diff --git a/tests/d3d12.c b/tests/d3d12.c index d1e64649..51350b2c 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -3643,6 +3643,204 @@ static void test_draw_indexed_instanced(void) destroy_test_context(&context); } +static void test_append_aligned_element(void) +{ + ID3D12GraphicsCommandList *command_list; + D3D12_INPUT_LAYOUT_DESC input_layout; + D3D12_VERTEX_BUFFER_VIEW vbv[3]; + struct test_context_desc desc; + struct test_context context; + struct resource_readback rb; + ID3D12CommandQueue *queue; + ID3D12Resource *vb[3]; + unsigned int color; + + /* Semantic names are case-insensitive. */ + static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = + { + {"CoLoR", 2, DXGI_FORMAT_R32G32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1}, + {"ColoR", 3, DXGI_FORMAT_R32G32_FLOAT, 2, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1}, + {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, + {"ColoR", 0, DXGI_FORMAT_R32G32_FLOAT, 2, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1}, + {"cOLOr", 1, DXGI_FORMAT_R32G32_FLOAT, 1, D3D12_APPEND_ALIGNED_ELEMENT, + D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA, 1}, + }; + static const DWORD vs_code[] = + { +#if 0 + struct vs_in + { + float4 position : POSITION; + float2 color_xy : COLOR0; + float2 color_zw : COLOR1; + unsigned int instance_id : SV_INSTANCEID; + }; + + struct vs_out + { + float4 position : SV_POSITION; + float2 color_xy : COLOR0; + float2 color_zw : COLOR1; + }; + + struct vs_out main(struct vs_in i) + { + struct vs_out o; + + o.position = i.position; + o.position.x += i.instance_id * 0.5; + o.color_xy = i.color_xy; + o.color_zw = i.color_zw; + + return o; + } +#endif + 0x43425844, 0x52e3bf46, 0x6300403d, 0x624cffe4, 0xa4fc0013, 0x00000001, 0x00000214, 0x00000003, + 0x0000002c, 0x000000bc, 0x00000128, 0x4e475349, 0x00000088, 0x00000004, 0x00000008, 0x00000068, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000303, 0x00000071, 0x00000001, 0x00000000, 0x00000003, 0x00000002, + 0x00000303, 0x00000077, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x49534f50, + 0x4e4f4954, 0x4c4f4300, 0x5300524f, 0x4e495f56, 0x4e415453, 0x44494543, 0xababab00, 0x4e47534f, + 0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, + 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x0000005c, + 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000030c, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000e4, 0x00010040, 0x00000039, 0x0300005f, 0x001010f2, + 0x00000000, 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x00101032, 0x00000002, 0x04000060, + 0x00101012, 0x00000003, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, + 0x00102032, 0x00000001, 0x03000065, 0x001020c2, 0x00000001, 0x02000068, 0x00000001, 0x05000056, + 0x00100012, 0x00000000, 0x0010100a, 0x00000003, 0x09000032, 0x00102012, 0x00000000, 0x0010000a, + 0x00000000, 0x00004001, 0x3f000000, 0x0010100a, 0x00000000, 0x05000036, 0x001020e2, 0x00000000, + 0x00101e56, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046, 0x00000001, 0x05000036, + 0x001020c2, 0x00000001, 0x00101406, 0x00000002, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD ps_code[] = + { +#if 0 + struct vs_out + { + float4 position : SV_POSITION; + float2 color_xy : COLOR0; + float2 color_zw : COLOR1; + }; + + float4 main(struct vs_out i) : SV_TARGET + { + return float4(i.color_xy.xy, i.color_zw.xy); + } +#endif + 0x43425844, 0x64e48a09, 0xaa484d46, 0xe40a6e78, 0x9885edf3, 0x00000001, 0x00000118, 0x00000003, + 0x0000002c, 0x00000098, 0x000000cc, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000303, 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000001, + 0x00000c0c, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c, + 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, + 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000044, 0x00000040, 0x00000011, 0x03001062, + 0x00101032, 0x00000001, 0x03001062, 0x001010c2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const struct + { + struct vec4 position; + } + stream0[] = + { + {{-1.0f, -1.0f, 0.0f, 1.0f}}, + {{-1.0f, 1.0f, 0.0f, 1.0f}}, + {{-0.5f, -1.0f, 0.0f, 1.0f}}, + {{-0.5f, 1.0f, 0.0f, 1.0f}}, + }; + static const struct + { + struct vec2 color2; + struct vec2 color1; + } + stream1[] = + { + {{0.5f, 0.5f}, {0.0f, 1.0f}}, + {{0.5f, 0.5f}, {0.0f, 1.0f}}, + {{0.5f, 0.5f}, {1.0f, 1.0f}}, + {{0.5f, 0.5f}, {1.0f, 1.0f}}, + }; + static const struct + { + struct vec2 color3; + struct vec2 color0; + } + stream2[] = + { + {{0.5f, 0.5f}, {1.0f, 0.0f}}, + {{0.5f, 0.5f}, {0.0f, 1.0f}}, + {{0.5f, 0.5f}, {0.0f, 0.0f}}, + {{0.5f, 0.5f}, {1.0f, 0.0f}}, + }; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + + memset(&desc, 0, sizeof(desc)); + desc.rt_width = 640; + 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); + + vb[0] = create_upload_buffer(context.device, sizeof(stream0), stream0); + vbv[0].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[0]); + vbv[0].StrideInBytes = sizeof(*stream0); + vbv[0].SizeInBytes = sizeof(stream0); + + vb[1] = create_upload_buffer(context.device, sizeof(stream1), stream1); + vbv[1].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[1]); + vbv[1].StrideInBytes = sizeof(*stream1); + vbv[1].SizeInBytes = sizeof(stream1); + + vb[2] = create_upload_buffer(context.device, sizeof(stream2), stream2); + vbv[2].BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb[2]); + vbv[2].StrideInBytes = sizeof(*stream2); + vbv[2].SizeInBytes = sizeof(stream2); + + 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); + get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list); + color = get_readback_uint(&rb, 80, 16); + ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_uint(&rb, 240, 16); + ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_uint(&rb, 400, 16); + ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_uint(&rb, 560, 16); + ok(compare_color(color, 0xffff00ff, 1), "Got unexpected color 0x%08x.\n", color); + release_resource_readback(&rb); + + ID3D12Resource_Release(vb[2]); + ID3D12Resource_Release(vb[1]); + ID3D12Resource_Release(vb[0]); + destroy_test_context(&context); +} + static void test_gpu_virtual_address(void) { D3D12_GPU_VIRTUAL_ADDRESS vb_offset, ib_offset; @@ -13317,6 +13515,7 @@ START_TEST(d3d12) run_test(test_clear_render_target_view); run_test(test_draw_instanced); run_test(test_draw_indexed_instanced); + run_test(test_append_aligned_element); run_test(test_gpu_virtual_address); run_test(test_fragment_coords); run_test(test_fractional_viewports);