From b05145b4215e37d407df427344331a4b737f7d07 Mon Sep 17 00:00:00 2001 From: Hans-Kristian Arntzen Date: Tue, 31 Aug 2021 11:43:39 +0200 Subject: [PATCH] tests: Add test for depth testing against null DSV. Signed-off-by: Hans-Kristian Arntzen --- tests/d3d12_render_target.c | 91 +++++++++++++++++++++++++++++++++++++ tests/d3d12_tests.h | 1 + 2 files changed, 92 insertions(+) diff --git a/tests/d3d12_render_target.c b/tests/d3d12_render_target.c index efb472bc..c5af432f 100644 --- a/tests/d3d12_render_target.c +++ b/tests/d3d12_render_target.c @@ -337,6 +337,97 @@ void test_unknown_dsv_format(void) destroy_test_context(&context); } +void test_depth_stencil_test_no_dsv(void) +{ + D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; + ID3D12GraphicsCommandList *command_list; + struct test_context_desc desc; + struct test_context context; + ID3D12CommandQueue *queue; + HRESULT hr; + + static const DWORD ps_color_code[] = + { +#if 0 + float4 color; + + float4 main(float4 position : SV_POSITION) : SV_Target + { + return color; + } +#endif + 0x43425844, 0xd18ead43, 0x8b8264c1, 0x9c0a062d, 0xfc843226, 0x00000001, 0x000000e0, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000044, 0x00000050, + 0x00000011, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, + 0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps_color = {ps_color_code, sizeof(ps_color_code)}; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f}; + static const struct vec4 green = { 0.0f, 1.0f, 0.0f, 1.0f }; + static const struct vec4 blue = { 0.0f, 0.0f, 1.0f, 1.0f }; + + memset(&desc, 0, sizeof(desc)); + desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT; + desc.no_root_signature = true; + desc.rt_width = 32; + desc.rt_height = 32; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + context.root_signature = create_32bit_constants_root_signature(context.device, + 0, 4, D3D12_SHADER_VISIBILITY_PIXEL); + + init_pipeline_state_desc(&pso_desc, context.root_signature, desc.rt_format, NULL, &ps_color, NULL); + pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; + pso_desc.DepthStencilState.DepthEnable = true; + pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_EQUAL; + hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, + &IID_ID3D12PipelineState, (void **)&context.pipeline_state); + ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0); + set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.5f, 0.5f); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &red.x, 0); + set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.9f, 0.9f); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + /* Native behavior seems to be that depth test is just disabled entirely here. + * This last draw is the color we should get on NV at least. + * D3D12 validation layers report errors here of course, + * but Metro Exodus relies on depth testing on DSV NULL apparently. */ + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &blue.x, 0); + set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.55f, 0.55f); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + /* vkd3d-proton just skips the draw call in this situation. + * At least test that we don't crash. */ + todo check_sub_resource_vec4(context.render_target, 0, queue, command_list, &blue, 0); + + destroy_test_context(&context); +} + void test_render_a8_dxbc(void) { static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f}; diff --git a/tests/d3d12_tests.h b/tests/d3d12_tests.h index 9d18486a..8384e1b3 100644 --- a/tests/d3d12_tests.h +++ b/tests/d3d12_tests.h @@ -271,3 +271,4 @@ decl_test(test_shader_sm62_denorm); decl_test(test_shader_sm64_packed); decl_test(test_shader_sm65_wave_intrinsics); decl_test(test_get_copyable_footprints_planar); +decl_test(test_depth_stencil_test_no_dsv);