vkd3d-proton/tests/d3d12_copy.c

1324 lines
56 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_copy_texture(void)
{
D3D12_TEXTURE_COPY_LOCATION src_location, dst_location;
ID3D12Resource *src_texture, *dst_texture;
ID3D12PipelineState *pipeline_state_float;
ID3D12PipelineState *pipeline_state_uint;
ID3D12GraphicsCommandList *command_list;
D3D12_SUBRESOURCE_DATA texture_data;
D3D12_SHADER_RESOURCE_VIEW_DESC srv;
struct depth_stencil_resource ds;
struct test_context_desc desc;
struct test_context context;
struct resource_readback rb;
ID3D12DescriptorHeap *heap;
ID3D12CommandQueue *queue;
ID3D12Device *device;
unsigned int x, y, i;
D3D12_BOX box;
static const unsigned int clear_data[] =
{
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
static const unsigned int bitmap_data[] =
{
0xff00ff00, 0xff00ff01, 0xff00ff02, 0xff00ff03,
0xff00ff10, 0xff00ff11, 0xff00ff12, 0xff00ff13,
0xff00ff20, 0xff00ff21, 0xff00ff22, 0xff00ff23,
0xff00ff30, 0xff00ff31, 0xff00ff32, 0xff00ff33,
};
static const unsigned int result_data[] =
{
0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0xff00ff00, 0xff00ff01, 0x00000000,
0x00000000, 0xff00ff10, 0xff00ff11, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000,
};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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 DWORD ps_code_uint[] =
{
#if 0
Texture2D<uint> t;
float main(float4 position : SV_Position) : SV_Target
{
return float(t[int2(position.x, position.y)]);
}
#endif
0x43425844, 0x9a3fe38f, 0x3c222734, 0x1abb807b, 0xeb4ccda3, 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, 0x00000003,
0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000b0, 0x00000050,
0x0000002c, 0x0100086a, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032,
0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x0500001b,
0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00111103, 0x00100012,
0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102012, 0x00000000,
0x0010000a, 0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps_uint = {ps_code_uint, sizeof(ps_code_uint)};
struct depth_copy_test
{
float depth_value;
UINT stencil_value;
DXGI_FORMAT ds_format;
DXGI_FORMAT ds_view_format;
DXGI_FORMAT readback_format;
bool stencil;
bool roundtrip;
bool requires_stencil_export;
};
static const struct depth_copy_test depth_copy_tests[] = {
{ 0.0f, 0, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_R32_FLOAT, false, false },
{ 0.0f, 0, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_R32_FLOAT, false, true },
{ 0.5f, 10, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R32_FLOAT, false, false },
{ 0.5f, 10, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R32_FLOAT, false, true },
{ 0.2f, 11, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R8_UINT, true, false },
{ 0.7f, 0, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_R32_FLOAT, false, false },
{ 0.7f, 0, DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_R32_FLOAT, false, true },
{ 0.4f, 20, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R32_FLOAT, false, false },
{ 0.4f, 20, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R32_FLOAT, false, true },
{ 1.0f, 21, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R8_UINT, true, false },
/* Single aspect copies between depth-stencil images. Should hit plain vkCmdCopyImage paths. */
{ 0.4f, 40, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R32G8X24_TYPELESS, false, false },
{ 0.7f, 41, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R32G8X24_TYPELESS, true, false },
{ 0.2f, 42, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R32G8X24_TYPELESS, false, true },
{ 0.5f, 43, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R32G8X24_TYPELESS, true, true },
/* Test color <-> stencil copies. */
{ 1.0f, 44, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R8_UINT, true, false },
{ 1.0f, 45, DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, DXGI_FORMAT_R8_UINT, true, true, true },
};
static const D3D12_RESOURCE_STATES resource_states[] =
{
D3D12_RESOURCE_STATE_COPY_SOURCE,
D3D12_RESOURCE_STATE_GENERIC_READ,
};
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;
for (i = 0; i < ARRAY_SIZE(resource_states); ++i)
{
src_texture = create_default_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM,
0, D3D12_RESOURCE_STATE_COPY_DEST);
texture_data.pData = bitmap_data;
texture_data.RowPitch = 4 * sizeof(*bitmap_data);
texture_data.SlicePitch = texture_data.RowPitch * 4;
upload_texture_data(src_texture, &texture_data, 1, queue, command_list);
reset_command_list(command_list, context.allocator);
dst_texture = create_default_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM,
0, D3D12_RESOURCE_STATE_COPY_DEST);
texture_data.pData = clear_data;
texture_data.RowPitch = 4 * sizeof(*clear_data);
texture_data.SlicePitch = texture_data.RowPitch * 4;
upload_texture_data(dst_texture, &texture_data, 1, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, src_texture,
D3D12_RESOURCE_STATE_COPY_DEST, resource_states[i]);
src_location.pResource = src_texture;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_location.SubresourceIndex = 0;
dst_location.pResource = dst_texture;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst_location.SubresourceIndex = 0;
set_box(&box, 0, 0, 0, 2, 2, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 1, 1, 0, &src_location, &box);
