[PATCH 2/2] d3d12/tests: Add basic visual test.

Józef Kucia jkucia at codeweavers.com
Fri May 25 05:09:14 CDT 2018


Tests for Direct3D 12 are a part of libvkd3d. We still want to have
a basic smoke test in order to check if Direct3D 12 is not completely
broken in Wine. Moreover, we need tests for DXGI with Direct3D 12
devices.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d12/tests/d3d12.c | 551 +++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 551 insertions(+)

diff --git a/dlls/d3d12/tests/d3d12.c b/dlls/d3d12/tests/d3d12.c
index cc37a862c63a..27a6b2798265 100644
--- a/dlls/d3d12/tests/d3d12.c
+++ b/dlls/d3d12/tests/d3d12.c
@@ -23,6 +23,53 @@
 #include "dxgi1_6.h"
 #include "wine/test.h"
 
+static BOOL compare_color(DWORD c1, DWORD c2, unsigned int 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 unsigned int format_size(DXGI_FORMAT format)
+{
+    switch (format)
+    {
+        case DXGI_FORMAT_R8G8B8A8_TYPELESS:
+        case DXGI_FORMAT_R8G8B8A8_UNORM:
+        case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
+        case DXGI_FORMAT_B8G8R8A8_UNORM:
+            return 4;
+        default:
+            trace("Unhandled format %#x.\n", format);
+            return 1;
+    }
+}
+
+static size_t align(size_t addr, size_t alignment)
+{
+    return (addr + (alignment - 1)) & ~(alignment - 1);
+}
+
+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 ID3D12Device *create_device(void)
 {
     ID3D12Device *device;
@@ -48,6 +95,479 @@ static void check_interface_(unsigned int line, void *iface_ptr, REFIID iid, BOO
         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;
+}
+
+#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_(__FILE__, line)(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
+
+    return root_signature;
+}
+
+#define create_pipeline_state(a, b, c) create_pipeline_state_(__LINE__, a, b, c)
+static ID3D12PipelineState *create_pipeline_state_(unsigned int line, ID3D12Device *device,
+        ID3D12RootSignature *root_signature, DXGI_FORMAT rt_format)
+{
+    D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_desc;
+    ID3D12PipelineState *pipeline_state;
+    HRESULT hr;
+
+    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 D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
+    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,
+    };
+    static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+
+    memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc));
+    pipeline_state_desc.pRootSignature = root_signature;
+    pipeline_state_desc.VS = vs;
+    pipeline_state_desc.PS = ps;
+    pipeline_state_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+    pipeline_state_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
+    pipeline_state_desc.RasterizerState.CullMode = D3D12_CULL_MODE_BACK;
+    pipeline_state_desc.SampleMask = ~(UINT)0;
+    pipeline_state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+    pipeline_state_desc.NumRenderTargets = 1;
+    pipeline_state_desc.RTVFormats[0] = rt_format;
+    pipeline_state_desc.SampleDesc.Count = 1;
+    hr = ID3D12Device_CreateGraphicsPipelineState(device, &pipeline_state_desc,
+            &IID_ID3D12PipelineState, (void **)&pipeline_state);
+    ok_(__FILE__, line)(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
+
+    return pipeline_state;
+}
+
+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) create_render_target_(__LINE__, context, a, b)
+static void create_render_target_(unsigned int line, struct test_context *context,
+        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 = 32;
+    resource_desc.Height = 32;
+    resource_desc.DepthOrArraySize = 1;
+    resource_desc.MipLevels = 1;
+    resource_desc.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_(__FILE__, line)(hr == S_OK, "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) init_test_context_(__LINE__, context)
+static BOOL init_test_context_(unsigned int line, struct test_context *context)
+{
+    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_(__FILE__, 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_(__FILE__, line)(hr == S_OK, "Failed to create command queue, hr %#x.\n", hr);
+
+    hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT,
+            &IID_ID3D12CommandAllocator, (void **)&context->allocator);
+    ok_(__FILE__, line)(hr == S_OK, "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_(__FILE__, line)(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
+
+    rtv_heap_desc.NumDescriptors = 16;
+    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_(__FILE__, line)(hr == S_OK, "Failed to create descriptor heap, hr %#x.\n", hr);
+
+    context->rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(context->rtv_heap);
+
+    create_render_target_(line, context, &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);
+    SetRect(&context->scissor_rect, 0, 0,
+            context->render_target_desc.Width, context->render_target_desc.Height);
+
+    context->root_signature = create_empty_root_signature_(line,
+            device, D3D12_ROOT_SIGNATURE_FLAG_NONE);
+
+    context->pipeline_state = create_pipeline_state_(line, device,
+            context->root_signature, context->render_target_desc.Format);
+
+    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_(__FILE__, line)(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
+}
+
+static void exec_command_list(ID3D12CommandQueue *queue, ID3D12GraphicsCommandList *list)
+{
+    ID3D12CommandList *lists[] = {(ID3D12CommandList *)list};
+    ID3D12CommandQueue_ExecuteCommandLists(queue, 1, lists);
+}
+
+static HRESULT wait_for_fence(ID3D12Fence *fence, UINT64 value)
+{
+    HANDLE event;
+    HRESULT hr;
+    DWORD ret;
+
+    if (ID3D12Fence_GetCompletedValue(fence) >= value)
+        return S_OK;
+
+    if (!(event = CreateEventA(NULL, FALSE, FALSE, NULL)))
+        return E_FAIL;
+
+    if (FAILED(hr = ID3D12Fence_SetEventOnCompletion(fence, value, event)))
+    {
+        CloseHandle(event);
+        return hr;
+    }
+
+    ret = WaitForSingleObject(event, INFINITE);
+    CloseHandle(event);
+    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;
+    HRESULT hr;
+
+    hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE,
+            &IID_ID3D12Fence, (void **)&fence);
+    ok_(__FILE__, line)(hr == S_OK, "Failed to create fence, hr %#x.\n", hr);
+
+    hr = ID3D12CommandQueue_Signal(queue, fence, 1);
+    ok_(__FILE__, line)(hr == S_OK, "Failed to signal fence, hr %#x.\n", hr);
+    hr = wait_for_fence(fence, 1);
+    ok_(__FILE__, line)(hr == S_OK, "Failed to wait for fence, hr %#x.\n", hr);
+
+    ID3D12Fence_Release(fence);
+}
+
+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);
+}
+
+#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_(__FILE__, line)(hr == S_OK, "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);
+}
+
+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(hr == S_OK, "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(hr == S_OK, "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(hr == S_OK, "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_(__FILE__, 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);
+}
+
 static void test_interfaces(void)
 {
     D3D12_COMMAND_QUEUE_DESC desc;
@@ -101,7 +621,38 @@ static void test_interfaces(void)
     ok(!refcount, "Device has %u references left.\n", refcount);
 }
 
+static void test_draw(void)
+{
+    static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+    ID3D12GraphicsCommandList *command_list;
+    struct test_context context;
+    ID3D12CommandQueue *queue;
+
+    if (!init_test_context(&context))
+        return;
+    command_list = context.list;
+    queue = context.queue;
+
+    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_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, 0xff00ff00, 0);
+
+    destroy_test_context(&context);
+}
+
 START_TEST(d3d12)
 {
     test_interfaces();
+    test_draw();
 }
-- 
2.16.1




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