From ba91aeb7206a4cba3c5445bac187e20d59a6f690 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Fri, 4 Aug 2017 17:06:33 +0200 Subject: [PATCH] tests: Add test for descriptor tables. --- tests/d3d12.c | 221 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 221 insertions(+) diff --git a/tests/d3d12.c b/tests/d3d12.c index 1d094012..91418267 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -224,6 +224,18 @@ static void exec_command_list(ID3D12CommandQueue *queue, ID3D12GraphicsCommandLi ID3D12CommandQueue_ExecuteCommandLists(queue, 1, lists); } +#define reset_command_list(a, b) reset_command_list_(__LINE__, a, b) +static void reset_command_list_(unsigned int line, + ID3D12GraphicsCommandList *list, ID3D12CommandAllocator *allocator) +{ + HRESULT hr; + + hr = ID3D12CommandAllocator_Reset(allocator); + ok_(line)(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); + hr = ID3D12GraphicsCommandList_Reset(list, allocator, NULL); + ok_(line)(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr); +} + #ifdef _WIN32 static HANDLE create_event(void) { @@ -7833,6 +7845,214 @@ static void test_texture(void) destroy_test_context(&context); } +static void test_descriptor_tables(void) +{ + ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2]; + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_DESCRIPTOR_RANGE descriptor_range[4]; + D3D12_CONSTANT_BUFFER_VIEW_DESC cbv_desc; + D3D12_ROOT_PARAMETER root_parameters[3]; + ID3D12GraphicsCommandList *command_list; + D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; + D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; + D3D12_DESCRIPTOR_HEAP_DESC heap_desc; + ID3D12Resource *cb, *textures[4]; + unsigned int i, descriptor_size; + D3D12_SAMPLER_DESC sampler_desc; + struct test_context_desc desc; + D3D12_SUBRESOURCE_DATA data; + struct test_context context; + ID3D12CommandQueue *queue; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + Texture2D t0; + Texture2D t1; + Texture2D t2; + Texture2D t3; + SamplerState s0; + + cbuffer cb0 + { + float4 c; + }; + + float4 main(float4 position : SV_POSITION) : SV_Target + { + float2 p = float2(position.x / 32.0f, position.y / 32.0f); + + return c.x * t0.Sample(s0, p) + c.y * t1.Sample(s0, p) + + c.z * t2.Sample(s0, p) + c.w * t3.Sample(s0, p); + } +#endif + 0x43425844, 0xf848ef5f, 0x4da3fe0c, 0x776883a0, 0x6b3f0297, 0x00000001, 0x0000029c, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000200, 0x00000050, + 0x00000080, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, + 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000, 0x00000001, + 0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555, 0x04001858, 0x00107000, 0x00000003, + 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000003, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, + 0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, 0x00155543, 0x001000f2, + 0x00000001, 0x00100046, 0x00000000, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x08000038, + 0x001000f2, 0x00000001, 0x00100e46, 0x00000001, 0x00208556, 0x00000000, 0x00000000, 0x8b000045, + 0x800000c2, 0x00155543, 0x001000f2, 0x00000002, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, + 0x00106000, 0x00000000, 0x0a000032, 0x001000f2, 0x00000001, 0x00208006, 0x00000000, 0x00000000, + 0x00100e46, 0x00000002, 0x00100e46, 0x00000001, 0x8b000045, 0x800000c2, 0x00155543, 0x001000f2, + 0x00000002, 0x00100046, 0x00000000, 0x00107e46, 0x00000002, 0x00106000, 0x00000000, 0x8b000045, + 0x800000c2, 0x00155543, 0x001000f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000003, + 0x00106000, 0x00000000, 0x0a000032, 0x001000f2, 0x00000001, 0x00208aa6, 0x00000000, 0x00000000, + 0x00100e46, 0x00000002, 0x00100e46, 0x00000001, 0x0a000032, 0x001020f2, 0x00000000, 0x00208ff6, + 0x00000000, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const struct vec4 constant = {0.1f, 0.2f, 0.3f, 0.1f}; + static const unsigned int texture_data[4] = {0xff0000ff, 0xff00ff00, 0xffff0000, 0xffffff00}; + + memset(&desc, 0, sizeof(desc)); + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + command_list = context.list; + queue = context.queue; + + cb = create_upload_buffer(context.device, sizeof(constant), &constant.x); + + descriptor_range[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_range[0].NumDescriptors = 2; + descriptor_range[0].BaseShaderRegister = 0; + descriptor_range[0].RegisterSpace = 0; + descriptor_range[0].OffsetInDescriptorsFromTableStart = 0; + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[0].DescriptorTable.NumDescriptorRanges = 1; + root_parameters[0].DescriptorTable.pDescriptorRanges = &descriptor_range[0]; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + descriptor_range[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER; + descriptor_range[1].NumDescriptors = 1; + descriptor_range[1].BaseShaderRegister = 0; + descriptor_range[1].RegisterSpace = 0; + descriptor_range[1].OffsetInDescriptorsFromTableStart = 0; + root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[1].DescriptorTable.NumDescriptorRanges = 1; + root_parameters[1].DescriptorTable.pDescriptorRanges = &descriptor_range[1]; + root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + descriptor_range[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_range[2].NumDescriptors = 2; + descriptor_range[2].BaseShaderRegister = 2; + descriptor_range[2].RegisterSpace = 0; + descriptor_range[2].OffsetInDescriptorsFromTableStart = 0; + descriptor_range[3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; + descriptor_range[3].NumDescriptors = 1; + descriptor_range[3].BaseShaderRegister = 0; + descriptor_range[3].RegisterSpace = 0; + descriptor_range[3].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[2].DescriptorTable.NumDescriptorRanges = 2; + root_parameters[2].DescriptorTable.pDescriptorRanges = &descriptor_range[2]; + root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + memset(&root_signature_desc, 0, sizeof(root_signature_desc)); + root_signature_desc.NumParameters = 3; + root_signature_desc.pParameters = root_parameters; + hr = create_root_signature(context.device, &root_signature_desc, &context.root_signature); + ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); + + context.pipeline_state = create_pipeline_state(context.device, + context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); + + memset(&sampler_desc, 0, sizeof(sampler_desc)); + sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + + memset(&heap_desc, 0, sizeof(heap_desc)); + heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + heap_desc.NumDescriptors = 5; + heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc, + &IID_ID3D12DescriptorHeap, (void **)&heap); + ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + + heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER; + heap_desc.NumDescriptors = 1; + hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc, + &IID_ID3D12DescriptorHeap, (void **)&sampler_heap); + ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + + descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(context.device, + D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); + + for (i = 0; i < ARRAY_SIZE(textures); ++i) + { + textures[i] = create_texture(context.device, + 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOURCE_STATE_COPY_DEST); + data.pData = &texture_data[i]; + data.RowPitch = sizeof(texture_data[i]); + data.SlicePitch = data.RowPitch; + upload_texture_data(textures[i], &data, queue, command_list); + reset_command_list(command_list, context.allocator); + } + + for (i = 0; i < ARRAY_SIZE(textures); ++i) + transition_resource_state(command_list, textures[i], + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); + /* t0-t3 */ + for (i = 0; i < ARRAY_SIZE(textures); ++i) + { + ID3D12Device_CreateShaderResourceView(context.device, textures[i], NULL, cpu_handle); + cpu_handle.ptr += descriptor_size; + } + /* cbv0 */ + cbv_desc.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(cb); + cbv_desc.SizeInBytes = align(sizeof(constant), D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); + ID3D12Device_CreateConstantBufferView(context.device, &cbv_desc, cpu_handle); + + cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(sampler_heap); + /* s0 */ + ID3D12Device_CreateSampler(context.device, &sampler_desc, cpu_handle); + + gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap); + + 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); + heaps[0] = heap; heaps[1] = sampler_heap; + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, ARRAY_SIZE(heaps), heaps); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); + gpu_handle.ptr += 2 * descriptor_size; + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 1, + ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(sampler_heap)); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 2, gpu_handle); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + 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); + + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xb2664c19, 2); + + ID3D12Resource_Release(cb); + for (i = 0; i < ARRAY_SIZE(textures); ++i) + ID3D12Resource_Release(textures[i]); + ID3D12DescriptorHeap_Release(heap); + ID3D12DescriptorHeap_Release(sampler_heap); + destroy_test_context(&context); +} + #define check_copyable_footprints(a, b, c, d, e, f, g) \ check_copyable_footprints_(__LINE__, a, b, c, d, e, f, g) static void check_copyable_footprints_(unsigned int line, const D3D12_RESOURCE_DESC *desc, @@ -8262,6 +8482,7 @@ START_TEST(d3d12) run_test(test_immediate_constant_buffer); run_test(test_root_constants); run_test(test_texture); + run_test(test_descriptor_tables); run_test(test_get_copyable_footprints); run_test(test_typed_buffer_uav); }