vkd3d-proton/tests/d3d12_depth_stencil.c

1536 lines
84 KiB
C

/*
* 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<uint4> 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<uint4> 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<float> t;
RWTexture2D<float> 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<float> 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<uint4> t;
RWTexture2D<uint4> 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<uint4> 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<int> 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, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x4f, 0x53, 0x47, 0x31, 0x36, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x45, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x01, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x53, 0x56, 0x5f, 0x53, 0x74, 0x65, 0x6e, 0x63, 0x69, 0x6c, 0x52, 0x65, 0x66, 0x00, 0x50, 0x53, 0x56, 0x30, 0x64, 0x00, 0x00, 0x00, 0x24, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x01, 0x14, 0x01, 0x00,
0x00, 0x00, 0x48, 0x41, 0x53, 0x48, 0x14, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xa4, 0xab, 0xe9, 0x54, 0x43, 0xff, 0x1e, 0x7d, 0xf7, 0xbe, 0xaa, 0x16, 0x6d, 0xf8, 0x26, 0x51, 0x44, 0x58,
0x49, 0x4c, 0x14, 0x05, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x45, 0x01, 0x00, 0x00, 0x44, 0x58, 0x49, 0x4c, 0x00, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0xfc, 0x04, 0x00, 0x00, 0x42, 0x43,
0xc0, 0xde, 0x21, 0x0c, 0x00, 0x00, 0x3c, 0x01, 0x00, 0x00, 0x0b, 0x82, 0x20, 0x00, 0x02, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x07, 0x81, 0x23, 0x91, 0x41, 0xc8, 0x04, 0x49, 0x06, 0x10,
0x32, 0x39, 0x92, 0x01, 0x84, 0x0c, 0x25, 0x05, 0x08, 0x19, 0x1e, 0x04, 0x8b, 0x62, 0x80, 0x14, 0x45, 0x02, 0x42, 0x92, 0x0b, 0x42, 0xa4, 0x10, 0x32, 0x14, 0x38, 0x08, 0x18, 0x4b, 0x0a, 0x32,
0x52, 0x88, 0x48, 0x90, 0x14, 0x20, 0x43, 0x46, 0x88, 0xa5, 0x00, 0x19, 0x32, 0x42, 0xe4, 0x48, 0x0e, 0x90, 0x91, 0x22, 0xc4, 0x50, 0x41, 0x51, 0x81, 0x8c, 0xe1, 0x83, 0xe5, 0x8a, 0x04, 0x29,
0x46, 0x06, 0x51, 0x18, 0x00, 0x00, 0x06, 0x00, 0x00, 0x00, 0x1b, 0x88, 0xe0, 0xff, 0xff, 0xff, 0xff, 0x07, 0x40, 0xda, 0x60, 0x08, 0xff, 0xff, 0xff, 0xff, 0x3f, 0x00, 0x12, 0x50, 0x01, 0x00,
0x00, 0x00, 0x49, 0x18, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x13, 0x82, 0x60, 0x42, 0x20, 0x00, 0x00, 0x00, 0x89, 0x20, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x32, 0x22, 0x48, 0x09, 0x20, 0x64,
0x85, 0x04, 0x93, 0x22, 0xa4, 0x84, 0x04, 0x93, 0x22, 0xe3, 0x84, 0xa1, 0x90, 0x14, 0x12, 0x4c, 0x8a, 0x8c, 0x0b, 0x84, 0xa4, 0x4c, 0x10, 0x4c, 0x23, 0x00, 0x25, 0x00, 0x14, 0xe6, 0x08, 0xc0,
