[PATCH vkd3d 6/7] vkd3d: Allow 0 vertex stride.
Józef Kucia
joseph.kucia at gmail.com
Mon May 6 07:47:42 CDT 2019
From: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
libs/vkd3d/state.c | 3 -
tests/d3d12.c | 171 +++++++++++++++++++++++++++++++++++++++++++++
2 files changed, 171 insertions(+), 3 deletions(-)
diff --git a/libs/vkd3d/state.c b/libs/vkd3d/state.c
index 6a7b6e5e1d5d..054a9aea1a4f 100644
--- a/libs/vkd3d/state.c
+++ b/libs/vkd3d/state.c
@@ -2744,9 +2744,6 @@ VkPipeline d3d12_pipeline_state_get_or_create_pipeline(struct d3d12_pipeline_sta
b->stride = strides[binding];
b->inputRate = graphics->input_rates[binding];
- if (!b->stride)
- FIXME("Invalid stride for input slot %u.\n", binding);
-
pipeline_key.strides[binding_count] = strides[binding];
++binding_count;
diff --git a/tests/d3d12.c b/tests/d3d12.c
index 2c8c44bb2b2b..d5f491e190f1 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -21627,6 +21627,176 @@ static void test_dispatch_zero_thread_groups(void)
destroy_test_context(&context);
}
+static void test_zero_vertex_stride(void)
+{
+ ID3D12PipelineState *instance_pipeline_state;
+ ID3D12GraphicsCommandList *command_list;
+ D3D12_INPUT_LAYOUT_DESC input_layout;
+ D3D12_VERTEX_BUFFER_VIEW vbv[2];
+ struct test_context_desc desc;
+ struct test_context context;
+ ID3D12CommandQueue *queue;
+ ID3D12Resource *vb[2];
+
+ static const D3D12_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"sv_position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT,
+ D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+ {"color", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT,
+ D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+ };
+ static const D3D12_INPUT_ELEMENT_DESC instance_layout_desc[] =
+ {
+ {"sv_position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT,
+ D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0},
+ {"color", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT,
+ D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 0},
+ };
+ static const DWORD vs_code[] =
+ {
+#if 0
+ struct vs_data
+ {
+ float4 pos : SV_POSITION;
+ float4 color : COLOR;
+ };
+
+ void main(in struct vs_data vs_input, out struct vs_data vs_output)
+ {
+ vs_output.pos = vs_input.pos;
+ vs_output.color = vs_input.color;
+ }
+#endif
+ 0x43425844, 0xd5b32785, 0x35332906, 0x4d05e031, 0xf66a58af, 0x00000001, 0x00000144, 0x00000003,
+ 0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
+ 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
+ 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040,
+ 0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067,
+ 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2,
+ 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001,
+ 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)};
+ static const DWORD ps_code[] =
+ {
+#if 0
+ struct ps_data
+ {
+ float4 pos : SV_POSITION;
+ float4 color : COLOR;
+ };
+
+ float4 main(struct ps_data ps_input) : SV_Target
+ {
+ return ps_input.color;
+ }
+#endif
+ 0x43425844, 0x89803e59, 0x3f798934, 0xf99181df, 0xf5556512, 0x00000001, 0x000000f4, 0x00000003,
+ 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
+ 0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
+ 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+ static const struct vec4 positions[] =
+ {
+ {-1.0f, -1.0f, 0.0f, 1.0f},
+ {-1.0f, 1.0f, 0.0f, 1.0f},
+ { 1.0f, -1.0f, 0.0f, 1.0f},
+ { 1.0f, 1.0f, 0.0f, 1.0f},
+ };
+ static const struct vec4 colors[] =
+ {
+ {0.0f, 1.0f, 0.0f, 1.0f},
+ {1.0f, 0.0f, 0.0f, 1.0f},
+ {0.5f, 0.5f, 0.5f, 1.0f},
+ {1.0f, 0.0f, 1.0f, 1.0f},
+ {1.0f, 0.0f, 1.0f, 1.0f},
+ {1.0f, 0.0f, 1.0f, 1.0f},
+ {1.0f, 0.0f, 1.0f, 1.0f},
+ {1.0f, 0.0f, 1.0f, 1.0f},
+ {1.0f, 0.0f, 1.0f, 1.0f},
+ };
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+
+ memset(&desc, 0, sizeof(desc));
+ desc.no_root_signature = true;
+ if (!init_test_context(&context, &desc))
+ return;
+ command_list = context.list;
+ queue = context.queue;
+
+ 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);
+ context.pipeline_state = create_pipeline_state(context.device,
+ context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout);
+
+ input_layout.pInputElementDescs = instance_layout_desc;
+ input_layout.NumElements = ARRAY_SIZE(instance_layout_desc);
+ instance_pipeline_state = create_pipeline_state(context.device,
+ context.root_signature, context.render_target_desc.Format, &vs, &ps, &input_layout);
+
+ memset(vbv, 0, sizeof(vbv));
+ vb[0] = create_upload_buffer(context.device, sizeof(positions), positions);
+ vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]);
+ vbv[0].StrideInBytes = sizeof(*positions);
+ vbv[0].SizeInBytes = sizeof(positions);
+
+ vb[1] = create_upload_buffer(context.device, sizeof(colors), colors);
+ vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]) + 2 * sizeof(*colors);
+ vbv[1].StrideInBytes = 0;
+ vbv[1].SizeInBytes = sizeof(colors);
+
+ 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_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 4, 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, 0xff808080, 2);
+
+ reset_command_list(command_list, context.allocator);
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+
+ vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]);
+
+ 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, instance_pipeline_state);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, ARRAY_SIZE(vbv), vbv);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 4, 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);
+
+ ID3D12Resource_Release(vb[1]);
+ ID3D12Resource_Release(vb[0]);
+ ID3D12PipelineState_Release(instance_pipeline_state);
+ destroy_test_context(&context);
+}
+
static void test_instance_id(void)
{
D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
@@ -28910,6 +29080,7 @@ START_TEST(d3d12)
run_test(test_resolve_query_data_in_reordered_command_list);
run_test(test_execute_indirect);
run_test(test_dispatch_zero_thread_groups);
+ run_test(test_zero_vertex_stride);
run_test(test_instance_id);
run_test(test_vertex_id);
run_test(test_copy_texture);
--
2.21.0
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