/* * Copyright 2016-2017 Józef Kucia for CodeWeavers * Copyright 2020-2021 Philip Rebohle for Valve Corporation * Copyright 2020-2021 Joshua Ashton for Valve Corporation * Copyright 2020-2021 Hans-Kristian Arntzen for Valve Corporation * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #define VKD3D_DBG_CHANNEL VKD3D_DBG_CHANNEL_API #include "d3d12_crosstest.h" void test_depth_clip(void) { static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12GraphicsCommandList *command_list; D3D12_INPUT_LAYOUT_DESC input_layout; struct depth_stencil_resource ds; struct test_context_desc desc; D3D12_VERTEX_BUFFER_VIEW vbv; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *vb; unsigned int i; float depth; HRESULT hr; static const DWORD vs_code[] = { #if 0 float4 main(float4 p : POSITION) : SV_Position { return p; } #endif 0x43425844, 0x92767590, 0x06a6dba7, 0x0ae078b2, 0x7b5eb8f6, 0x00000001, 0x000000d8, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52444853, 0x0000003c, 0x00010040, 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; static const DWORD ps_depth_code[] = { #if 0 float depth; float4 main(float4 p : SV_Position, out float out_depth : SV_Depth) : SV_Target { out_depth = depth; return float4(0, 1, 0, 1); } #endif 0x43425844, 0x6744db20, 0x3e266cd1, 0xc50630b3, 0xd7455b94, 0x00000001, 0x00000120, 0x00000003, 0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000042, 0x00000000, 0x00000000, 0x00000003, 0xffffffff, 0x00000e01, 0x545f5653, 0x65677261, 0x56530074, 0x7065445f, 0xab006874, 0x52444853, 0x00000064, 0x00000040, 0x00000019, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000065, 0x0000c001, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x05000036, 0x0000c001, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_depth = {ps_depth_code, sizeof(ps_depth_code)}; static const D3D12_INPUT_ELEMENT_DESC layout_desc[] = { {"position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0}, }; static const struct vec4 vertices[] = { {-1.0f, -1.0f, 0.0f, 1.0f}, {-1.0f, 1.0f, 0.0f, 1.0f}, { 1.0f, -1.0f, 0.0f, 1.0f}, { 1.0f, 1.0f, 0.0f, 1.0f}, {-1.0f, -1.0f, 0.5f, 1.0f}, {-1.0f, 1.0f, 0.5f, 1.0f}, { 1.0f, -1.0f, 0.5f, 1.0f}, { 1.0f, 1.0f, 0.5f, 1.0f}, {-1.0f, -1.0f, -0.5f, 1.0f}, {-1.0f, 1.0f, -0.5f, 1.0f}, { 1.0f, -1.0f, -0.5f, 1.0f}, { 1.0f, 1.0f, -0.5f, 1.0f}, {-1.0f, -1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 1.0f, 1.0f}, { 1.0f, -1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 1.0f, 1.0f}, {-1.0f, -1.0f, 1.5f, 1.0f}, {-1.0f, 1.0f, 1.5f, 1.0f}, { 1.0f, -1.0f, 1.5f, 1.0f}, { 1.0f, 1.0f, 1.5f, 1.0f}, }; struct result { uint32_t expected_color; float expected_depth; }; static const struct { struct result depth_clip; struct result no_depth_clip; } tests[] = { {{0xff00ff00, 0.0f }, {0xff00ff00, 0.0f}}, {{0xff00ff00, 0.5f }, {0xff00ff00, 0.5f}}, {{0xffffffff, 0.125f}, {0xff00ff00, 0.0f}}, {{0xff00ff00, 1.0f }, {0xff00ff00, 1.0f}}, {{0xffffffff, 0.125f}, {0xff00ff00, 1.0f}}, }; memset(&desc, 0, sizeof(desc)); desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; context.root_signature = create_32bit_constants_root_signature_(__LINE__, context.device, 0, 4, D3D12_SHADER_VISIBILITY_PIXEL, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT); init_depth_stencil(&ds, context.device, 32, 32, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL); vb = create_upload_buffer(context.device, sizeof(vertices), vertices); vbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(vb); vbv.StrideInBytes = sizeof(*vertices); vbv.SizeInBytes = sizeof(vertices); input_layout.pInputElementDescs = layout_desc; input_layout.NumElements = ARRAY_SIZE(layout_desc); init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, &vs, NULL, &input_layout); pso_desc.RasterizerState.DepthClipEnable = true; pso_desc.DepthStencilState.DepthEnable = true; pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct result *result = &tests[i].depth_clip; ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.125f, 0, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, &ds.dsv_handle); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 4 * i, 0); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(ds.texture, 0, queue, command_list, result->expected_depth, 2); reset_command_list(command_list, context.allocator); 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, result->expected_color, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } ID3D12PipelineState_Release(context.pipeline_state); pso_desc.RasterizerState.DepthClipEnable = false; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct result *result = &tests[i].no_depth_clip; ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.125f, 0, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, &ds.dsv_handle); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 4 * i, 0); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(ds.texture, 0, queue, command_list, result->expected_depth, 2); reset_command_list(command_list, context.allocator); 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, result->expected_color, 0); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); } ID3D12PipelineState_Release(context.pipeline_state); pso_desc.PS = ps_depth; pso_desc.RasterizerState.DepthClipEnable = true; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create pipeline, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.125f, 0, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, &ds.dsv_handle); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vbv); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); depth = 2.0f; ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 