID3D12DescriptorHeap *heap, unsigned int offset)
-{
- return get_gpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, offset);
-}
-
-static D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_sampler_handle(struct test_context *context,
- ID3D12DescriptorHeap *heap, unsigned int offset)
-{
- return get_gpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, offset);
-}
-
struct depth_stencil_resource
{
ID3D12Resource *texture;
diff --git a/tests/vkd3d_d3d12_test.h b/tests/vkd3d_d3d12_test.h
new file mode 100644
index 000000000000..538479e922c1
--- /dev/null
+++ b/tests/vkd3d_d3d12_test.h
@@ -0,0 +1,720 @@
+/*
+ * Copyright 2016-2018 Józef Kucia for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#ifndef __VKD3D_D3D12_TEST_H
+#define __VKD3D_D3D12_TEST_H
+
+#define wait_queue_idle(a, b) wait_queue_idle_(__LINE__, a, b)
+static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12CommandQueue *queue);
+static ID3D12Device *create_device(void);
+
+static void set_rect(RECT *rect, int left, int top, int right, int bottom)
+{
+ rect->left = left;
+ rect->right = right;
+ rect->top = top;
+ rect->bottom = bottom;
+}
+
+static void set_viewport(D3D12_VIEWPORT *vp, float x, float y,
+ float width, float height, float min_depth, float max_depth)
+{
+ vp->TopLeftX = x;
+ vp->TopLeftY = y;
+ vp->Width = width;
+ vp->Height = height;
+ vp->MinDepth = min_depth;
+ vp->MaxDepth = max_depth;
+}
+
+static bool compare_color(DWORD c1, DWORD c2, BYTE max_diff)
+{
+ if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
+ return false;
+ c1 >>= 8; c2 >>= 8;
+ if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
+ return false;
+ c1 >>= 8; c2 >>= 8;
+ if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
+ return false;
+ c1 >>= 8; c2 >>= 8;
+ if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
+ return false;
+ return true;
+}
+
+static D3D12_SHADER_BYTECODE shader_bytecode(const DWORD *code, size_t size)
+{
+ D3D12_SHADER_BYTECODE shader_bytecode = { code, size };
+ return shader_bytecode;
+}
+
+static void exec_command_list(ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *list)
+{
+ ID3D12CommandList *lists[] = {(ID3D12CommandList *)list};
+ ID3D12CommandQueue_ExecuteCommandLists(queue, 1, lists);
+}
+
+#define create_buffer(a, b, c, d, e) create_buffer_(__LINE__, a, b, c, d, e)
+static ID3D12Resource *create_buffer_(unsigned int line, ID3D12Device *device,
+ D3D12_HEAP_TYPE heap_type, size_t size, D3D12_RESOURCE_FLAGS resource_flags,
+ D3D12_RESOURCE_STATES initial_resource_state)
+{
+ D3D12_HEAP_PROPERTIES heap_properties;
+ D3D12_RESOURCE_DESC resource_desc;
+ ID3D12Resource *buffer;
+ HRESULT hr;
+
+ memset(&heap_properties, 0, sizeof(heap_properties));
+ heap_properties.Type = heap_type;
+
+ resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ resource_desc.Alignment = 0;
+ resource_desc.Width = size;
+ resource_desc.Height = 1;
+ resource_desc.DepthOrArraySize = 1;
+ resource_desc.MipLevels = 1;
+ resource_desc.Format = DXGI_FORMAT_UNKNOWN;
+ resource_desc.SampleDesc.Count = 1;
+ resource_desc.SampleDesc.Quality = 0;
+ resource_desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ resource_desc.Flags = resource_flags;
+
+ hr = ID3D12Device_CreateCommittedResource(device, &heap_properties,
+ D3D12_HEAP_FLAG_NONE, &resource_desc, initial_resource_state,
+ NULL, &IID_ID3D12Resource, (void **)&buffer);
+ ok_(line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
+ return buffer;
+}
+
+#define create_readback_buffer(a, b) create_readback_buffer_(__LINE__, a, b)
+static ID3D12Resource *create_readback_buffer_(unsigned int line, ID3D12Device *device,
+ size_t size)
+{
+ return create_buffer_(line, device, D3D12_HEAP_TYPE_READBACK, size,
+ D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
+}
+
+#define create_cpu_descriptor_heap(a, b, c) create_cpu_descriptor_heap_(__LINE__, a, b, c)
