[PATCH vkd3d 8/8] tests: Add test for initial pipeline state.

Józef Kucia joseph.kucia at gmail.com
Thu Sep 27 06:30:56 CDT 2018


From: Józef Kucia <jkucia at codeweavers.com>

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 tests/d3d12.c | 77 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 77 insertions(+)

diff --git a/tests/d3d12.c b/tests/d3d12.c
index ad5200d55d48..83010674d5cf 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -20023,6 +20023,82 @@ static void test_suballocate_small_textures(void)
     ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount);
 }
 
+static void test_command_list_initial_pipeline_state(void)
+{
+    static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+    ID3D12GraphicsCommandList *command_list;
+    ID3D12PipelineState *pipeline_state;
+    ID3D12CommandAllocator *allocator;
+    struct test_context context;
+    ID3D12CommandQueue *queue;
+    HRESULT hr;
+
+    static const DWORD ps_code[] =
+    {
+#if 0
+        void main(out float4 target : SV_Target)
+        {
+            target = float4(0.0f, 0.25f, 0.5f, 1.0f);
+        }
+#endif
+        0x43425844, 0x2f09e5ff, 0xaa135d5e, 0x7860f4b5, 0x5c7b8cbc, 0x00000001, 0x000000b4, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 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, 0x3e800000, 0x3f000000, 0x3f800000, 0x0100003e,
+    };
+    static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+
+    if (!init_test_context(&context, NULL))
+        return;
+    queue = context.queue;
+
+    pipeline_state = create_pipeline_state(context.device,
+            context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
+
+    hr = ID3D12Device_CreateCommandAllocator(context.device, D3D12_COMMAND_LIST_TYPE_DIRECT,
+            &IID_ID3D12CommandAllocator, (void **)&allocator);
+    ok(hr == S_OK, "Failed to create command allocator, hr %#x.\n", hr);
+    hr = ID3D12Device_CreateCommandList(context.device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT,
+            allocator, pipeline_state, &IID_ID3D12GraphicsCommandList, (void **)&command_list);
+    ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
+
+    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_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_uint(context.render_target, 0, queue, command_list, 0xff804000, 1);
+
+    hr = ID3D12CommandAllocator_Reset(allocator);
+    ok(hr == S_OK, "Failed to reset command allocator, hr %#x.\n", hr);
+    hr = ID3D12GraphicsCommandList_Reset(command_list, allocator, context.pipeline_state);
+    ok(hr == S_OK, "Failed to reset command list, hr %#x.\n", hr);
+    transition_resource_state(command_list, context.render_target,
+            D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+    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_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_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
+
+    ID3D12CommandAllocator_Release(allocator);
+    ID3D12GraphicsCommandList_Release(command_list);
+    ID3D12PipelineState_Release(pipeline_state);
+    destroy_test_context(&context);
+}
+
 START_TEST(d3d12)
 {
     bool enable_debug_layer = false;
@@ -20143,4 +20219,5 @@ START_TEST(d3d12)
     run_test(test_combined_clip_and_cull_distances);
     run_test(test_resource_allocation_info);
     run_test(test_suballocate_small_textures);
+    run_test(test_command_list_initial_pipeline_state);
 }
-- 
2.16.4




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