tests: Test rendering to non-NULL DSV, then NULL DSV.
Uncovered CPU crash where we did not invalidate pipeline/render pass properly. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -416,6 +416,7 @@ void test_depth_stencil_test_no_dsv(void)
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{
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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struct depth_stencil_resource ds;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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@ -455,6 +456,8 @@ void test_depth_stencil_test_no_dsv(void)
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command_list = context.list;
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queue = context.queue;
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init_depth_stencil(&ds, context.device, 32, 32, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL);
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context.root_signature = create_32bit_constants_root_signature(context.device,
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0, 4, D3D12_SHADER_VISIBILITY_PIXEL);
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@ -462,14 +465,16 @@ void test_depth_stencil_test_no_dsv(void)
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pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
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pso_desc.DepthStencilState.DepthEnable = true;
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pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_EQUAL;
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pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH,
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1.0f, 0, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, &ds.dsv_handle);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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@ -485,6 +490,9 @@ void test_depth_stencil_test_no_dsv(void)
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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/* Now, dynamically disable the depth attachment. */
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
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/* Native behavior seems to be that depth test is just disabled entirely here.
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* This last draw is the color we should get on NV at least.
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* D3D12 validation layers report errors here of course,
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@ -500,6 +508,7 @@ void test_depth_stencil_test_no_dsv(void)
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* At least test that we don't crash. */
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &blue, 0);
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destroy_depth_stencil(&ds);
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destroy_test_context(&context);
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}
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