From ae27ba9601df9f948ad5546bc7875b854b883b6b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 11 Oct 2016 13:43:04 +0200 Subject: [PATCH] tests: Add basic test for DrawInstanced(). --- tests/d3d12.c | 274 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 274 insertions(+) diff --git a/tests/d3d12.c b/tests/d3d12.c index 52a91ff8..19a1ae75 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -1968,6 +1968,279 @@ static void test_clear_render_target_view(void) ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); } +static void test_draw_instanced(void) +{ + static const float green[] = { 0.0f, 1.0f, 0.0f, 1.0f }; + D3D12_GRAPHICS_PIPELINE_STATE_DESC pipeline_state_desc; + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_COMMAND_QUEUE_DESC command_queue_desc; + ID3D12CommandAllocator *command_allocator; + D3D12_DESCRIPTOR_HEAP_DESC rtv_heap_desc; + ID3D12GraphicsCommandList *command_list; + D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle; + D3D12_HEAP_PROPERTIES heap_properties; + ID3D12RootSignature *root_signature; + ID3D12PipelineState *pipeline_state; + D3D12_RESOURCE_DESC resource_desc; + ID3D12DescriptorHeap *rtv_heap; + D3D12_CLEAR_VALUE clear_value; + struct resource_readback rb; + ID3D12CommandQueue *queue; + ID3D12Resource *resource; + D3D12_VIEWPORT viewport; + ID3D12Device *device; + RECT scissor_rect; + unsigned int x, y; + ULONG refcount; + HRESULT hr; + + static const DWORD dxbc_vs_code[] = + { +#if 0 + void main(uint id : SV_VertexID, out float4 position : SV_Position) + { + float2 coords = float2((id << 1) & 2, id & 2); + position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); + } +#endif + 0x43425844, 0xf900d25e, 0x68bfefa7, 0xa63ac0a7, 0xa476af7a, 0x00000001, 0x0000018c, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000000f0, 0x00010050, + 0x0000003c, 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, + 0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, + 0x00000001, 0x00004001, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, + 0x00100042, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, + 0x00000000, 0x00100086, 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, + 0x00004002, 0x40000000, 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, + 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, + 0x00000000, 0x3f800000, 0x0100003e, + }; + static const DWORD spv_vs_code[] = + { +#if 0 + #version 450 core + + void main() + { + uint id = gl_VertexIndex; + vec2 coords = vec2((id << 1) & 2, id & 2); + gl_Position = vec4(coords * vec2(2, -2) + vec2(-1, 1), 0, 1); + } +#endif + 0x07230203, 0x00010000, 0x00080001, 0x00000032, 0x00000000, 0x00020011, 0x00000001, 0x0006000b, + 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001, + 0x0007000f, 0x00000000, 0x00000004, 0x6e69616d, 0x00000000, 0x0000000b, 0x00000021, 0x00040047, + 0x0000000b, 0x0000000b, 0x0000002a, 0x00050048, 0x0000001f, 0x00000000, 0x0000000b, 0x00000000, + 0x00050048, 0x0000001f, 0x00000001, 0x0000000b, 0x00000001, 0x00050048, 0x0000001f, 0x00000002, + 0x0000000b, 0x00000003, 0x00050048, 0x0000001f, 0x00000003, 0x0000000b, 0x00000004, 0x00030047, + 0x0000001f, 0x00000002, 0x00020013, 0x00000002, 0x00030021, 0x00000003, 0x00000002, 0x00040015, + 0x00000006, 0x00000020, 0x00000000, 0x00040020, 0x00000007, 0x00000007, 0x00000006, 0x00040015, + 0x00000009, 0x00000020, 0x00000001, 0x00040020, 0x0000000a, 0x00000001, 0x00000009, 0x0004003b, + 0x0000000a, 0x0000000b, 0x00000001, 0x00030016, 0x0000000e, 0x00000020, 0x00040017, 0x0000000f, + 0x0000000e, 0x00000002, 0x00040020, 0x00000010, 0x00000007, 0x0000000f, 0x0004002b, 0x00000009, + 0x00000013, 0x00000001, 0x0004002b, 0x00000006, 0x00000015, 0x00000002, 0x00040017, 0x0000001c, + 0x0000000e, 0x00000004, 0x0004002b, 0x00000006, 0x0000001d, 0x00000001, 0x0004001c, 0x0000001e, + 0x0000000e, 0x0000001d, 0x0006001e, 0x0000001f, 0x0000001c, 0x0000000e, 0x0000001e, 0x0000001e, + 0x00040020, 0x00000020, 0x00000003, 0x0000001f, 0x0004003b, 0x00000020, 0x00000021, 0x00000003, + 0x0004002b, 0x00000009, 0x00000022, 0x00000000, 0x0004002b, 0x0000000e, 0x00000024, 0x40000000, + 0x0004002b, 0x0000000e, 0x00000025, 0xc0000000, 0x0005002c, 0x0000000f, 0x00000026, 0x00000024, + 0x00000025, 0x0004002b, 0x0000000e, 0x00000028, 0xbf800000, 0x0004002b, 0x0000000e, 0x00000029, + 0x3f800000, 0x0005002c, 0x0000000f, 0x0000002a, 