tests: Test depth-stencil discards as well.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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3090ae01c1
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@ -46993,13 +46993,17 @@ static void test_aliasing_barrier(void)
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static void test_discard_resource(void)
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{
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ID3D12DescriptorHeap *rtv_heap;
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ID3D12GraphicsCommandList *command_list;
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D3D12_HEAP_PROPERTIES heap_properties;
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D3D12_CPU_DESCRIPTOR_HANDLE rtv, dsv;
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D3D12_RESOURCE_DESC resource_desc;
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D3D12_CPU_DESCRIPTOR_HANDLE rtv;
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ID3D12DescriptorHeap *rtv_heap;
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ID3D12DescriptorHeap *dsv_heap;
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D3D12_DISCARD_REGION ds_region;
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D3D12_DISCARD_REGION region;
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struct test_context context;
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ID3D12Resource *tmp_depth;
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ID3D12Resource *depth_rt;
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ID3D12Device *device;
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ID3D12Resource *rt;
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HRESULT hr;
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@ -47029,20 +47033,41 @@ static void test_discard_resource(void)
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&resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL, &IID_ID3D12Resource, (void **)&rt);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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resource_desc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
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&resource_desc, D3D12_RESOURCE_STATE_DEPTH_WRITE, NULL, &IID_ID3D12Resource, (void **)&depth_rt);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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resource_desc.Format = DXGI_FORMAT_R32_FLOAT;
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resource_desc.DepthOrArraySize = 1;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE,
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&resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &IID_ID3D12Resource, (void **)&tmp_depth);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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region.NumRects = 0;
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region.pRects = NULL;
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region.FirstSubresource = 0;
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region.NumSubresources = 2;
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ds_region = region;
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ds_region.NumSubresources = 4;
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ID3D12GraphicsCommandList_DiscardResource(context.list, rt, ®ion);
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ID3D12GraphicsCommandList_DiscardResource(context.list, depth_rt, &ds_region);
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rtv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
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dsv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1);
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rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap);
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dsv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(dsv_heap);
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ID3D12Device_CreateRenderTargetView(device, rt, NULL, rtv);
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ID3D12Device_CreateDepthStencilView(device, depth_rt, NULL, dsv);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, false, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, false, &dsv);
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ID3D12GraphicsCommandList_DiscardResource(context.list, rt, ®ion);
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ID3D12GraphicsCommandList_DiscardResource(context.list, depth_rt, &ds_region);
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/* Just make sure we don't have validation errors */
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hr = ID3D12GraphicsCommandList_Close(context.list);
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@ -47050,20 +47075,57 @@ static void test_discard_resource(void)
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hr = ID3D12GraphicsCommandList_Reset(context.list, context.allocator, NULL);
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ok(hr == S_OK, "Failed to reset command list, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, false, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, false, &dsv);
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ID3D12GraphicsCommandList_DiscardResource(context.list, rt, ®ion);
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ID3D12GraphicsCommandList_DiscardResource(context.list, depth_rt, &ds_region);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv, clear_color, 0, NULL);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 128, 0, NULL);
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region.FirstSubresource = 1;
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region.NumSubresources = 1;
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ID3D12GraphicsCommandList_DiscardResource(context.list, rt, ®ion);
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/* Discard stencil aspect and mip 1 of depth aspect. */
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ds_region.FirstSubresource = 1;
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ds_region.NumSubresources = 3;
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ID3D12GraphicsCommandList_DiscardResource(context.list, depth_rt, &ds_region);
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/* Ensure that the clear gets executed properly for subresource 0 */
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transition_resource_state(context.list, rt, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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transition_resource_state(context.list, depth_rt, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(rt, 0, context.queue, context.list, 0x000000ffu, 0);
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/* Ensure that the clear gets executed properly for subresource 0 */
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hr = ID3D12GraphicsCommandList_Reset(context.list, context.allocator, NULL);
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{
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D3D12_TEXTURE_COPY_LOCATION dst_location, src_location;
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D3D12_BOX src_box;
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dst_location.SubresourceIndex = 0;
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dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dst_location.pResource = tmp_depth;
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src_location.SubresourceIndex = 0;
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src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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src_location.pResource = depth_rt;
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src_box.left = 0;
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src_box.right = 16;
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src_box.top = 0;
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src_box.bottom = 16;
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src_box.front = 0;
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src_box.back = 1;
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ID3D12GraphicsCommandList_CopyTextureRegion(context.list, &dst_location, 0, 0, 0, &src_location, &src_box);
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transition_resource_state(context.list, tmp_depth, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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}
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check_sub_resource_float(tmp_depth, 0, context.queue, context.list, 1.0f, 0);
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ID3D12Resource_Release(rt);
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ID3D12Resource_Release(depth_rt);
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ID3D12Resource_Release(tmp_depth);
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ID3D12DescriptorHeap_Release(rtv_heap);
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ID3D12DescriptorHeap_Release(dsv_heap);
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destroy_test_context(&context);
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}
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