0x60, 0x8e, 0x00, 0x29, 0x06, 0x18, 0x63, 0x90, 0x41, 0xe5, 0xa8, 0xe1, 0xf2, 0x27, 0xec, 0x21, 0x24, 0x9f, 0xdb, 0xa8, 0x62, 0x25, 0x26, 0x1f, 0xb9, 0x6d, 0x44, 0x8c, 0x31, 0x06, 0x91, 0x7b,
0x86, 0xcb, 0x9f, 0xb0, 0x87, 0x90, 0xfc, 0x10, 0x68, 0x86, 0x85, 0x40, 0x01, 0x2a, 0xc4, 0x19, 0x69, 0x90, 0x9a, 0x23, 0x08, 0x8a, 0x91, 0x06, 0x19, 0x83, 0x51, 0x1b, 0x08, 0x98, 0x09, 0x21,
0x83, 0x53, 0x60, 0x87, 0x77, 0x10, 0x87, 0x70, 0x60, 0x87, 0x79, 0x40, 0xc1, 0x20, 0x38, 0x47, 0x00, 0x0a, 0x00, 0x00, 0x00, 0x00, 0x13, 0x14, 0x72, 0xc0, 0x87, 0x74, 0x60, 0x87, 0x36, 0x68,
0x87, 0x79, 0x68, 0x03, 0x72, 0xc0, 0x87, 0x0d, 0xaf, 0x50, 0x0e, 0x6d, 0xd0, 0x0e, 0x7a, 0x50, 0x0e, 0x6d, 0x00, 0x0f, 0x7a, 0x30, 0x07, 0x72, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e,
0x71, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e, 0x78, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e, 0x71, 0x60, 0x07, 0x7a, 0x30, 0x07, 0x72, 0xd0, 0x06, 0xe9, 0x30, 0x07, 0x72, 0xa0,
0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e, 0x76, 0x40, 0x07, 0x7a, 0x60, 0x07, 0x74, 0xd0, 0x06, 0xe6, 0x10, 0x07, 0x76, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x60, 0x0e, 0x73, 0x20, 0x07, 0x7a,
0x30, 0x07, 0x72, 0xd0, 0x06, 0xe6, 0x60, 0x07, 0x74, 0xa0, 0x07, 0x76, 0x40, 0x07, 0x6d, 0xe0, 0x0e, 0x78, 0xa0, 0x07, 0x71, 0x60, 0x07, 0x7a, 0x30, 0x07, 0x72, 0xa0, 0x07, 0x76, 0x40, 0x07,
0x43, 0x9e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x86, 0x3c, 0x05, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0c, 0x79, 0x14, 0x20, 0x00, 0x04,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0xf2, 0x34, 0x40, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x90, 0x05, 0x02, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x00, 0x00, 0x32, 0x1e,
0x98, 0x14, 0x19, 0x11, 0x4c, 0x90, 0x8c, 0x09, 0x26, 0x47, 0xc6, 0x04, 0x43, 0x1a, 0x25, 0x30, 0x02, 0x50, 0x0a, 0xc5, 0x50, 0x08, 0x35, 0x50, 0x06, 0x44, 0x4a, 0xa1, 0x50, 0x46, 0x00, 0x4a,
0xa0, 0x06, 0x48, 0x16, 0x20, 0x08, 0xc5, 0x19, 0x00, 0x00, 0x79, 0x18, 0x00, 0x00, 0x47, 0x00, 0x00, 0x00, 0x1a, 0x03, 0x4c, 0x90, 0x46, 0x02, 0x13, 0x44, 0x35, 0x18, 0x63, 0x0b, 0x73, 0x3b,
0x03, 0xb1, 0x2b, 0x93, 0x9b, 0x4b, 0x7b, 0x73, 0x03, 0x99, 0x71, 0xb9, 0x01, 0x41, 0xa1, 0x0b, 0x3b, 0x9b, 0x7b, 0x91, 0x2a, 0x62, 0x2a, 0x0a, 0x9a, 0x2a, 0xfa, 0x9a, 0xb9, 0x81, 0x79, 0x31,
0x4b, 0x73, 0x0b, 0x63, 0x4b, 0xd9, 0x10, 0x04, 0x13, 0x84, 0x81, 0x98, 0x20, 0x0c, 0xc5, 0x06, 0x61, 0x20, 0x26, 0x08, 0x83, 0xb1, 0x41, 0x18, 0x0c, 0x0a, 0x70, 0x73, 0x13, 0x84, 0xe1, 0xd8,
0x30, 0x20, 0x09, 0x31, 0x41, 0x88, 0x22, 0x02, 0x13, 0x84, 0x01, 0xd9, 0x80, 0x10, 0x0b, 0x43, 0x10, 0x43, 0x03, 0x6c, 0x08, 0x9c, 0x0d, 0x04, 0x00, 0x3c, 0xc0, 0x04, 0x41, 0x00, 0x48, 0xb4,
