diff --git a/tests/d3d12.c b/tests/d3d12.c index 16e1cb83..ae174dcd 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -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); }