1, &depth, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 4, 1, 0, 0); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); bug_if(!is_depth_clip_enable_supported(context.device)) check_sub_resource_float(ds.texture, 0, queue, command_list, 1.0f, 2); reset_command_list(command_list, context.allocator); 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, 0xff00ff00, 0); ID3D12Resource_Release(vb); destroy_depth_stencil(&ds); destroy_test_context(&context); } #define check_depth_stencil_sampling(a, b, c, d, e, f, g) \ check_depth_stencil_sampling_(__LINE__, a, b, c, d, e, f, g) static void check_depth_stencil_sampling_(unsigned int line, struct test_context *context, ID3D12PipelineState *pso, ID3D12Resource *cb, ID3D12Resource *texture, D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle, ID3D12DescriptorHeap *srv_heap, float expected_value) { static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f}; ID3D12GraphicsCommandList *command_list; ID3D12CommandQueue *queue; HRESULT hr; command_list = context->list; queue = context->queue; transition_sub_resource_state(command_list, texture, 0, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context->rtv, black, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context->rtv, false, NULL); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context->root_signature); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &srv_heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(srv_heap)); ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, 1, ID3D12Resource_GetGPUVirtualAddress(cb)); 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_sub_resource_state(command_list, context->render_target, 0, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float_(line, context->render_target, 0, queue, command_list, expected_value, 2); reset_command_list(command_list, context->allocator); transition_sub_resource_state(command_list, context->render_target, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); transition_sub_resource_state(command_list, texture, 0, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); hr = ID3D12GraphicsCommandList_Close(command_list); ok_(line)(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); exec_command_list(queue, command_list); wait_queue_idle(context->device, queue); } void test_depth_stencil_sampling(void) { ID3D12PipelineState *pso_compare, *pso_depth, *pso_stencil, *pso_depth_stencil; D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle, srv_cpu_handle; D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_STATIC_SAMPLER_DESC sampler_desc[2]; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D12_DESCRIPTOR_RANGE descriptor_range; D3D12_ROOT_PARAMETER root_parameters[2]; ID3D12GraphicsCommandList *command_list; struct depth_stencil_resource ds; ID3D12DescriptorHeap *srv_heap; struct test_context_desc desc; ID3D12Resource *cb, *texture; unsigned int descriptor_size; struct test_context context; struct vec4 ps_constant; ID3D12Device *device; unsigned int i; HRESULT hr; static const DWORD ps_compare_code[] = { #if 0 Texture2D t; SamplerComparisonState s : register(s1); float ref; float4 main(float4 position : SV_Position) : SV_Target { return t.SampleCmp(s, float2(position.x / 640.0f, position.y / 480.0f), ref); } #endif 0x43425844, 0xbea899fb, 0xcbeaa744, 0xbad6daa0, 0xd4363d30, 0x00000001, 0x00000164, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000c8, 0x00000040, 0x00000032, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, 0x00000001, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c000046, 0x00100012, 0x00000000, 0x00100046, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000001, 0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_compare = {ps_compare_code, sizeof(ps_compare_code)}; static const DWORD ps_sample_code[] = { #if 0 Texture2D t; SamplerState s; float4 main(float4 position : SV_Position) : SV_Target { return t.Sample(s, float2(position.x / 640.0f, position.y / 480.0f)); } #endif 0x43425844, 0x7472c092, 0x5548f00e, 0xf4e007f1, 0x5970429c, 0x00000001, 0x00000134, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040, 0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_sample = {ps_sample_code, sizeof(ps_sample_code)}; static const DWORD ps_stencil_code[] = { #if 0 Texture2D t : register(t1); float4 main(float4 position : SV_Position) : SV_Target { float2 s; t.GetDimensions(s.x, s.y); return t.Load(int3(float3(s.x * position.x / 640.0f, s.y * position.y / 480.0f, 0))).y; } #endif 0x43425844, 0x78574912, 0x1b7763f5, 0x0124de83, 0x39954d6c, 0x00000001, 0x000001a0, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000104, 0x00000040, 0x00000041, 0x04001858, 0x00107000, 0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700003d, 0x001000f2, 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000001, 0x07000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000001, 0x05000056, 0x001020f2, 0x00000000, 0x00100556, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_stencil = {ps_stencil_code, sizeof(ps_stencil_code)}; static const DWORD ps_depth_stencil_code[] = { #if 0 SamplerState samp; Texture2D depth_tex; Texture2D stencil_tex; float main(float4 position: SV_Position) : SV_Target { float2 s, p; float depth, stencil; depth_tex.GetDimensions(s.x, s.y); p = float2(s.x * position.x / 640.0f, s.y * position.y / 480.0f); depth = depth_tex.Sample(samp, p).r; stencil = stencil_tex.Load(int3(float3(p.x, p.y, 0))).y; return depth + stencil; } #endif 0x43425844, 0x348f8377, 0x977d1ee0, 0x8cca4f35, 0xff5c5afc, 0x00000001, 0x000001fc, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000160, 