0x85, 0xa5, 0xb9, 0xb1, 0x99, 0xb2, 0xfa, 0x9a, 0xa2, 0x2b, 0x73, 0x1b, 0x4b, 0x63, 0x93, 0x2a, 0x33, 0x9b, 0x20, 0x10, 0xcb, 0x04, 0x81, 0x60, 0x36, 0x04, 0xc4, 0x04, 0x81, 0x68, 0x26, 0x08,
0x84, 0x33, 0x41, 0x18, 0x92, 0x09, 0x02, 0xf1, 0x4c, 0x10, 0x06, 0x65, 0x83, 0xb0, 0x0d, 0x1b, 0x16, 0x62, 0xa2, 0x2a, 0xeb, 0x1a, 0xb0, 0x4c, 0xe3, 0x36, 0x04, 0xdd, 0x86, 0x01, 0xf0, 0x80,
0x09, 0x82, 0x04, 0x6d, 0x10, 0x08, 0x30, 0xd8, 0x50, 0x44, 0xd2, 0x07, 0x85, 0x41, 0x15, 0x36, 0x36, 0xbb, 0x36, 0x97, 0x34, 0xb2, 0x32, 0x37, 0xba, 0x29, 0x41, 0x50, 0x85, 0x0c, 0xcf, 0xc5,
0xae, 0x4c, 0x6e, 0x2e, 0xed, 0xcd, 0x6d, 0x4a, 0x40, 0x34, 0x21, 0xc3, 0x73, 0xb1, 0x0b, 0x63, 0xb3, 0x2b, 0x93, 0x9b, 0x12, 0x18, 0x75, 0xc8, 0xf0, 0x5c, 0xe6, 0xd0, 0xc2, 0xc8, 0xca, 0xe4,
0x9a, 0xde, 0xc8, 0xca, 0xd8, 0xa6, 0x04, 0x49, 0x19, 0x32, 0x3c, 0x17, 0xb9, 0xb2, 0xb9, 0xb7, 0x3a, 0xb9, 0xb1, 0xb2, 0xb9, 0x29, 0xc1, 0x53, 0x87, 0x0c, 0xcf, 0xa5, 0xcc, 0x8d, 0x4e, 0x2e,
0x0f, 0xea, 0x2d, 0xcd, 0x8d, 0x6e, 0x6e, 0x4a, 0x10, 0x06, 0x00, 0x00, 0x00, 0x00, 0x79, 0x18, 0x00, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x33, 0x08, 0x80, 0x1c, 0xc4, 0xe1, 0x1c, 0x66, 0x14, 0x01,
0x3d, 0x88, 0x43, 0x38, 0x84, 0xc3, 0x8c, 0x42, 0x80, 0x07, 0x79, 0x78, 0x07, 0x73, 0x98, 0x71, 0x0c, 0xe6, 0x00, 0x0f, 0xed, 0x10, 0x0e, 0xf4, 0x80, 0x0e, 0x33, 0x0c, 0x42, 0x1e, 0xc2, 0xc1,
0x1d, 0xce, 0xa1, 0x1c, 0x66, 0x30, 0x05, 0x3d, 0x88, 0x43, 0x38, 0x84, 0x83, 0x1b, 0xcc, 0x03, 0x3d, 0xc8, 0x43, 0x3d, 0x8c, 0x03, 0x3d, 0xcc, 0x78, 0x8c, 0x74, 0x70, 0x07, 0x7b, 0x08, 0x07,
0x79, 0x48, 0x87, 0x70, 0x70, 0x07, 0x7a, 0x70, 0x03, 0x76, 0x78, 0x87, 0x70, 0x20, 0x87, 0x19, 0xcc, 0x11, 0x0e, 0xec, 0x90, 0x0e, 0xe1, 0x30, 0x0f, 0x6e, 0x30, 0x0f, 0xe3, 0xf0, 0x0e, 0xf0,
0x50, 0x0e, 0x33, 0x10, 0xc4, 0x1d, 0xde, 0x21, 0x1c, 0xd8, 0x21, 0x1d, 0xc2, 0x61, 0x1e, 0x66, 0x30, 0x89, 0x3b, 0xbc, 0x83, 0x3b, 0xd0, 0x43, 0x39, 0xb4, 0x03, 0x3c, 0xbc, 0x83, 0x3c, 0x84,
0x03, 0x3b, 0xcc, 0xf0, 0x14, 0x76, 0x60, 0x07, 0x7b, 0x68, 0x07, 0x37, 0x68, 0x87, 0x72, 0x68, 0x07, 0x37, 0x80, 0x87, 0x70, 0x90, 0x87, 0x70, 0x60, 0x07, 0x76, 0x28, 0x07, 0x76, 0xf8, 0x05,
0x76, 0x78, 0x87, 0x77, 0x80, 0x87, 0x5f, 0x08, 0x87, 0x71, 0x18, 0x87, 0x72, 0x98, 0x87, 0x79, 0x98, 0x81, 0x2c, 0xee, 0xf0, 0x0e, 0xee, 0xe0, 0x0e, 0xf5, 0xc0, 0x0e, 0xec, 0x30, 0x03, 0x62,
0xc8, 0xa1, 0x1c, 0xe4, 0xa1, 0x1c, 0xcc, 0xa1, 0x1c, 0xe4, 0xa1, 0x1c, 0xdc, 0x61, 0x1c, 0xca, 0x21, 0x1c, 0xc4, 0x81, 0x1d, 0xca, 0x61, 0x06, 0xd6, 0x90, 0x43, 0x39, 0xc8, 0x43, 0x39, 0x98,
0x43, 0x39, 0xc8, 0x43, 0x39, 0xb8, 0xc3, 0x38, 0x94, 0x43, 0x38, 0x88, 0x03, 0x3b, 0x94, 0xc3, 0x2f, 0xbc, 0x83, 0x3c, 0xfc, 0x82, 0x3b, 0xd4, 0x03, 0x3b, 0xb0, 0xc3, 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<uint4> 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);
}