tests: Add test for D3D12_SHADER_VISIBILITY_ALL root constants.

This commit is contained in:
Józef Kucia 2017-08-01 10:51:45 +02:00
parent ae8d8036c6
commit e7d3897797
1 changed files with 205 additions and 4 deletions

View File

@ -6861,7 +6861,7 @@ static void test_root_constants(void)
static const unsigned int constants[4] = {0, 1, 0, 2};
D3D12_ROOT_SIGNATURE_DESC root_signature_desc;
D3D12_ROOT_PARAMETER root_parameters[2];
D3D12_ROOT_PARAMETER root_parameters[3];
ID3D12GraphicsCommandList *command_list;
struct vec4 vs_cb_color, ps_cb_color;
struct test_context_desc desc;
@ -6945,6 +6945,100 @@ static void test_root_constants(void)
0x01000015, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps_color = {ps_color_code, sizeof(ps_color_code)};
static const DWORD vs_mix_code[] =
{
#if 0
cbuffer shared_cb
{
uint token;
uint op;
};
cbuffer vs_cb
{
float4 padding;
float4 vs_color;
};
void main(uint id : SV_VertexID,
out float4 position : SV_Position, out float4 color : COLOR,
out uint vs_token : TOKEN)
{
float2 coords = float2((id << 1) & 2, id & 2);
position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
color = vs_color;
vs_token = token;
}
#endif
0x43425844, 0xb5bc00c3, 0x6b5041fe, 0xd55d1d86, 0x34a2a229, 0x00000001, 0x00000230, 0x00000003,
0x0000002c, 0x00000060, 0x000000d0, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
0x4e47534f, 0x00000068, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x505f5653, 0x7469736f,
0x006e6f69, 0x4f4c4f43, 0x4f540052, 0x004e454b, 0x58454853, 0x00000158, 0x00010050, 0x00000056,
0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000059, 0x00208e46, 0x00000001,
0x00000002, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x00102012, 0x00000002, 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, 0x06000036,
0x001020f2, 0x00000001, 0x00208e46, 0x00000001, 0x00000001, 0x06000036, 0x00102012, 0x00000002,
0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE vs_mix = {vs_mix_code, sizeof(vs_mix_code)};
static const DWORD ps_mix_code[] =
{
#if 0
cbuffer shared_cb
{
uint token;
uint op;
};
cbuffer ps_cb
{
float4 ps_color;
};
float4 main(float4 position : SV_POSITION, float4 vs_color : COLOR,
uint vs_token : TOKEN) : SV_Target
{
if (token != vs_token)
return (float4)1.0f;
switch (op)
{
case 0: return vs_color;
case 1: return ps_color;
case 2: return vs_color * ps_color;
default: return (float4)0.0f;
}
}
#endif
0x43425844, 0x128ef4ce, 0xa1c46517, 0x34ca76f3, 0x3c7d6112, 0x00000001, 0x00000240, 0x00000003,
0x0000002c, 0x0000009c, 0x000000d0, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000f0f, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002,
0x00000101, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0x4f540052, 0x004e454b, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000168, 0x00000050, 0x0000005a,
0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000059, 0x00208e46, 0x00000001,
0x00000001, 0x03001062, 0x001010f2, 0x00000001, 0x03000862, 0x00101012, 0x00000002, 0x03000065,
0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000027, 0x00100012, 0x00000000, 0x0020800a,
0x00000000, 0x00000000, 0x0010100a, 0x00000002, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036,
0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e,
0x01000015, 0x0400004c, 0x0020801a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, 0x03000006, 0x00004001,
0x00000001, 0x06000036, 0x001020f2, 0x00000000, 0x00208e46, 0x00000001, 0x00000000, 0x0100003e,
0x03000006, 0x00004001, 0x00000002, 0x08000038, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001,
0x00208e46, 0x00000001, 0x00000000, 0x0100003e, 0x0100000a, 0x08000036, 0x001020f2, 0x00000000,
0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, 0x01000017, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps_mix = {ps_mix_code, sizeof(ps_mix_code)};
memset(&desc, 0, sizeof(desc));
desc.rt_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
@ -6970,7 +7064,6 @@ static void test_root_constants(void)
context.root_signature, desc.rt_format, NULL, &ps_uint_constant, NULL);
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_SetGraphicsRoot32BitConstants(command_list, 0,
@ -7021,7 +7114,6 @@ static void test_root_constants(void)
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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);
vs_cb_color = ps_cb_color = expected_result = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f};
@ -7046,7 +7138,6 @@ static void test_root_constants(void)
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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);
vs_cb_color = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f};
@ -7064,6 +7155,116 @@ static void test_root_constants(void)
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
hr = ID3D12CommandAllocator_Reset(context.allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
ID3D12PipelineState_Release(context.pipeline_state);
ID3D12RootSignature_Release(context.root_signature);
root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameters[0].Constants.ShaderRegister = 1;
root_parameters[0].Constants.RegisterSpace = 0;
root_parameters[0].Constants.Num32BitValues = 8;
root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameters[1].Constants.ShaderRegister = 1;
root_parameters[1].Constants.RegisterSpace = 0;
root_parameters[1].Constants.Num32BitValues = 4;
root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
root_parameters[2].Constants.ShaderRegister = 0;
root_parameters[2].Constants.RegisterSpace = 0;
root_parameters[2].Constants.Num32BitValues = 2;
root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
root_signature_desc.NumParameters = 3;
root_signature_desc.pParameters = root_parameters;
root_signature_desc.NumStaticSamplers = 0;
root_signature_desc.pStaticSamplers = NULL;
root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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, desc.rt_format, &vs_mix, &ps_mix, NULL);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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);
vs_cb_color = expected_result = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f};
ps_cb_color = (struct vec4){1.0f, 1.0f, 1.0f, 1.0f};
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 4);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0xdeadbeef, 0);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0, 1);
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
hr = ID3D12CommandAllocator_Reset(context.allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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);
vs_cb_color = (struct vec4){0.0f, 1.0f, 0.0f, 1.0f};
ps_cb_color = expected_result = (struct vec4){1.0f, 1.0f, 1.0f, 1.0f};
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 4);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0xdeadbeef, 0);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 1, 1);
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
hr = ID3D12CommandAllocator_Reset(context.allocator);
ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr);
hr = ID3D12GraphicsCommandList_Reset(command_list, context.allocator, NULL);
ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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);
vs_cb_color = (struct vec4){0.5f, 1.0f, 0.5f, 1.0f};
ps_cb_color = (struct vec4){0.5f, 0.7f, 1.0f, 1.0f};
expected_result = (struct vec4){0.25f, 0.7f, 0.5f, 1.0f};
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &vs_cb_color.x, 4);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_cb_color.x, 0);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 0xdeadbeef, 0);
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 2, 2, 1);
ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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_vec4(context.render_target, 0, queue, command_list, &expected_result, 0);
destroy_test_context(&context);
}