[PATCH vkd3d 3/5] tests: Add test for depth rendering without pixel shader.

Józef Kucia joseph.kucia at gmail.com
Thu Nov 15 09:32:39 CST 2018


From: Józef Kucia <jkucia at codeweavers.com>

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 tests/d3d12.c | 100 ++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 100 insertions(+)

diff --git a/tests/d3d12.c b/tests/d3d12.c
index e98dbfae18af..7fb0b4108023 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -4792,6 +4792,105 @@ static void test_scissor(void)
     destroy_test_context(&context);
 }
 
+static void test_draw_depth_no_ps(void)
+{
+    D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
+    ID3D12GraphicsCommandList *command_list;
+    D3D12_INPUT_LAYOUT_DESC input_layout;
+    struct depth_stencil_resource ds;
+    struct test_context_desc desc;
+    D3D12_VERTEX_BUFFER_VIEW vbv;
+    struct test_context context;
+    ID3D12CommandQueue *queue;
+    ID3D12Resource *vb;
+    HRESULT hr;
+
+    static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
+    {
+        {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+    };
+    static const struct
+    {
+        struct vec4 position;
+    }
+    quad[] =
+    {
+        {{-1.0f, -1.0f, 0.5f, 1.0f}},
+        {{-1.0f,  1.0f, 0.5f, 1.0f}},
+        {{ 1.0f, -1.0f, 0.5f, 1.0f}},
+        {{ 1.0f,  1.0f, 0.5f, 1.0f}},
+    };
+    static const DWORD vs_code[] =
+    {
+#if 0
+        void main(float4 in_position : POSITION, out float4 out_position : SV_POSITION)
+        {
+            out_position = in_position;
+        }
+#endif
+        0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
+        0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
+        0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
+        0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
+        0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
+    };
+    static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
+
+    memset(&desc, 0, sizeof(desc));
+    desc.no_render_target = true;
+    if (!init_test_context(&context, &desc))
+        return;
+    command_list = context.list;
+    queue = context.queue;
+
+    vb = create_upload_buffer(context.device, sizeof(quad), quad);
+
+    vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb);
+    vbv.StrideInBytes = sizeof(*quad);
+    vbv.SizeInBytes = sizeof(quad);
+
+    init_depth_stencil(&ds, context.device, 640, 480, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL);
+    set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f);
+    set_rect(&context.scissor_rect, 0, 0, 640, 480);
+
+    context.root_signature = create_empty_root_signature(context.device,
+            D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT);
+    input_layout.pInputElementDescs = layout_desc;
+    input_layout.NumElements = ARRAY_SIZE(layout_desc);
+    init_pipeline_state_desc(&pso_desc, context.root_signature, 0,  &vs, NULL, &input_layout);
+    memset(&pso_desc.PS, 0, sizeof(pso_desc.PS));
+    pso_desc.NumRenderTargets = 0;
+    pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
+    pso_desc.DepthStencilState.DepthEnable = TRUE;
+    pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+    pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+    hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
+            &IID_ID3D12PipelineState, (void **)&context.pipeline_state);
+    ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
+
+    ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
+            D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, NULL);
+
+    ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, FALSE, &ds.dsv_handle);
+    ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+    ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
+    ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+    ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+    ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+    ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv);
+    ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0);
+
+    transition_resource_state(command_list, ds.texture,
+            D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
+    check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 1);
+
+    destroy_depth_stencil(&ds);
+    ID3D12Resource_Release(vb);
+    destroy_test_context(&context);
+}
+
 static void test_draw_depth_only(void)
 {
     D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
@@ -21533,6 +21632,7 @@ START_TEST(d3d12)
     run_test(test_fragment_coords);
     run_test(test_fractional_viewports);
     run_test(test_scissor);
+    run_test(test_draw_depth_no_ps);
     run_test(test_draw_depth_only);
     run_test(test_draw_uav_only);
     run_test(test_texture_resource_barriers);
-- 
2.18.1




More information about the wine-devel mailing list