0x00000040, 0x00000058, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0500001b, 0x00100032, 0x00000001, 0x00100046, 0x00000000, 0x09000045, 0x001000f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000001, 0x00100e46, 0x00000001, 0x00107e46, 0x00000001, 0x05000056, 0x00100022, 0x00000000, 0x0010001a, 0x00000001, 0x07000000, 0x00102012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_depth_stencil = {ps_depth_stencil_code, sizeof(ps_depth_stencil_code)}; static const struct test { DXGI_FORMAT typeless_format; DXGI_FORMAT dsv_format; DXGI_FORMAT depth_view_format; DXGI_FORMAT stencil_view_format; } tests[] = { {DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, DXGI_FORMAT_X32_TYPELESS_G8X24_UINT}, {DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_R32_FLOAT}, {DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_X24_TYPELESS_G8_UINT}, {DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_R16_UNORM}, }; memset(&desc, 0, sizeof(desc)); desc.rt_width = 640; desc.rt_height = 480; desc.rt_format = DXGI_FORMAT_R32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; sampler_desc[0].Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; sampler_desc[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; sampler_desc[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; sampler_desc[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; sampler_desc[0].MipLODBias = 0.0f; sampler_desc[0].MaxAnisotropy = 0; sampler_desc[0].ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER; sampler_desc[0].BorderColor = D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE; sampler_desc[0].MinLOD = 0.0f; sampler_desc[0].MaxLOD = 0.0f; sampler_desc[0].ShaderRegister = 0; sampler_desc[0].RegisterSpace = 0; sampler_desc[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; sampler_desc[1] = sampler_desc[0]; sampler_desc[1].Filter = D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT; sampler_desc[1].ComparisonFunc = D3D12_COMPARISON_FUNC_GREATER; sampler_desc[1].ShaderRegister = 1; descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptor_range.NumDescriptors = 2; 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_CBV; root_parameters[1].Descriptor.ShaderRegister = 0; root_parameters[1].Descriptor.RegisterSpace = 0; root_parameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; memset(&root_signature_desc, 0, sizeof(root_signature_desc)); root_signature_desc.NumParameters = 2; root_signature_desc.pParameters = root_parameters; root_signature_desc.NumStaticSamplers = 2; root_signature_desc.pStaticSamplers = sampler_desc; hr = create_root_signature(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); pso_compare = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, NULL, &ps_compare, NULL); pso_depth = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, NULL, &ps_sample, NULL); pso_stencil = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, NULL, &ps_stencil, NULL); pso_depth_stencil = create_pipeline_state(device, context.root_signature, context.render_target_desc.Format, NULL, &ps_depth_stencil, NULL); srv_heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 2); descriptor_size = ID3D12Device_GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); memset(&ps_constant, 0, sizeof(ps_constant)); cb = create_upload_buffer(device, sizeof(ps_constant), &ps_constant); hr = ID3D12GraphicsCommandList_Close(command_list); ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); reset_command_list(command_list, context.allocator); init_depth_stencil(&ds, device, context.render_target_desc.Width, context.render_target_desc.Height, 1, 1, tests[i].typeless_format, tests[i].dsv_format, NULL); texture = ds.texture; dsv_handle = ds.dsv_handle; srv_cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(srv_heap); memset(&srv_desc, 0, sizeof(srv_desc)); srv_desc.Format = tests[i].depth_view_format; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.Texture2D.MipLevels = 1; ID3D12Device_CreateShaderResourceView(device, texture, &srv_desc, srv_cpu_handle); srv_cpu_handle.ptr += descriptor_size; ID3D12Device_CreateShaderResourceView(device, NULL, &srv_desc, srv_cpu_handle); ps_constant.x = 0.5f; update_buffer_data(cb, 0, sizeof(ps_constant), &ps_constant); /* pso_compare */ ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, NULL); check_depth_stencil_sampling(&context, pso_compare, cb, texture, dsv_handle, srv_heap, 0.0f); reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.0f, 0, 0, NULL); check_depth_stencil_sampling(&context, pso_compare, cb, texture, dsv_handle, srv_heap, 1.0f); reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.5f, 0, 0, NULL); check_depth_stencil_sampling(&context, pso_compare, cb, texture, dsv_handle, srv_heap, 0.0f); reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.6f, 0, 0, NULL); check_depth_stencil_sampling(&context, pso_compare, cb, texture, dsv_handle, srv_heap, 0.0f); ps_constant.x = 0.7f; update_buffer_data(cb, 0, sizeof(ps_constant), &ps_constant); reset_command_list(command_list, context.allocator); check_depth_stencil_sampling(&context, pso_compare, cb, texture, dsv_handle, srv_heap, 1.0f); /* pso_depth */ reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 1.0f, 0, 0, NULL); check_depth_stencil_sampling(&context, pso_depth, cb, texture, dsv_handle, srv_heap, 1.0f); reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.2f, 0, 0, NULL); check_depth_stencil_sampling(&context, pso_depth, cb, texture, dsv_handle, srv_heap, 0.2f); if (!tests[i].stencil_view_format) { destroy_depth_stencil(&ds); continue; } if (is_amd_windows_device(device)) { skip("Reads from depth/stencil shader resource views return stale values on some AMD drivers.