0x00000028, 0x00000029, 0x0004002b, 0x0000000e, + 0x0000002c, 0x00000000, 0x00040020, 0x00000030, 0x00000003, 0x0000001c, 0x00050036, 0x00000002, + 0x00000004, 0x00000000, 0x00000003, 0x000200f8, 0x00000005, 0x0004003b, 0x00000007, 0x00000008, + 0x00000007, 0x0004003b, 0x00000010, 0x00000011, 0x00000007, 0x0004003d, 0x00000009, 0x0000000c, + 0x0000000b, 0x0004007c, 0x00000006, 0x0000000d, 0x0000000c, 0x0003003e, 0x00000008, 0x0000000d, + 0x0004003d, 0x00000006, 0x00000012, 0x00000008, 0x000500c4, 0x00000006, 0x00000014, 0x00000012, + 0x00000013, 0x000500c7, 0x00000006, 0x00000016, 0x00000014, 0x00000015, 0x00040070, 0x0000000e, + 0x00000017, 0x00000016, 0x0004003d, 0x00000006, 0x00000018, 0x00000008, 0x000500c7, 0x00000006, + 0x00000019, 0x00000018, 0x00000015, 0x00040070, 0x0000000e, 0x0000001a, 0x00000019, 0x00050050, + 0x0000000f, 0x0000001b, 0x00000017, 0x0000001a, 0x0003003e, 0x00000011, 0x0000001b, 0x0004003d, + 0x0000000f, 0x00000023, 0x00000011, 0x00050085, 0x0000000f, 0x00000027, 0x00000023, 0x00000026, + 0x00050081, 0x0000000f, 0x0000002b, 0x00000027, 0x0000002a, 0x00050051, 0x0000000e, 0x0000002d, + 0x0000002b, 0x00000000, 0x00050051, 0x0000000e, 0x0000002e, 0x0000002b, 0x00000001, 0x00070050, + 0x0000001c, 0x0000002f, 0x0000002d, 0x0000002e, 0x0000002c, 0x00000029, 0x00050041, 0x00000030, + 0x00000031, 0x00000021, 0x00000022, 0x0003003e, 0x00000031, 0x0000002f, 0x000100fd, 0x00010038, + }; + static const DWORD dxbc_ps_code[] = + { +#if 0 + void main(const in float4 position : SV_Position, out float4 target : SV_Target0) + { + target = float4(1.0f, 1.0f, 1.0f, 1.0f); + } +#endif + 0x43425844, 0xc1e910e0, 0xe168c974, 0xc32ae666, 0x82f81f71, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000003c, 0x00000050, + 0x0000000f, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, + 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e, + }; + static const DWORD spv_ps_code[] = + { +#if 0 + #version 450 core + + layout(location = 0) out vec4 target; + + void main() + { + target = vec4(1.0f, 1.0f, 1.0f, 1.0f); + } +#endif + 0x07230203, 0x00010000, 0x00080001, 0x0000000c, 0x00000000, 0x00020011, 0x00000001, 0x0006000b, + 0x00000001, 0x4c534c47, 0x6474732e, 0x3035342e, 0x00000000, 0x0003000e, 0x00000000, 0x00000001, + 0x0006000f, 0x00000004, 0x00000004, 0x6e69616d, 0x00000000, 0x00000009, 0x00030010, 0x00000004, + 0x00000007, 0x00040047, 0x00000009, 0x0000001e, 0x00000000, 0x00020013, 0x00000002, 0x00030021, + 0x00000003, 0x00000002, 0x00030016, 0x00000006, 0x00000020, 0x00040017, 0x00000007, 0x00000006, + 0x00000004, 0x00040020, 0x00000008, 0x00000003, 0x00000007, 0x0004003b, 0x00000008, 0x00000009, + 0x00000003, 0x0004002b, 0x00000006, 0x0000000a, 0x3f800000, 0x0007002c, 0x00000007, 0x0000000b, + 0x0000000a, 0x0000000a, 0x0000000a, 0x0000000a, 0x00050036, 0x00000002, 0x00000004, 0x00000000, + 0x00000003, 0x000200f8, 0x00000005, 0x0003003e, 0x00000009, 0x0000000b, 0x000100fd, 0x00010038, + }; + + if (!(device = create_device())) + { + skip("Failed to create device.\n"); + return; + } + + command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; + command_queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + command_queue_desc.NodeMask = 0; + hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, + &IID_ID3D12CommandQueue, (void **)&queue); + ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr); + + hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, + &IID_ID3D12CommandAllocator, (void **)&command_allocator); + ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + + hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, + command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); + ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + + rtv_heap_desc.NumDescriptors = 1; + rtv_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + rtv_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + rtv_heap_desc.NodeMask = 0; + hr = ID3D12Device_CreateDescriptorHeap(device, &rtv_heap_desc, + &IID_ID3D12DescriptorHeap, (void **)&rtv_heap); + ok(SUCCEEDED(hr), "CreateDescriptorHeap failed, hr %#x.