tests: Add test for depth testing against null DSV.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -337,6 +337,97 @@ void test_unknown_dsv_format(void)
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destroy_test_context(&context);
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}
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void test_depth_stencil_test_no_dsv(void)
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{
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D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc;
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ID3D12GraphicsCommandList *command_list;
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struct test_context_desc desc;
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struct test_context context;
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ID3D12CommandQueue *queue;
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HRESULT hr;
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static const DWORD ps_color_code[] =
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{
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#if 0
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float4 color;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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return color;
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}
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#endif
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0x43425844, 0xd18ead43, 0x8b8264c1, 0x9c0a062d, 0xfc843226, 0x00000001, 0x000000e0, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050,
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0x00000011, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2,
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0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_color = {ps_color_code, sizeof(ps_color_code)};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
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static const struct vec4 green = { 0.0f, 1.0f, 0.0f, 1.0f };
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static const struct vec4 blue = { 0.0f, 0.0f, 1.0f, 1.0f };
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memset(&desc, 0, sizeof(desc));
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desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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desc.no_root_signature = true;
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desc.rt_width = 32;
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desc.rt_height = 32;
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if (!init_test_context(&context, &desc))
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return;
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command_list = context.list;
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queue = context.queue;
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context.root_signature = create_32bit_constants_root_signature(context.device,
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0, 4, D3D12_SHADER_VISIBILITY_PIXEL);
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init_pipeline_state_desc(&pso_desc, context.root_signature, desc.rt_format, NULL, &ps_color, NULL);
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pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT;
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pso_desc.DepthStencilState.DepthEnable = true;
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pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_EQUAL;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.5f, 0.5f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &red.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.9f, 0.9f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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/* Native behavior seems to be that depth test is just disabled entirely here.
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* This last draw is the color we should get on NV at least.
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* D3D12 validation layers report errors here of course,
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* but Metro Exodus relies on depth testing on DSV NULL apparently. */
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &blue.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.55f, 0.55f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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/* vkd3d-proton just skips the draw call in this situation.
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* At least test that we don't crash. */
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todo check_sub_resource_vec4(context.render_target, 0, queue, command_list, &blue, 0);
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destroy_test_context(&context);
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}
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void test_render_a8_dxbc(void)
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{
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static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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@ -271,3 +271,4 @@ decl_test(test_shader_sm62_denorm);
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decl_test(test_shader_sm64_packed);
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decl_test(test_shader_sm65_wave_intrinsics);
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decl_test(test_get_copyable_footprints_planar);
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decl_test(test_depth_stencil_test_no_dsv);
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