+static inline ID3D12DescriptorHeap *create_cpu_descriptor_heap_(unsigned int line, ID3D12Device *device,
+ D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int descriptor_count)
+{
+ D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
+ ID3D12DescriptorHeap *descriptor_heap;
+ HRESULT hr;
+
+ heap_desc.Type = heap_type,
+ heap_desc.NumDescriptors = descriptor_count;
+ heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ heap_desc.NodeMask = 0;
+ hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
+ &IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
+ ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
+
+ return descriptor_heap;
+}
+
+#define create_gpu_descriptor_heap(a, b, c) create_gpu_descriptor_heap_(__LINE__, a, b, c)
+static inline ID3D12DescriptorHeap *create_gpu_descriptor_heap_(unsigned int line, ID3D12Device *device,
+ D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int descriptor_count)
+{
+ D3D12_DESCRIPTOR_HEAP_DESC heap_desc;
+ ID3D12DescriptorHeap *descriptor_heap;
+ HRESULT hr;
+
+ heap_desc.Type = heap_type,
+ heap_desc.NumDescriptors = descriptor_count;
+ heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ heap_desc.NodeMask = 0;
+ hr = ID3D12Device_CreateDescriptorHeap(device, &heap_desc,
+ &IID_ID3D12DescriptorHeap, (void **)&descriptor_heap);
+ ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
+
+ return descriptor_heap;
+}
+
+static unsigned int format_size(DXGI_FORMAT format)
+{
+ switch (format)
+ {
+ case DXGI_FORMAT_UNKNOWN:
+ case DXGI_FORMAT_A8_UNORM:
+ return 1;
+ case DXGI_FORMAT_R32G32B32A32_FLOAT:
+ case DXGI_FORMAT_R32G32B32A32_UINT:
+ return 16;
+ case DXGI_FORMAT_R32_TYPELESS:
+ case DXGI_FORMAT_D32_FLOAT:
+ case DXGI_FORMAT_R32_FLOAT:
+ case DXGI_FORMAT_R32_UINT:
+ case DXGI_FORMAT_R32_SINT:
+ case DXGI_FORMAT_R8G8B8A8_TYPELESS:
+ case DXGI_FORMAT_R8G8B8A8_UNORM:
+ case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
+ case DXGI_FORMAT_B8G8R8A8_UNORM:
+ return 4;
+ case DXGI_FORMAT_R16_FLOAT:
+ case DXGI_FORMAT_R16_UNORM:
+ return 2;
+ case DXGI_FORMAT_BC1_UNORM:
+ case DXGI_FORMAT_BC1_UNORM_SRGB:
+ case DXGI_FORMAT_BC4_UNORM:
+ case DXGI_FORMAT_BC4_SNORM:
+ return 8;
+ case DXGI_FORMAT_BC2_UNORM:
+ case DXGI_FORMAT_BC2_UNORM_SRGB:
+ case DXGI_FORMAT_BC3_UNORM:
+ case DXGI_FORMAT_BC3_UNORM_SRGB:
+ case DXGI_FORMAT_BC5_UNORM:
+ case DXGI_FORMAT_BC5_SNORM:
+ case DXGI_FORMAT_BC6H_UF16:
+ case DXGI_FORMAT_BC6H_SF16:
+ case DXGI_FORMAT_BC7_UNORM:
+ case DXGI_FORMAT_BC7_UNORM_SRGB:
+ return 16;
+ default:
+ trace("Unhandled format %#x.\n", format);
+ return 1;
+ }
+}
+
+struct resource_readback
+{
+ unsigned int width;
+ unsigned int height;
+ ID3D12Resource *resource;
+ unsigned int row_pitch;
+ void *data;
+};
+
+static void get_texture_readback_with_command_list(ID3D12Resource *texture, unsigned int sub_resource,
+ struct resource_readback *rb, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list)
+{
+ D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
+ D3D12_RESOURCE_DESC resource_desc;
+ 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);
+
+ resource_desc = ID3D12Resource_GetDesc(texture);
+ ok(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_BUFFER,
+ "Resource %p is not texture.\n", texture);
+ ok(resource_desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE3D,
+ "Readback not implemented for 3D textures.\n");
+
+ miplevel = sub_resource % resource_desc.MipLevels;
+ rb->width = max(1, resource_desc.Width >> miplevel);
+ rb->height = max(1, resource_desc.Height >> miplevel);
+ rb->row_pitch = align(rb->width * format_size(resource_desc.Format), D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
+ rb->data = NULL;
+
+ format = resource_desc.Format;
+
+ rb->resource = create_readback_buffer(device, rb->row_pitch * rb->height);
+