\n"); destroy_depth_stencil(&ds); continue; } srv_desc.Format = tests[i].stencil_view_format; srv_desc.Texture2D.PlaneSlice = 1; ID3D12Device_CreateShaderResourceView(device, texture, &srv_desc, srv_cpu_handle); /* pso_stencil */ reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_STENCIL, 0.0f, 0, 0, NULL); check_depth_stencil_sampling(&context, pso_stencil, cb, texture, dsv_handle, srv_heap, 0.0f); reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_STENCIL, 0.0f, 100, 0, NULL); check_depth_stencil_sampling(&context, pso_stencil, cb, texture, dsv_handle, srv_heap, 100.0f); reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_STENCIL, 0.0f, 255, 0, NULL); check_depth_stencil_sampling(&context, pso_stencil, cb, texture, dsv_handle, srv_heap, 255.0f); /* pso_depth_stencil */ reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.3f, 3, 0, NULL); check_depth_stencil_sampling(&context, pso_depth_stencil, cb, texture, dsv_handle, srv_heap, 3.3f); reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 3, 0, NULL); check_depth_stencil_sampling(&context, pso_depth_stencil, cb, texture, dsv_handle, srv_heap, 4.0f); reset_command_list(command_list, context.allocator); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, dsv_handle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.0f, 0, 0, NULL); check_depth_stencil_sampling(&context, pso_depth_stencil, cb, texture, dsv_handle, srv_heap, 0.0f); destroy_depth_stencil(&ds); } vkd3d_test_set_context(NULL); ID3D12Resource_Release(cb); ID3D12DescriptorHeap_Release(srv_heap); ID3D12PipelineState_Release(pso_compare); ID3D12PipelineState_Release(pso_depth); ID3D12PipelineState_Release(pso_stencil); ID3D12PipelineState_Release(pso_depth_stencil); destroy_test_context(&context); } void test_depth_load(void) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[2]; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D12_ROOT_PARAMETER root_parameters[1]; ID3D12GraphicsCommandList *command_list; ID3D12PipelineState *pipeline_state; struct depth_stencil_resource ds; struct test_context_desc desc; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; ID3D12Resource *texture; ID3D12Device *device; unsigned int i; HRESULT hr; static const DWORD cs_code[] = { #if 0 Texture2D t; RWTexture2D u; [numthreads(1, 1, 1)] void main(uint2 id : SV_GroupID) { u[id] = t[id]; } #endif 0x43425844, 0x6ddce3d0, 0x24b47ad3, 0x7f6772d2, 0x6a644890, 0x00000001, 0x00000110, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000000bc, 0x00050050, 0x0000002f, 0x0100086a, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555, 0x0200005f, 0x00021032, 0x02000068, 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x04000036, 0x00100032, 0x00000000, 0x00021046, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00155543, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x060000a4, 0x0011e0f2, 0x00000000, 0x00021546, 0x00100006, 0x00000000, 0x0100003e, }; static const DWORD ps_code[] = { #if 0 Texture2D t; float main(float4 position : SV_Position) : SV_Target { return t[int2(position.x, position.y)]; } #endif 0x43425844, 0x0beace24, 0x5e10b05b, 0x742de364, 0xb2b65d2b, 0x00000001, 0x00000140, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000a4, 0x00000040, 0x00000029, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x0500001b, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 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 float tests[] = {0.00f, 0.25f, 0.75f, 1.00f}; memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32_FLOAT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; descriptor_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[1].NumDescriptors = 1; descriptor_ranges[1].BaseShaderRegister = 0; descriptor_ranges[1].RegisterSpace = 0; descriptor_ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 2; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 1; 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(device, &root_signature_desc, &context.root_signature); ok(SUCCEEDED(hr), "Failed to create root signature, hr %#x.\n", hr); pipeline_state = create_compute_pipeline_state(device, context.root_signature, shader_bytecode(cs_code, sizeof(cs_code))); 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, 2); init_depth_stencil(&ds, device, context.render_target_desc.Width, context.render_target_desc.Height, 1, 1, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, NULL); memset(&srv_desc, 0, sizeof(srv_desc)); srv_desc.Format = DXGI_FORMAT_R32_FLOAT; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srv_desc.Texture2D.MipLevels = 1; ID3D12Device_CreateShaderResourceView(device, ds.texture, &srv_desc, get_cpu_descriptor_handle(&context, heap, 0)); texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R16_UNORM, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12Device_CreateUnorderedAccessView(device, texture, NULL, NULL, get_cpu_descriptor_handle(&context, heap, 1)); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, tests[i], 0, 0, NULL); transition_sub_resource_state(command_list, ds.texture, 0, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); ID3D12GraphicsCommandList_Dispatch(command_list, 32, 32, 1); transition_sub_resource_state(command_list, context.render_target, 0, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(context.render_target, 0, queue, command_list, tests[i], 2); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, texture, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint16(texture, 0, queue, command_list, tests[i] * UINT16_MAX, 2); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, context.render_target, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); transition_sub_resource_state(command_list, texture, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); transition_sub_resource_state(command_list, ds.texture, 0, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); } vkd3d_test_set_context(NULL); destroy_depth_stencil(&ds); ID3D12Resource_Release(texture); ID3D12DescriptorHeap_Release(heap); ID3D12PipelineState_Release(pipeline_state); destroy_test_context(&context); } void test_depth_read_only_view(void) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12GraphicsCommandList *command_list; D3D12_DEPTH_STENCIL_VIEW_DESC dsv_desc; D3D12_CPU_DESCRIPTOR_HANDLE dsv_handle; struct depth_stencil_resource ds; struct test_context_desc desc; D3D12_CLEAR_VALUE clear_value; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; ID3D12Device *device; HRESULT hr; static const DWORD ps_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 = {ps_code, sizeof(ps_code)}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f}; static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; memset(&desc, 0, sizeof(desc)); desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; context.root_signature = create_32bit_constants_root_signature(device, 0, 4, D3D12_SHADER_VISIBILITY_PIXEL); init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL); pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; pso_desc.DepthStencilState.DepthEnable = true; pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_GREATER; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr); heap = create_cpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_DSV, 1); clear_value.Format = DXGI_FORMAT_D32_FLOAT; clear_value.DepthStencil.Depth = 0.5f; clear_value.DepthStencil.Stencil = 0; init_depth_stencil(&ds, device, context.render_target_desc.Width, context.render_target_desc.Height, 1, 1, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, &clear_value); memset(&dsv_desc, 0, sizeof(dsv_desc)); dsv_desc.Format = DXGI_FORMAT_D32_FLOAT; dsv_desc.ViewDimension = D3D12_DSV_DIMENSION_TEXTURE2D; dsv_desc.Flags = D3D12_DSV_FLAG_READ_ONLY_DEPTH; dsv_handle = get_cpu_descriptor_handle(&context, heap, 0); ID3D12Device_CreateDepthStencilView(device, ds.texture, &dsv_desc, dsv_handle); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.5f, 0, 0, NULL); transition_sub_resource_state(command_list, ds.texture, 0, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_DEPTH_READ); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, &dsv_handle); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context.viewport.MinDepth = 0.6f; context.viewport.MaxDepth = 0.6f; ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, green, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); context.viewport.MinDepth = 0.4f; context.viewport.MaxDepth = 0.4f; ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, red, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_sub_resource_state(command_list, context.render_target, 0, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, ds.texture, 0, D3D12_RESOURCE_STATE_DEPTH_READ, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 2); destroy_depth_stencil(&ds); ID3D12DescriptorHeap_Release(heap); destroy_test_context(&context); } void test_stencil_load(void) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_DESCRIPTOR_RANGE descriptor_ranges[2]; D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D12_ROOT_PARAMETER root_parameters[1]; ID3D12GraphicsCommandList *command_list; ID3D12PipelineState *pipeline_state; struct depth_stencil_resource ds; struct test_context_desc desc; struct test_context context; ID3D12DescriptorHeap *heap; ID3D12CommandQueue *queue; struct uvec4 uvec4 = {0}; ID3D12Resource *texture; ID3D12Device *device; unsigned int i; HRESULT hr; static const DWORD cs_code[] = { #if 0 Texture2D t; RWTexture2D u; [numthreads(1, 1, 1)] void main(uint2 id : SV_GroupID) { u[id] = t[id]; } #endif 0x43425844, 0x0b41fa64, 0xd64df766, 0xc4c98283, 0xb810dc2b, 0x00000001, 0x00000110, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x000000bc, 0x00050050, 0x0000002f, 0x0100086a, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x0400189c, 0x0011e000, 0x00000000, 0x00004444, 0x0200005f, 0x00021032, 0x02000068, 0x00000001, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x04000036, 0x00100032, 0x00000000, 0x00021046, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00111103, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x060000a4, 0x0011e0f2, 0x00000000, 0x00021546, 0x00100e46, 0x00000000, 0x0100003e, }; static const DWORD ps_code[] = { #if 0 Texture2D t; uint4 main(float4 position : SV_Position) : SV_Target { return t[int2(position.x, position.y)]; } #endif 0x43425844, 0x9ad18dbc, 0x98de0e54, 0xe3c15d5b, 0xac8b580a, 0x00000001, 0x00000138, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000009c, 0x00000050, 0x00000027, 0x0100086a, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0500001b, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00111103, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 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 unsigned int tests[] = {0, 50, 75, 100, 150, 200, 255}; memset(&desc, 0, sizeof(desc)); desc.rt_format = DXGI_FORMAT_R32G32B32A32_UINT; desc.no_root_signature = true; if (!init_test_context(&context, &desc)) return; device = context.device; command_list = context.list; queue = context.queue; descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; descriptor_ranges[0].NumDescriptors = 1; descriptor_ranges[0].BaseShaderRegister = 0; descriptor_ranges[0].RegisterSpace = 0; descriptor_ranges[0].OffsetInDescriptorsFromTableStart = 0; descriptor_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_ranges[1].NumDescriptors = 1; descriptor_ranges[1].BaseShaderRegister = 0; descriptor_ranges[1].RegisterSpace = 0; descriptor_ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameters[0].DescriptorTable.NumDescriptorRanges = 2; root_parameters[0].DescriptorTable.pDescriptorRanges = descriptor_ranges; root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; root_signature_desc.NumParameters = 1; 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(device, &root_signature_desc, &context.root_signature); ok(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); pipeline_state = create_compute_pipeline_state(device, context.root_signature, shader_bytecode(cs_code, sizeof(cs_code))); 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, 2); init_depth_stencil(&ds, device, context.render_target_desc.Width, context.render_target_desc.Height, 1, 1, DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, NULL); memset(&srv_desc, 0, sizeof(srv_desc)); srv_desc.Format = DXGI_FORMAT_X24_TYPELESS_G8_UINT; srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; srv_desc.Shader4ComponentMapping = D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING( D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1, D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1); srv_desc.Texture2D.MipLevels = 1; srv_desc.Texture2D.PlaneSlice = 1; ID3D12Device_CreateShaderResourceView(device, ds.texture, &srv_desc, get_cpu_descriptor_handle(&context, heap, 0)); texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R32G32B32A32_UINT, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12Device_CreateUnorderedAccessView(device, texture, NULL, NULL, get_cpu_descriptor_handle(&context, heap, 1)); for (i = 0; i < ARRAY_SIZE(tests); ++i) { vkd3d_test_set_context("Test %u", i); uvec4.x = uvec4.y = uvec4.z = uvec4.w = tests[i]; ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_STENCIL, 0.0f, tests[i], 0, NULL); transition_sub_resource_state(command_list, ds.texture, 0, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); ID3D12GraphicsCommandList_SetPipelineState(command_list, pipeline_state); ID3D12GraphicsCommandList_SetComputeRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap)); ID3D12GraphicsCommandList_Dispatch(command_list, 32, 32, 1); transition_sub_resource_state(command_list, context.render_target, 0, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uvec4(context.render_target, 0, queue, command_list, &uvec4); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, texture, 0, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_uvec4(texture, 0, queue, command_list, &uvec4); reset_command_list(command_list, context.allocator); transition_sub_resource_state(command_list, context.render_target, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET); transition_sub_resource_state(command_list, texture, 0, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); transition_sub_resource_state(command_list, ds.texture, 0, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); } vkd3d_test_set_context(NULL); destroy_depth_stencil(&ds); ID3D12Resource_Release(texture); ID3D12DescriptorHeap_Release(heap); ID3D12PipelineState_Release(pipeline_state); destroy_test_context(&context); } void test_early_depth_stencil_tests(void) { D3D12_ROOT_SIGNATURE_DESC root_signature_desc; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12DescriptorHeap *cpu_heap, *gpu_heap; ID3D12GraphicsCommandList *command_list; D3D12_DESCRIPTOR_RANGE descriptor_range; D3D12_ROOT_PARAMETER root_parameter; struct depth_stencil_resource ds; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; ID3D12Resource *texture; HRESULT hr; static const DWORD ps_code[] = { #if 0 RWTexture2D u; [earlydepthstencil] void main() { InterlockedAdd(u[uint2(0, 0)], 1); } #endif 0x43425844, 0xd8c9f845, 0xadb9dbe2, 0x4e8aea86, 0x80f0b053, 0x00000001, 0x0000009c, 0x00000003, 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000048, 0x00000050, 0x00000012, 0x0100286a, 0x0400189c, 0x0011e000, 0x00000000, 0x00003333, 0x0a0000ad, 0x0011e000, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004001, 0x00000001, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; static const UINT values[4] = {0}; memset(&desc, 0, sizeof(desc)); desc.no_render_target = true; if (!init_test_context(&context, &desc)) return; command_list = context.list; queue = context.queue; descriptor_range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV; descriptor_range.NumDescriptors = 1; descriptor_range.BaseShaderRegister = 0; descriptor_range.RegisterSpace = 0; descriptor_range.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; root_parameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; root_parameter.DescriptorTable.NumDescriptorRanges = 1; root_parameter.DescriptorTable.pDescriptorRanges = &descriptor_range; root_parameter.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; root_signature_desc.NumParameters = 1; root_signature_desc.pParameters = &root_parameter; 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(hr == S_OK, "Failed to create root signature, hr %#x.