[PATCH vkd3d 8/8] tests: Test multiple register spaces with samplers.
Zebediah Figura
zfigura at codeweavers.com
Fri May 22 15:25:43 CDT 2020
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
tests/d3d12.c | 126 ++++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 126 insertions(+)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index dcec8ed..c4ec41a 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -33022,6 +33022,131 @@ static void test_register_space(void)
destroy_test_context(&context);
}
+static void test_sampler_register_space(void)
+{
+ static const struct test_context_desc desc = {.no_root_signature = true};
+ ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2];
+ D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
+ ID3D12GraphicsCommandList *command_list;
+ D3D12_SAMPLER_DESC sampler_desc;
+ D3D12_SUBRESOURCE_DATA data;
+ struct test_context context;
+ ID3D12CommandQueue *queue;
+ ID3D12Resource *texture;
+ ID3D12Device *device;
+ HRESULT hr;
+
+ static const D3D12_DESCRIPTOR_RANGE descriptor_ranges[] =
+ {
+ {D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0, 0, 0},
+ };
+
+ static const D3D12_DESCRIPTOR_RANGE sampler_ranges[] =
+ {
+ {D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 1, 1, 0},
+ {D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, 1, 1, 2, D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND},
+ };
+
+ static const D3D12_ROOT_PARAMETER root_parameters[] =
+ {
+ {D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
+ .DescriptorTable = {ARRAY_SIZE(descriptor_ranges), descriptor_ranges}},
+ {D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
+ .DescriptorTable = {ARRAY_SIZE(sampler_ranges), sampler_ranges}},
+ };
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ Texture2D<float> t;
+ SamplerState s1 : register(s1, space1);
+ SamplerState s2 : register(s1, space2);
+
+ float4 main() : SV_Target
+ {
+ float2 coords = float2(0.5, 0.5);
+ return float4(t.Sample(s1, coords), t.Sample(s2, coords), 0, 1);
+ }
+#endif
+ 0x43425844, 0xa29c83c7, 0xd4c8eeff, 0x7b73ff7b, 0x6463d58c, 0x00000001, 0x0000018c, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000114, 0x00000051, 0x00000045,
+ 0x0100086a, 0x0600005a, 0x00306e46, 0x00000000, 0x00000001, 0x00000001, 0x00000001, 0x0600005a,
+ 0x00306e46, 0x00000001, 0x00000001, 0x00000001, 0x00000002, 0x07001858, 0x00307e46, 0x00000000,
+ 0x00000000, 0x00000000, 0x00005555, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+ 0x00000001, 0x0e000045, 0x00100012, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000,
+ 0x00000000, 0x00207e46, 0x00000000, 0x00000000, 0x00206000, 0x00000000, 0x00000001, 0x0e000045,
+ 0x00100022, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000, 0x00000000, 0x00207e16,
+ 0x00000000, 0x00000000, 0x00206000, 0x00000001, 0x00000001, 0x05000036, 0x00102032, 0x00000000,
+ 0x00100046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)};
+ static const float texture_data[4] = {0.0, 1.0, 0.0, 1.0};
+ static const float blue[] = {0.0f, 0.0f, 1.0f, 1.0f};
+
+ if (!init_test_context(&context, &desc))
+ return;
+ device = context.device;
+ command_list = context.list;
+ queue = context.queue;
+
+ memset(&root_signature_desc, 0, sizeof(root_signature_desc));
+ root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters);
+ root_signature_desc.pParameters = root_parameters;
+ hr = create_root_signature(device, &root_signature_desc, &context.root_signature);
+ ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr);
+
+ heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, ARRAY_SIZE(descriptor_ranges));
+ sampler_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER, ARRAY_SIZE(sampler_ranges));
+
+ texture = create_default_texture(device, 2, 2, DXGI_FORMAT_R32_FLOAT, 0, D3D12_RESOURCE_STATE_COPY_DEST);
+ data.pData = texture_data;
+ data.SlicePitch = data.RowPitch = 2 * sizeof(*texture_data);
+ upload_texture_data(texture, &data, 1, queue, command_list);
+ reset_command_list(command_list, context.allocator);
+ transition_resource_state(command_list, texture,
+ D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+ ID3D12Device_CreateShaderResourceView(device, texture, NULL, get_cpu_descriptor_handle(&context, heap, 0));
+
+ memset(&sampler_desc, 0, sizeof(sampler_desc));
+ sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+ sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+ sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+ ID3D12Device_CreateSampler(device, &sampler_desc, get_cpu_sampler_handle(&context, sampler_heap, 0));
+ sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
+ ID3D12Device_CreateSampler(device, &sampler_desc, get_cpu_sampler_handle(&context, sampler_heap, 1));
+
+ context.pipeline_state = create_pipeline_state(device, context.root_signature,
+ context.render_target_desc.Format, NULL, &ps, NULL);
+
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, blue, 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);
+ heaps[0] = heap; heaps[1] = sampler_heap;
+ ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, ARRAY_SIZE(heaps), heaps);
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list,
+ 0, get_gpu_descriptor_handle(&context, heap, 0));
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list,
+ 1, get_gpu_sampler_handle(&context, sampler_heap, 0));
+ 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, 0x0000ff80, 1);
+
+ ID3D12Resource_Release(texture);
+ ID3D12DescriptorHeap_Release(heap);
+ ID3D12DescriptorHeap_Release(sampler_heap);
+ destroy_test_context(&context);
+}
+
START_TEST(d3d12)
{
parse_args(argc, argv);
@@ -33187,4 +33312,5 @@ START_TEST(d3d12)
run_test(test_bufinfo_instruction);
run_test(test_write_buffer_immediate);
run_test(test_register_space);
+ run_test(test_sampler_register_space);
}
--
2.26.2
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