+ 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.Width = rb->width;
+ dst_location.PlacedFootprint.Footprint.Height = rb->height;
+ dst_location.PlacedFootprint.Footprint.Depth = 1;
+ dst_location.PlacedFootprint.Footprint.RowPitch = rb->row_pitch;
+
+ src_location.pResource = texture;
+ 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);
+
+ exec_command_list(queue, command_list);
+ wait_queue_idle(device, queue);
+ ID3D12Device_Release(device);
+
+ 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);
+}
+
+static void *get_readback_data(struct resource_readback *rb, unsigned int x, unsigned int y,
+ size_t element_size)
+{
+ return &((BYTE *)rb->data)[rb->row_pitch * y + x * element_size];
+}
+
+static unsigned int get_readback_uint(struct resource_readback *rb, unsigned int x, unsigned int y)
+{
+ return *(unsigned int *)get_readback_data(rb, x, y, sizeof(unsigned int));
+}
+
+static void release_resource_readback(struct resource_readback *rb)
+{
+ D3D12_RANGE range = {0, 0};
+ ID3D12Resource_Unmap(rb->resource, 0, &range);
+ ID3D12Resource_Release(rb->resource);
+}
+
+#define check_readback_data_uint(a, b, c, d) check_readback_data_uint_(__LINE__, a, b, c, d)
+static void check_readback_data_uint_(unsigned int line, struct resource_readback *rb,
+ const RECT *rect, unsigned int expected, unsigned int max_diff)
+{
+ RECT r = {0, 0, rb->width, rb->height};
+ unsigned int x = 0, y;
+ bool all_match = true;
+ unsigned int got = 0;
+
+ if (rect)
+ r = *rect;
+
+ for (y = r.top; y < r.bottom; ++y)
+ {
+ for (x = r.left; x < r.right; ++x)
+ {
+ got = get_readback_uint(rb, x, y);
+ if (!compare_color(got, expected, max_diff))
+ {
+ all_match = false;
+ break;
+ }
+ }
+ if (!all_match)
+ break;
+ }
+ ok_(line)(all_match, "Got 0x%08x, expected 0x%08x at (%u, %u).\n", got, expected, x, y);
+}
+
+#define check_sub_resource_uint(a, b, c, d, e, f) check_sub_resource_uint_(__LINE__, a, b, c, d, e, f)
+static void check_sub_resource_uint_(unsigned int line, ID3D12Resource *texture,
+ unsigned int sub_resource_idx, ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *command_list,
+ unsigned int expected, unsigned int max_diff)
+{
+ struct resource_readback rb;
+
+ get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list);
+ check_readback_data_uint_(line, &rb, NULL, expected, max_diff);
+ 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)
+{
+ D3D12_HEAP_PROPERTIES heap_properties;
+ D3D12_RESOURCE_DESC resource_desc;
+ ID3D12Resource *texture;
+ HRESULT hr;
+
+ memset(&heap_properties, 0, sizeof(heap_properties));
+ heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
+
+ memset(&resource_desc, 0, sizeof(resource_desc));
+ 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.Format = format;
+ resource_desc.SampleDesc.Count = 1;
+ resource_desc.Flags = flags;
+ hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
+ &resource_desc, initial_state, NULL, &IID_ID3D12Resource, (void **)&texture);
+ ok_(line)(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ 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)
+{
+ ID3DBlob *blob;
+ HRESULT hr;
+
+ if (FAILED(hr = D3D12SerializeRootSignature(desc, D3D_ROOT_SIGNATURE_VERSION_1_0, &blob, NULL)))
+ return hr;
+
+ hr = ID3D12Device_CreateRootSignature(device, 0, ID3D10Blob_GetBufferPointer(blob),
+ ID3D10Blob_GetBufferSize(blob), &IID_ID3D12RootSignature, (void **)root_signature);
+ ID3D10Blob_Release(blob);
+ return hr;
+}
+
+#define create_empty_root_signature(device, flags) create_empty_root_signature_(__LINE__, device, flags)
+static ID3D12RootSignature *create_empty_root_signature_(unsigned int line,
+ ID3D12Device *device, D3D12_ROOT_SIGNATURE_FLAGS flags)
+{
+ D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
+ ID3D12RootSignature *root_signature = NULL;
+ HRESULT hr;
+
+ root_signature_desc.NumParameters = 0;
+ root_signature_desc.pParameters = NULL;
