diff --git a/tests/d3d12.c b/tests/d3d12.c index 7b2746cc..4765bfb2 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -46993,13 +46993,17 @@ static void test_aliasing_barrier(void) static void test_discard_resource(void) { - ID3D12DescriptorHeap *rtv_heap; ID3D12GraphicsCommandList *command_list; D3D12_HEAP_PROPERTIES heap_properties; + D3D12_CPU_DESCRIPTOR_HANDLE rtv, dsv; D3D12_RESOURCE_DESC resource_desc; - D3D12_CPU_DESCRIPTOR_HANDLE rtv; + ID3D12DescriptorHeap *rtv_heap; + ID3D12DescriptorHeap *dsv_heap; + D3D12_DISCARD_REGION ds_region; D3D12_DISCARD_REGION region; struct test_context context; + ID3D12Resource *tmp_depth; + ID3D12Resource *depth_rt; ID3D12Device *device; ID3D12Resource *rt; HRESULT hr; @@ -47029,20 +47033,41 @@ static void test_discard_resource(void) &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL, &IID_ID3D12Resource, (void **)&rt); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL; + resource_desc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT; + hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, + &resource_desc, D3D12_RESOURCE_STATE_DEPTH_WRITE, NULL, &IID_ID3D12Resource, (void **)&depth_rt); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + resource_desc.Flags = D3D12_RESOURCE_FLAG_NONE; + resource_desc.Format = DXGI_FORMAT_R32_FLOAT; + resource_desc.DepthOrArraySize = 1; + hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, + &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &IID_ID3D12Resource, (void **)&tmp_depth); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + region.NumRects = 0; region.pRects = NULL; region.FirstSubresource = 0; region.NumSubresources = 2; + ds_region = region; + ds_region.NumSubresources = 4; + ID3D12GraphicsCommandList_DiscardResource(context.list, rt, ®ion); + ID3D12GraphicsCommandList_DiscardResource(context.list, depth_rt, &ds_region); rtv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1); + dsv_heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1); rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap); + dsv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(dsv_heap); ID3D12Device_CreateRenderTargetView(device, rt, NULL, rtv); + ID3D12Device_CreateDepthStencilView(device, depth_rt, NULL, dsv); - ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, false, NULL); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, false, &dsv); ID3D12GraphicsCommandList_DiscardResource(context.list, rt, ®ion); + ID3D12GraphicsCommandList_DiscardResource(context.list, depth_rt, &ds_region); /* Just make sure we don't have validation errors */ hr = ID3D12GraphicsCommandList_Close(context.list); @@ -47050,20 +47075,57 @@ static void test_discard_resource(void) hr = ID3D12GraphicsCommandList_Reset(context.list, context.allocator, NULL); ok(hr == S_OK, "Failed to reset command list, hr %#x.\n", hr); - ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, false, NULL); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv, false, &dsv); ID3D12GraphicsCommandList_DiscardResource(context.list, rt, ®ion); + ID3D12GraphicsCommandList_DiscardResource(context.list, depth_rt, &ds_region); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv, clear_color, 0, NULL); + ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 128, 0, NULL); region.FirstSubresource = 1; region.NumSubresources = 1; ID3D12GraphicsCommandList_DiscardResource(context.list, rt, ®ion); + /* Discard stencil aspect and mip 1 of depth aspect. */ + ds_region.FirstSubresource = 1; + ds_region.NumSubresources = 3; + ID3D12GraphicsCommandList_DiscardResource(context.list, depth_rt, &ds_region); + /* Ensure that the clear gets executed properly for subresource 0 */ transition_resource_state(context.list, rt, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + transition_resource_state(context.list, depth_rt, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(rt, 0, context.queue, context.list, 0x000000ffu, 0); + /* Ensure that the clear gets executed properly for subresource 0 */ + hr = ID3D12GraphicsCommandList_Reset(context.list, context.allocator, NULL); + { + D3D12_TEXTURE_COPY_LOCATION dst_location, src_location; + D3D12_BOX src_box; + + dst_location.SubresourceIndex = 0; + dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dst_location.pResource = tmp_depth; + + src_location.SubresourceIndex = 0; + src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + src_location.pResource = depth_rt; + + src_box.left = 0; + src_box.right = 16; + src_box.top = 0; + src_box.bottom = 16; + src_box.front = 0; + src_box.back = 1; + + ID3D12GraphicsCommandList_CopyTextureRegion(context.list, &dst_location, 0, 0, 0, &src_location, &src_box); + transition_resource_state(context.list, tmp_depth, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE); + } + check_sub_resource_float(tmp_depth, 0, context.queue, context.list, 1.0f, 0); + ID3D12Resource_Release(rt); + ID3D12Resource_Release(depth_rt); + ID3D12Resource_Release(tmp_depth); ID3D12DescriptorHeap_Release(rtv_heap); + ID3D12DescriptorHeap_Release(dsv_heap); destroy_test_context(&context); }