\n", hr); init_pipeline_state_desc(&pso_desc, context.root_signature, 0, NULL, &ps, NULL); pso_desc.NumRenderTargets = 0; pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT; pso_desc.DepthStencilState.DepthEnable = true; pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ZERO; pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_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); init_depth_stencil(&ds, context.device, 1, 1, 1, 1, DXGI_FORMAT_D32_FLOAT, 0, NULL); set_rect(&context.scissor_rect, 0, 0, 1, 1); texture = create_default_texture(context.device, 1, 1, DXGI_FORMAT_R32_SINT, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); cpu_heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); gpu_heap = create_gpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1); ID3D12Device_CreateUnorderedAccessView(context.device, texture, NULL, NULL, get_cpu_descriptor_handle(&context, cpu_heap, 0)); ID3D12Device_CreateUnorderedAccessView(context.device, texture, NULL, NULL, get_cpu_descriptor_handle(&context, gpu_heap, 0)); set_viewport(&context.viewport, 0.0f, 0.0f, 1.0f, 100.0f, 0.5f, 0.5f); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, false, &ds.dsv_handle); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); 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_SetDescriptorHeaps(command_list, 1, &gpu_heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, get_gpu_descriptor_handle(&context, gpu_heap, 0)); ID3D12GraphicsCommandList_ClearUnorderedAccessViewUint(command_list, get_gpu_descriptor_handle(&context, gpu_heap, 0), get_cpu_descriptor_handle(&context, cpu_heap, 0), texture, values, 0, NULL); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.6f, 0, 0, NULL); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(ds.texture, 0, queue, command_list, 0.6f, 1); reset_command_list(command_list, context.allocator); check_sub_resource_uint(texture, 0, queue, command_list, 2, 1); reset_command_list(command_list, context.allocator); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_DEPTH_WRITE); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_UNORDERED_ACCESS); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, false, &ds.dsv_handle); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); 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_SetDescriptorHeaps(command_list, 1, &gpu_heap); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, get_gpu_descriptor_handle(&context, gpu_heap, 0)); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.3f, 0, 0, NULL); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.55f, 0, 0, NULL); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_DEPTH, 0.5f, 0, 0, NULL); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE); transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); check_sub_resource_float(ds.texture, 0, queue, command_list, 0.5f, 1); reset_command_list(command_list, context.allocator); check_sub_resource_uint(texture, 0, queue, command_list, 4, 1); ID3D12Resource_Release(texture); ID3D12DescriptorHeap_Release(cpu_heap); ID3D12DescriptorHeap_Release(gpu_heap); destroy_depth_stencil(&ds); destroy_test_context(&context); } static void test_stencil_export(bool use_dxil) { D3D12_SHADER_RESOURCE_VIEW_DESC stencil_srv_desc; D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; D3D12_FEATURE_DATA_D3D12_OPTIONS options; ID3D12GraphicsCommandList *command_list; ID3D12PipelineState *pso_sample, *pso; D3D12_DESCRIPTOR_HEAP_DESC heap_desc; ID3D12RootSignature *rs_sample, *rs; struct depth_stencil_resource ds; ID3D12DescriptorHeap *srv_heap; struct test_context_desc desc; struct test_context context; ID3D12CommandQueue *queue; FLOAT clear_color[4]; HRESULT hr; #if 0 uint stencil_ref; uint main() : SV_StencilRef { return stencil_ref; } #endif static const DWORD ps_code[] = { 0x43425844, 0x3980cb16, 0xbbe87d38, 0xb93f7c61, 0x200c41ed, 0x00000001, 0x000000cc, 0x00000004, 0x00000030, 0x00000040, 0x00000078, 0x000000bc, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, 0x00000030, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0xffffffff, 0x00000e01, 0x535f5653, 0x636e6574, 0x65526c69, 0xabab0066, 0x58454853, 0x0000003c, 0x00000050, 0x0000000f, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065, 0x00029001, 0x05000036, 0x00029001, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, 0x30494653, 0x00000008, 0x00000200, 0x00000000, }; static const BYTE ps_code_dxil[] = { 0x44, 0x58, 0x42, 0x43, 0x07, 0xb6, 0x67, 0xb6, 0xca, 0xa1, 0xf2, 0x47, 0x15, 0x5c, 0xaa, 0xa2, 0x90, 0x68, 0xa7, 0xd9, 0x01, 0x00, 0x00, 0x00, 0x3a, 0x06, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x96, 0x00, 0x00, 0x00, 0x02, 0x01, 0x00, 0x00, 0x1e, 0x01, 0x00, 0x00, 0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 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0x0c, 0xc4, 0x21, 0x07, 0x7c, 0x70, 0x03, 0x7a, 0x28, 0x87, 0x76, 0x80, 0x87, 0x19, 0xd1, 0x43, 0x0e, 0xf8, 0xe0, 0x06, 0xe4, 0x20, 0x0e, 0xe7, 0xe0, 0x06, 0xf6, 0x10, 0x0e, 0xf2, 0xc0, 0x0e, 0xe1, 0x90, 0x0f, 0xef, 0x50, 0x0f, 0xf4, 0x00, 0x00, 0x00, 0x71, 0x20, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x26, 0xb0, 0x0d, 0x97, 0xef, 0x3c, 0xbe, 0x10, 0x50, 0x45, 0x41, 0x44, 0xa5, 0x03, 0x0c, 0x25, 0x61, 0x00, 0x02, 0xe6, 0x23, 0xb7, 0x6d, 0x03, 0xd2, 0x70, 0xf9, 0xce, 0xe3, 0x0b, 0x11, 0x01, 0x4c, 0x44, 0x08, 0x34, 0xc3, 0x42, 0x58, 0x40, 0x35, 0x5c, 0xbe, 0xf3, 0xf8, 0xd2, 0xe4, 0x44, 0x04, 0x4a, 0x4d, 0x0f, 0x35, 0xf9, 0xc8, 0x6d, 0x1b, 0x00, 0xc1, 0x00, 0x48, 0x03, 0x00, 0x00, 0x61, 0x20, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x13, 0x04, 0x41, 0x2c, 0x10, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x34, 0x4a, 0xae, 0xec, 0x88, 0x14, 0x01, 0xb1, 0x11, 0x00, 0x00, 0x00, 0x23, 0x06, 0x09, 0x00, 0x82, 0x60, 0xd0, 0x4c, 0x84, 0x10, 0x45, 0xc1, 0x88, 0xc1, 0x01, 0x80, 0x20, 0x18, 0x28, 0x15, 0x11, 0x48, 0xa3, 0x09, 0x01, 0x30, 0x62, 0x90, 0x00, 0x20, 0x08, 0x06, 0x05, 0x36, 