diff --git a/tests/d3d12.c b/tests/d3d12.c index c8277859..aa35315f 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -11739,6 +11739,228 @@ static void test_cube_maps(void) destroy_test_context(&context); } +static void test_multisample_array_texture(void) +{ + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_ROOT_PARAMETER root_parameters[3]; + D3D12_DESCRIPTOR_RANGE descriptor_range; + ID3D12GraphicsCommandList *command_list; + D3D12_RENDER_TARGET_VIEW_DESC rtv_desc; + D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle; + D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle; + D3D12_HEAP_PROPERTIES heap_properties; + D3D12_RESOURCE_DESC resource_desc; + struct test_context_desc desc; + struct resource_readback rb; + struct test_context context; + ID3D12DescriptorHeap *heap; + ID3D12Resource *uav_buffer; + ID3D12CommandQueue *queue; + ID3D12Resource *texture; + ID3D12Device *device; + unsigned int i; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + Texture2DMSArray t; + + RWByteAddressBuffer u; + + uint layer; + uint sample_index; + + uint offset; + + float4 main() : SV_Target + { + uint width, height, elements, samples; + t.GetDimensions(width, height, elements, samples); + u.Store4(offset, uint4(width, height, elements, samples)); + return t.Load(int3(0, 0, layer), sample_index); + } +#endif + 0x43425844, 0xb1457478, 0xd475e3dd, 0xda1eb41d, 0x66075d2b, 0x00000001, 0x0000017c, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000104, 0x00000050, 0x00000041, + 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04004858, 0x00107000, 0x00000000, + 0x00005555, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x8900103d, 0x80000242, 0x00155543, 0x00100072, 0x00000000, 0x00004001, 0x00000000, + 0x00107e46, 0x00000000, 0x0500086f, 0x00100082, 0x00000000, 0x0010700a, 0x00000000, 0x080000a6, + 0x0011e0f2, 0x00000001, 0x0020802a, 0x00000000, 0x00000000, 0x00100e46, 0x00000000, 0x05000036, + 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x06000036, 0x00100042, 0x00000000, 0x0020800a, + 0x00000000, 0x00000000, 0x8c00002e, 0x80000242, 0x00155543, 0x001020f2, 0x00000000, 0x00100206, + 0x00000000, 0x00107e46, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 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 colors[] = + { + {1.0f, 0.0f, 0.0f, 1.0f}, + {0.0f, 1.0f, 0.0f, 1.0f}, + {0.0f, 0.0f, 1.0f, 1.0f}, + + {0.0f, 1.0f, 1.0f, 1.0f}, + {1.0f, 0.0f, 1.0f, 1.0f}, + {1.0f, 1.0f, 0.0f, 1.0f}, + + {0.5f, 0.5f, 0.5f, 1.0f}, + {0.5f, 0.5f, 0.5f, 0.5f}, + }; + static const struct + { + struct + { + unsigned int layer; + unsigned int sample_index; + unsigned int offset; + } constants; + unsigned int expected_color; + } + tests[] = + { + {{0, 0, 0}, 0xff0000ff}, + {{0, 1, 0}, 0xff0000ff}, + {{0, 2, 0}, 0xff0000ff}, + {{0, 3, 0}, 0xff0000ff}, + + {{1, 0, 16}, 0xff00ff00}, + {{2, 1, 32}, 0xffff0000}, + {{3, 2, 32}, 0xffffff00}, + {{4, 3, 32}, 0xffff00ff}, + {{5, 0, 32}, 0xff00ffff}, + {{6, 0, 32}, 0xff7f7f7f}, + {{7, 0, 32}, 0x7f7f7f7f}, + }; + + memset(&desc, 0, sizeof(desc)); + desc.rt_descriptor_count = 2; + desc.no_root_signature = true; + if (!init_test_context(&context, &desc)) + return; + device = context.device; + command_list = context.list; + queue = context.queue; + + descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_range.NumDescriptors = 1; + descriptor_range.BaseShaderRegister = 0; + descriptor_range.RegisterSpace = 0; + descriptor_range.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; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + root_parameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + root_parameters[1].Constants.ShaderRegister = 0; + root_parameters[1].Constants.RegisterSpace = 0; + root_parameters[1].Constants.Num32BitValues = 3; + root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_UAV; + root_parameters[2].Descriptor.ShaderRegister = 1; + root_parameters[2].Descriptor.RegisterSpace = 0; + root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; + + memset(&root_signature_desc, 0, sizeof(root_signature_desc)); + root_signature_desc.NumParameters = ARRAY_SIZE(root_parameters); + root_signature_desc.pParameters = root_parameters; + root_signature_desc.