+ root_signature_desc.NumStaticSamplers = 0;
+ root_signature_desc.pStaticSamplers = NULL;
+ root_signature_desc.Flags = flags;
+ hr = create_root_signature(device, &root_signature_desc, &root_signature);
+ ok_(line)(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr);
+
+ return root_signature;
+}
+
+static void init_pipeline_state_desc(D3D12_GRAPHICS_PIPELINE_STATE_DESC *desc,
+ ID3D12RootSignature *root_signature, DXGI_FORMAT rt_format,
+ const D3D12_SHADER_BYTECODE *vs, const D3D12_SHADER_BYTECODE *ps,
+ const D3D12_INPUT_LAYOUT_DESC *input_layout)
+{
+ static const DWORD vs_code[] =
+ {
+#if 0
+ void main(uint id : SV_VertexID, out float4 position : SV_Position)
+ {
+ float2 coords = float2((id << 1) & 2, id & 2);
+ position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
+ }
+#endif
+ 0x43425844, 0xf900d25e, 0x68bfefa7, 0xa63ac0a7, 0xa476af7a, 0x00000001, 0x0000018c, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000f0, 0x00010050,
+ 0x0000003c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001,
+ 0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001,
+ 0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032,
+ 0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000,
+ 0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000,
+ 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
+ 0x00000000, 0x3f800000, 0x0100003e,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ void main(const in float4 position : SV_Position, out float4 target : SV_Target0)
+ {
+ target = float4(0.0f, 1.0f, 0.0f, 1.0f);
+ }
+#endif
+ 0x43425844, 0x8a4a8140, 0x5eba8e0b, 0x714e0791, 0xb4b8eed2, 0x00000001, 0x000000d8, 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, 0x0000003c, 0x00000050,
+ 0x0000000f, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
+ 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
+ };
+
+ memset(desc, 0, sizeof(*desc));
+ desc->pRootSignature = root_signature;
+ if (vs)
+ desc->VS = *vs;
+ else
+ desc->VS = shader_bytecode(vs_code, sizeof(vs_code));
+ if (ps)
+ desc->PS = *ps;
+ else
+ desc->PS = shader_bytecode(ps_code, sizeof(ps_code));
+ desc->StreamOutput.RasterizedStream = 0;
+ desc->BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+ desc->RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
+ desc->RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
+ if (input_layout)
+ desc->InputLayout = *input_layout;
+ desc->SampleMask = ~(UINT)0;
+ desc->PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ desc->NumRenderTargets = 1;
+ desc->RTVFormats[0] = rt_format;
+ desc->SampleDesc.Count = 1;
+}
+
+#define create_pipeline_state(a, b, c, d, e, f) create_pipeline_state_(__LINE__, a, b, c, d, e, f)
+static ID3D12PipelineState *create_pipeline_state_(unsigned int line, ID3D12Device *device,
+ ID3D12RootSignature *root_signature, DXGI_FORMAT rt_format,
+ const D3D12_SHADER_BYTECODE *vs, const D3D12_SHADER_BYTECODE *ps,
+ const D3D12_INPUT_LAYOUT_DESC *input_layout)
+{
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_desc;
+ ID3D12PipelineState *pipeline_state;
+ HRESULT hr;
+
+ init_pipeline_state_desc(&pipeline_state_desc, root_signature, rt_format, vs, ps, input_layout);
+ hr = ID3D12Device_CreateGraphicsPipelineState(device, &pipeline_state_desc,
+ &IID_ID3D12PipelineState, (void **)&pipeline_state);
+ ok_(line)(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr);
+
+ return pipeline_state;
+}
+
+struct test_context_desc
+{
+ unsigned int rt_width, rt_height;
+ DXGI_FORMAT rt_format;
+ unsigned int rt_descriptor_count;
+ unsigned int root_signature_flags;
+ bool no_render_target;
+ bool no_root_signature;
+ bool no_pipeline;
+ const D3D12_SHADER_BYTECODE *ps;
+};
+
+struct test_context
+{
+ ID3D12Device *device;
+
+ ID3D12CommandQueue *queue;
+ ID3D12CommandAllocator *allocator;
+ ID3D12GraphicsCommandList *list;
+