0x51, 0x14, 0x13, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; const D3D12_SHADER_BYTECODE ps = { use_dxil ? (const void*)ps_code_dxil : (const void*)ps_code, use_dxil ? sizeof(ps_code_dxil) : sizeof(ps_code)}; static const DWORD ps_sample_code[] = { #if 0 Texture2D tex : register(t0); uint4 main(float4 pos : SV_Position) : SV_TARGET { return tex[uint2(pos.xy)].g; } #endif 0x43425844, 0xfc2ab030, 0xba3b4106, 0x435bce60, 0xee3a6f75, 0x00000001, 0x0000014c, 0x00000003, 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000e01, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x000000b0, 0x00000050, 0x0000002c, 0x0100086a, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x0500001c, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00111103, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x00107e16, 0x00000000, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE ps_sample = {ps_sample_code, sizeof(ps_sample_code)}; memset(&desc, 0, sizeof(desc)); desc.rt_width = 640; desc.rt_height = 480; desc.rt_format = DXGI_FORMAT_R8_UINT; if (!init_test_context(&context, &desc)) return; if (use_dxil && !context_supports_dxil(&context)) { destroy_test_context(&context); return; } hr = ID3D12Device_CheckFeatureSupport(context.device, D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)); ok(hr == S_OK, "Failed to check feature support, hr %#x.\n", hr); if (!options.PSSpecifiedStencilRefSupported) { skip("PSSpecifiedStencilRefSupported not supported by device.\n"); destroy_test_context(&context); return; } command_list = context.list; queue = context.queue; init_depth_stencil(&ds, context.device, 640, 480, 1, 1, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, NULL); set_viewport(&context.viewport, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f); set_rect(&context.scissor_rect, 0, 0, 640, 480); rs = create_32bit_constants_root_signature(context.device, 0, 1, D3D12_SHADER_VISIBILITY_PIXEL); if (use_dxil) init_pipeline_state_desc_dxil(&pso_desc, rs, 0, NULL, &ps, NULL); else init_pipeline_state_desc(&pso_desc, rs, 0, NULL, &ps, NULL); pso_desc.NumRenderTargets = 0; pso_desc.DSVFormat = DXGI_FORMAT_D32_FLOAT_S8X24_UINT; pso_desc.DepthStencilState.StencilEnable = true; pso_desc.DepthStencilState.StencilReadMask = 0xFF; pso_desc.DepthStencilState.StencilWriteMask = 0xFF; pso_desc.DepthStencilState.FrontFace.StencilFailOp = D3D12_STENCIL_OP_REPLACE; pso_desc.DepthStencilState.FrontFace.StencilDepthFailOp = D3D12_STENCIL_OP_REPLACE; pso_desc.DepthStencilState.FrontFace.StencilPassOp = D3D12_STENCIL_OP_REPLACE; pso_desc.DepthStencilState.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; pso_desc.DepthStencilState.BackFace = pso_desc.DepthStencilState.FrontFace; hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso); ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr); rs_sample = create_texture_root_signature(context.device, D3D12_SHADER_VISIBILITY_PIXEL, 0, 0); init_pipeline_state_desc(&pso_desc, rs_sample, DXGI_FORMAT_R8_UINT, NULL, &ps_sample, NULL); hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc, &IID_ID3D12PipelineState, (void **)&pso_sample); ok(SUCCEEDED(hr), "Failed to create graphics pipeline state, hr %#x.\n", hr); heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; heap_desc.NumDescriptors = 1; heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; heap_desc.NodeMask = 0; hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc, &IID_ID3D12DescriptorHeap, (void **)&srv_heap); ok(hr == S_OK, "Failed to create descriptor heap, hr %#x.\n", hr); ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle, D3D12_CLEAR_FLAG_STENCIL, 0.0f, 0x80, 0, NULL); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 0, NULL, false, &ds.dsv_handle); ID3D12GraphicsCommandList_OMSetStencilRef(command_list, 0x40); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, rs); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso); ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstant(command_list, 0, 0xFF, 0); ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); transition_resource_state(command_list, ds.texture, D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); stencil_srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; stencil_srv_desc.Format = DXGI_FORMAT_X32_TYPELESS_G8X24_UINT; stencil_srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; stencil_srv_desc.Texture2D.MostDetailedMip = 0; stencil_srv_desc.Texture2D.MipLevels = 1; stencil_srv_desc.Texture2D.PlaneSlice = 1; stencil_srv_desc.Texture2D.ResourceMinLODClamp = 0.0f; ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &stencil_srv_desc, ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(srv_heap)); memset(clear_color, 0, sizeof(clear_color)); ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL); ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 0, NULL); ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &srv_heap); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, rs_sample); ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(srv_heap)); ID3D12GraphicsCommandList_SetPipelineState(command_list, pso_sample); 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_uint8(context.render_target, 0, queue, command_list, 0x000000ff, 0); ID3D12DescriptorHeap_Release(srv_heap); ID3D12PipelineState_Release(pso_sample); ID3D12PipelineState_Release(pso); ID3D12RootSignature_Release(rs_sample); ID3D12RootSignature_Release(rs); destroy_depth_stencil(&ds); destroy_test_context(&context); } void test_stencil_export_dxbc(void) { test_stencil_export(false); } void test_stencil_export_dxil(void) { test_stencil_export(true); }