\n", hr); + + rtv_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(rtv_heap); + + memset(&heap_properties, 0, sizeof(heap_properties)); + heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; + resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D, + resource_desc.Alignment = 0, + resource_desc.Width = 32, + resource_desc.Height = 32, + resource_desc.DepthOrArraySize = 1, + resource_desc.MipLevels = 1, + resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM, + resource_desc.SampleDesc.Count = 1; + resource_desc.SampleDesc.Quality = 0; + resource_desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN, + resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, + clear_value.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + clear_value.Color[0] = 0.0f; + clear_value.Color[1] = 1.0f; + clear_value.Color[2] = 0.0f; + clear_value.Color[3] = 1.0f; + hr = ID3D12Device_CreateCommittedResource(device, + &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, + D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, + &IID_ID3D12Resource, (void **)&resource); + ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr); + + ID3D12Device_CreateRenderTargetView(device, resource, NULL, rtv_handle); + + root_signature_desc.NumParameters = 0; + root_signature_desc.pParameters = NULL; + root_signature_desc.NumStaticSamplers = 0; + root_signature_desc.pStaticSamplers = NULL; + root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; + hr = create_root_signature(device, &root_signature_desc, &root_signature); + ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); + + memset(&pipeline_state_desc, 0, sizeof(pipeline_state_desc)); + pipeline_state_desc.pRootSignature = root_signature; + pipeline_state_desc.VS = SHADER_BYTECODE(dxbc_vs_code, spv_vs_code); + pipeline_state_desc.PS = SHADER_BYTECODE(dxbc_ps_code, spv_ps_code); + pipeline_state_desc.StreamOutput.RasterizedStream = 0; + pipeline_state_desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + pipeline_state_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; + pipeline_state_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; + pipeline_state_desc.SampleMask = ~(UINT)0; + pipeline_state_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + pipeline_state_desc.NumRenderTargets = 1; + pipeline_state_desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; + pipeline_state_desc.SampleDesc.Count = 1; + hr = ID3D12Device_CreateGraphicsPipelineState(device, &pipeline_state_desc, + &IID_ID3D12PipelineState, (void **)&pipeline_state); + ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr); + + viewport.TopLeftX = 0.0f; + viewport.TopLeftY = 0.0f; + viewport.Width = resource_desc.Width; + viewport.Height = resource_desc.Height; + viewport.MinDepth = 0.0f; + viewport.MaxDepth = 0.0f; + + scissor_rect.left = scissor_rect.top = 0; + scissor_rect.right = resource_desc.Width; + scissor_rect.bottom = resource_desc.Height; + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, rtv_handle, green, 0, NULL); + + /* This draw call is ignored. */ + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &rtv_handle, FALSE, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &scissor_rect); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + hr = ID3D12GraphicsCommandList_Close(command_list); + ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + + exec_command_list(queue, command_list); + wait_queue_idle(device, queue); + hr = ID3D12CommandAllocator_Reset(command_allocator); + ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr); + hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL); + ok(SUCCEEDED(hr), "Command list reset failed, hr %#x.\n", hr); + + get_texture_readback_with_command_list(resource, 0, &rb, queue, command_list); + for (y = 0; y < resource_desc.Height; ++y) + { + for (x = 0; x < resource_desc.Width; ++x) + { + unsigned int v = get_readback_uint(&rb, x, y); + ok(v == 0xffffffff, "Got unexpected value 0x%08x at (%u, %u).\n", v, x, y); + } + } + release_resource_readback(&rb); + + ID3D12PipelineState_Release(pipeline_state); + ID3D12RootSignature_Release(root_signature); + ID3D12GraphicsCommandList_Release(command_list); + ID3D12CommandAllocator_Release(command_allocator); + ID3D12Resource_Release(resource); + ID3D12CommandQueue_Release(queue); + ID3D12DescriptorHeap_Release(rtv_heap); + refcount = ID3D12Device_Release(device); + ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); +} + START_TEST(d3d12) { ID3D12Debug *debug; @@ -1994,4 +2267,5 @@ START_TEST(d3d12) test_gpu_signal_fence(); test_multithread_fence_wait(); test_clear_render_target_view(); + test_draw_instanced(); }