+ D3D12_RESOURCE_DESC render_target_desc;
+ ID3D12Resource *render_target;
+
+ ID3D12DescriptorHeap *rtv_heap;
+ D3D12_CPU_DESCRIPTOR_HANDLE rtv;
+
+ ID3D12RootSignature *root_signature;
+ ID3D12PipelineState *pipeline_state;
+
+ D3D12_VIEWPORT viewport;
+ RECT scissor_rect;
+};
+
+#define create_render_target(context, a, b, c) create_render_target_(__LINE__, context, a, b, c)
+static void create_render_target_(unsigned int line, struct test_context *context,
+ const struct test_context_desc *desc, ID3D12Resource **render_target,
+ const D3D12_CPU_DESCRIPTOR_HANDLE *rtv)
+{
+ D3D12_HEAP_PROPERTIES heap_properties;
+ D3D12_RESOURCE_DESC resource_desc;
+ D3D12_CLEAR_VALUE clear_value;
+ HRESULT hr;
+
+ memset(&heap_properties, 0, sizeof(heap_properties));
+ heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
+
+ resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+ resource_desc.Alignment = 0;
+ resource_desc.Width = desc && desc->rt_width ? desc->rt_width : 32;
+ resource_desc.Height = desc && desc->rt_height ? desc->rt_height : 32;
+ resource_desc.DepthOrArraySize = 1;
+ resource_desc.MipLevels = 1;
+ resource_desc.Format = desc && desc->rt_format ? desc->rt_format : DXGI_FORMAT_R8G8B8A8_UNORM;
+ resource_desc.SampleDesc.Count = 1;
+ resource_desc.SampleDesc.Quality = 0;
+ resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
+ clear_value.Format = resource_desc.Format;
+ clear_value.Color[0] = 1.0f;
+ clear_value.Color[1] = 1.0f;
+ clear_value.Color[2] = 1.0f;
+ clear_value.Color[3] = 1.0f;
+ hr = ID3D12Device_CreateCommittedResource(context->device,
+ &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
+ D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
+ &IID_ID3D12Resource, (void **)render_target);
+ ok_(line)(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ context->render_target_desc = resource_desc;
+
+ if (rtv)
+ ID3D12Device_CreateRenderTargetView(context->device, *render_target, NULL, *rtv);
+}
+
+#define init_test_context(context, desc) init_test_context_(__LINE__, context, desc)
+static bool init_test_context_(unsigned int line, struct test_context *context,
+ const struct test_context_desc *desc)
+{
+ D3D12_COMMAND_QUEUE_DESC command_queue_desc;
+ D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc;
+ ID3D12Device *device;
+ HRESULT hr;
+
+ memset(context, 0, sizeof(*context));
+
+ if (!(context->device = create_device()))
+ {
+ skip_(line)("Failed to create device.\n");
+ return false;
+ }
+ device = context->device;
+
+ command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
+ command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ command_queue_desc.NodeMask = 0;
+ hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc,
+ &IID_ID3D12CommandQueue, (void **)&context->queue);
+ ok_(line)(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr);
+
+ hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ &IID_ID3D12CommandAllocator, (void **)&context->allocator);
+ ok_(line)(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr);
+
+ hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
+ context->allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&context->list);
+ ok_(line)(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr);
+
+ if (desc && desc->no_render_target)
+ return true;
+
+ rtv_heap_desc.NumDescriptors = desc && desc->rt_descriptor_count ? desc->rt_descriptor_count : 1;
+ rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+ rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ rtv_heap_desc.NodeMask = 0;
+ hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_heap_desc,
+ &IID_ID3D12DescriptorHeap, (void **)&context->rtv_heap);
+ ok_(line)(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr);
+
+ context->rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(context->rtv_heap);
+