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE; + hr = create_root_signature(device, &root_signature_desc, &context.root_signature); + ok(hr == S_OK, "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); + + heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); + + memset(&heap_properties, 0, sizeof(heap_properties)); + heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT; + + memset(&resource_desc, 0, sizeof(resource_desc)); + resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + resource_desc.Width = 32; + resource_desc.Height = 32; + resource_desc.DepthOrArraySize = ARRAY_SIZE(colors); + resource_desc.MipLevels = 1; + resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + resource_desc.SampleDesc.Count = 4; + resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; + hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, + &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL, &IID_ID3D12Resource, (void **)&texture); + ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + + cpu_handle = get_cpu_rtv_handle(&context, context.rtv_heap, 1); + + for (i = 0; i < ARRAY_SIZE(colors); ++i) + { + memset(&rtv_desc, 0, sizeof(rtv_desc)); + rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY; + rtv_desc.Format = resource_desc.Format; + rtv_desc.Texture2DMSArray.FirstArraySlice = i; + rtv_desc.Texture2DMSArray.ArraySize = 1; + ID3D12Device_CreateRenderTargetView(device, texture, &rtv_desc, cpu_handle); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, cpu_handle, &colors[i].x, 0, NULL); + } + + transition_resource_state(command_list, texture, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap); + gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap); + + ID3D12Device_CreateShaderResourceView(device, texture, NULL, cpu_handle); + + uav_buffer = create_default_buffer(device, 4096, + D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + 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_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, gpu_handle); + ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 3, &tests[i].constants.layer, 0); + ID3D12GraphicsCommandList_SetGraphicsRootUnorderedAccessView(command_list, + 2, ID3D12Resource_GetGPUVirtualAddress(uav_buffer)); + 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, tests[i].expected_color, 1); + + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); + } + + transition_resource_state(command_list, uav_buffer, + D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); + + get_buffer_readback_with_command_list(uav_buffer, DXGI_FORMAT_R32G32B32A32_UINT, &rb, queue, command_list); + for (i = 0; i < 2; ++i) + { + const struct uvec4 *v = get_readback_uvec4(&rb, i, 0); + ok(v->x == resource_desc.Width, "Got unexpected width %u.\n", v->x); + ok(v->y == resource_desc.Height, "Got unexpected height %u.\n", v->y); + ok(v->z == resource_desc.DepthOrArraySize, "Got unexpected array size %u.\n", v->z); + ok(v->w == resource_desc.SampleDesc.Count, "Got unexpected sample count %u.\n", v->w); + } + release_resource_readback(&rb); + + ID3D12Resource_Release(texture); + ID3D12Resource_Release(uav_buffer); + ID3D12DescriptorHeap_Release(heap); + destroy_test_context(&context); +} + static void test_descriptor_tables(void) { ID3D12DescriptorHeap *heap, *sampler_heap, *heaps[2]; @@ -21659,6 +21881,7 @@ START_TEST(d3d12) run_test(test_gather); run_test(test_gather_c); run_test(test_cube_maps); + run_test(test_multisample_array_texture); run_test(test_descriptor_tables); run_test(test_descriptor_tables_overlapping_bindings); run_test(test_update_root_descriptors);