tests: Add more test for clearing array textures.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-11-27 17:04:30 +01:00 committed by Alexandre Julliard
parent ed4f8749f2
commit 404a459139
1 changed files with 89 additions and 4 deletions

View File

@ -3630,8 +3630,16 @@ static void test_clear_depth_stencil_view(void)
static void test_clear_render_target_view(void)
{
static const unsigned int array_expected_colors[] = {0xff0000ff, 0xff00ff00, 0xffff0000};
static const struct vec4 array_colors[] =
{
{1.0f, 0.0f, 0.0f, 1.0f},
{0.0f, 1.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 1.0f, 1.0f},
};
static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f};
static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
ID3D12Resource *resource, *resolved_resource;
ID3D12GraphicsCommandList *command_list;
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle;
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
@ -3644,11 +3652,13 @@ static void test_clear_render_target_view(void)
struct resource_readback rb;
struct test_context context;
ID3D12CommandQueue *queue;
ID3D12Resource *resource;
ID3D12Device *device;
unsigned int i;
D3D12_BOX box;
HRESULT hr;
STATIC_ASSERT(ARRAY_SIZE(array_colors) == ARRAY_SIZE(array_expected_colors));
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
@ -3687,7 +3697,7 @@ static void test_clear_render_target_view(void)
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
&IID_ID3D12Resource, (void **)&resource);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
memset(&rtv_desc, 0, sizeof(rtv_desc));
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@ -3720,12 +3730,88 @@ static void test_clear_render_target_view(void)
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(resource, 0, queue, command_list, 0xbf95bc59, 2);
/* 2D array texture */
ID3D12Resource_Release(resource);
resource_desc.DepthOrArraySize = ARRAY_SIZE(array_colors);
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
&IID_ID3D12Resource, (void **)&resource);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
reset_command_list(command_list, context.allocator);
for (i = 0; i < ARRAY_SIZE(array_colors); ++i)
{
memset(&rtv_desc, 0, sizeof(rtv_desc));
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DARRAY;
rtv_desc.Texture2DArray.FirstArraySlice = i;
rtv_desc.Texture2DArray.ArraySize = 1;
ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, &array_colors[i].x, 0, NULL);
}
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
for (i = 0; i < ARRAY_SIZE(array_expected_colors); ++i)
{
check_sub_resource_uint(resource, i, queue, command_list, array_expected_colors[i], 2);
reset_command_list(command_list, context.allocator);
}
/* 2D multisample array texture */
ID3D12Resource_Release(resource);
resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resource_desc.SampleDesc.Count = 4;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
&IID_ID3D12Resource, (void **)&resource);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
resource_desc.DepthOrArraySize = 1;
resource_desc.SampleDesc.Count = 1;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_COPY_SOURCE, NULL,
&IID_ID3D12Resource, (void **)&resolved_resource);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(array_colors); ++i)
{
memset(&rtv_desc, 0, sizeof(rtv_desc));
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY;
rtv_desc.Texture2DMSArray.FirstArraySlice = i;
rtv_desc.Texture2DMSArray.ArraySize = 1;
ID3D12Device_CreateRenderTargetView(device, resource, &rtv_desc, rtv_handle);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, &array_colors[i].x, 0, NULL);
}
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
for (i = 0; i < ARRAY_SIZE(array_expected_colors); ++i)
{
transition_resource_state(command_list, resolved_resource,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
ID3D12GraphicsCommandList_ResolveSubresource(command_list,
resolved_resource, 0, resource, i, DXGI_FORMAT_R8G8B8A8_UNORM);
transition_resource_state(command_list, resolved_resource,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(resolved_resource, 0, queue, command_list, array_expected_colors[i], 2);
reset_command_list(command_list, context.allocator);
}
ID3D12Resource_Release(resolved_resource);
/* 3D texture */
ID3D12Resource_Release(resource);
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE3D;
resource_desc.DepthOrArraySize = 32;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
hr = ID3D12Device_CreateCommittedResource(device,
&heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value,
@ -3734,7 +3820,6 @@ static void test_clear_render_target_view(void)
ID3D12Device_CreateRenderTargetView(device, resource, NULL, rtv_handle);
reset_command_list(command_list, context.allocator);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, color, 0, NULL);
transition_resource_state(command_list, resource,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);