+ create_render_target_(line, context, desc, &context->render_target, &context->rtv);
+
+ set_viewport(&context->viewport, 0.0f, 0.0f,
+ context->render_target_desc.Width, context->render_target_desc.Height, 0.0f, 1.0f);
+ set_rect(&context->scissor_rect, 0, 0,
+ context->render_target_desc.Width, context->render_target_desc.Height);
+
+ if (desc && desc->no_root_signature)
+ return true;
+
+ context->root_signature = create_empty_root_signature_(line,
+ device, desc ? desc->root_signature_flags : D3D12_ROOT_SIGNATURE_FLAG_NONE);
+
+ if (desc && desc->no_pipeline)
+ return true;
+
+ context->pipeline_state = create_pipeline_state_(line, device,
+ context->root_signature, context->render_target_desc.Format,
+ NULL, desc ? desc->ps : NULL, NULL);
+
+ return true;
+}
+
+#define destroy_test_context(context) destroy_test_context_(__LINE__, context)
+static void destroy_test_context_(unsigned int line, struct test_context *context)
+{
+ ULONG refcount;
+
+ if (context->pipeline_state)
+ ID3D12PipelineState_Release(context->pipeline_state);
+ if (context->root_signature)
+ ID3D12RootSignature_Release(context->root_signature);
+
+ if (context->rtv_heap)
+ ID3D12DescriptorHeap_Release(context->rtv_heap);
+ if (context->render_target)
+ ID3D12Resource_Release(context->render_target);
+
+ ID3D12CommandAllocator_Release(context->allocator);
+ ID3D12CommandQueue_Release(context->queue);
+ ID3D12GraphicsCommandList_Release(context->list);
+
+ refcount = ID3D12Device_Release(context->device);
+ ok_(line)(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
+}
+
+static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_handle(ID3D12Device *device,
+ ID3D12DescriptorHeap *heap, D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int offset)
+{
+ D3D12_CPU_DESCRIPTOR_HANDLE handle;
+ unsigned int descriptor_size;
+
+ handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
+ if (!offset)
+ return handle;
+
+ descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, heap_type);
+ handle.ptr += offset * descriptor_size;
+ return handle;
+}
+
+static inline D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_handle(ID3D12Device *device,
+ ID3D12DescriptorHeap *heap, D3D12_DESCRIPTOR_HEAP_TYPE heap_type, unsigned int offset)
+{
+ D3D12_GPU_DESCRIPTOR_HANDLE handle;
+ unsigned int descriptor_size;
+
+ handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
+ if (!offset)
+ return handle;
+
+ descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, heap_type);
+ handle.ptr += offset * descriptor_size;
+ return handle;
+}
+
+static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_descriptor_handle(struct test_context *context,
+ ID3D12DescriptorHeap *heap, unsigned int offset)
+{
+ return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, offset);
+}
+
+static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_sampler_handle(struct test_context *context,
+ ID3D12DescriptorHeap *heap, unsigned int offset)
+{
+ return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, offset);
+}
+
+static inline D3D12_CPU_DESCRIPTOR_HANDLE get_cpu_rtv_handle(struct test_context *context,
+ ID3D12DescriptorHeap *heap, unsigned int offset)
+{
+ return get_cpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, offset);
+}
+
+static inline D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_descriptor_handle(struct test_context *context,
+ ID3D12DescriptorHeap *heap, unsigned int offset)
+{
+ return get_gpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, offset);
+}
+
+static inline D3D12_GPU_DESCRIPTOR_HANDLE get_gpu_sampler_handle(struct test_context *context,
+ ID3D12DescriptorHeap *heap, unsigned int offset)
+{
+ return get_gpu_handle(context->device, heap, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, offset);
+}
+
+#endif /* __VKD3D_D3D12_TEST_H */
--
2.16.1
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