transition_resource_state(command_list, dst_texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(dst_texture, 0, &rb, queue, command_list);
for (y = 0; y < 4; ++y)
{
for (x = 0; x < 4; ++x)
{
unsigned int color = get_readback_uint(&rb, x, y, 0);
unsigned int expected = result_data[y * 4 + x];
ok(color == expected,
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, x, y, expected);
}
}
release_resource_readback(&rb);
ID3D12Resource_Release(src_texture);
ID3D12Resource_Release(dst_texture);
reset_command_list(command_list, context.allocator);
}
for (i = 0; i < ARRAY_SIZE(resource_states); ++i)
{
src_texture = create_default_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM,
0, D3D12_RESOURCE_STATE_COPY_DEST);
texture_data.pData = bitmap_data;
texture_data.RowPitch = 4 * sizeof(*bitmap_data);
texture_data.SlicePitch = texture_data.RowPitch * 4;
upload_texture_data(src_texture, &texture_data, 1, queue, command_list);
reset_command_list(command_list, context.allocator);
dst_texture = create_default_texture(device, 4, 4, DXGI_FORMAT_R8G8B8A8_UNORM,
0, D3D12_RESOURCE_STATE_COPY_DEST);
texture_data.pData = clear_data;
texture_data.RowPitch = 4 * sizeof(*clear_data);
texture_data.SlicePitch = texture_data.RowPitch * 4;
upload_texture_data(dst_texture, &texture_data, 1, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, src_texture,
D3D12_RESOURCE_STATE_COPY_DEST, resource_states[i]);
src_location.pResource = src_texture;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_location.SubresourceIndex = 0;
dst_location.pResource = dst_texture;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst_location.SubresourceIndex = 0;
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, 0);
transition_resource_state(command_list, dst_texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(dst_texture, 0, &rb, queue, command_list);
for (y = 0; y < 4; ++y)
{
for (x = 0; x < 4; ++x)
{
unsigned int color = get_readback_uint(&rb, x, y, 0);
unsigned int expected = bitmap_data[y * 4 + x];
ok(color == expected,
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, x, y, expected);
}
}
release_resource_readback(&rb);
ID3D12Resource_Release(src_texture);
ID3D12Resource_Release(dst_texture);
reset_command_list(command_list, context.allocator);
}
context.root_signature = create_texture_root_signature(device,
D3D12_SHADER_VISIBILITY_PIXEL, 0, 0);
pipeline_state_float = create_pipeline_state(device,
context.root_signature, context.render_target_desc.Format, NULL, &ps, NULL);
pipeline_state_uint = create_pipeline_state(device,
context.root_signature, context.render_target_desc.Format, NULL, &ps_uint, NULL);
heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
for (i = 0; i < ARRAY_SIZE(depth_copy_tests); ++i)
{
init_depth_stencil(&ds, device, context.render_target_desc.Width,
context.render_target_desc.Height, 1, 1, depth_copy_tests[i].ds_format,
depth_copy_tests[i].ds_view_format, NULL);
if (depth_copy_tests[i].stencil)
{
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
D3D12_CLEAR_FLAG_STENCIL, 0.0f, depth_copy_tests[i].stencil_value, 0, NULL);
}
else
{
ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
D3D12_CLEAR_FLAG_DEPTH, depth_copy_tests[i].depth_value, 0, 0, NULL);
}
transition_sub_resource_state(command_list, ds.texture, depth_copy_tests[i].stencil ? 1 : 0,
D3D12_RESOURCE_STATE_DEPTH_WRITE, resource_states[i % ARRAY_SIZE(resource_states)]);
dst_texture = create_default_texture(device, 32, 32, depth_copy_tests[i].readback_format,
0, D3D12_RESOURCE_STATE_COPY_DEST);
memset(&srv, 0, sizeof(srv));
srv.Format = depth_copy_tests[i].readback_format;
srv.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv.Texture2D.MipLevels = 1;
srv.Texture2D.PlaneSlice = depth_copy_tests[i].stencil &&
depth_copy_tests[i].readback_format != DXGI_FORMAT_R8_UINT ? 1 : 0;
if (srv.Format == DXGI_FORMAT_R32G8X24_TYPELESS)
srv.Format = srv.Texture2D.PlaneSlice ? DXGI_FORMAT_X32_TYPELESS_G8X24_UINT : DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS;
srv.Shader4ComponentMapping = srv.Texture2D.PlaneSlice ? D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(1, 1, 1, 1) : D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
ID3D12Device_CreateShaderResourceView(device, dst_texture, &srv,
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap));
src_location.pResource = ds.texture;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_location.SubresourceIndex = depth_copy_tests[i].stencil ? 1 : 0;
dst_location.pResource = dst_texture;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst_location.SubresourceIndex = srv.Texture2D.PlaneSlice;
ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0,
&src_location, NULL);
if (depth_copy_tests[i].roundtrip)
{
/* Test color to depth/stencil copy. */
D3D12_TEXTURE_COPY_LOCATION tmp_src_location = dst_location;
D3D12_TEXTURE_COPY_LOCATION tmp_dst_location = src_location;
transition_sub_resource_state(command_list, dst_texture, srv.Texture2D.PlaneSlice,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
transition_sub_resource_state(command_list, ds.texture, depth_copy_tests[i].stencil ? 1 : 0,
resource_states[i % ARRAY_SIZE(resource_states)], D3D12_RESOURCE_STATE_COPY_DEST);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &tmp_dst_location, 0, 0, 0,
&tmp_src_location, NULL);
transition_sub_resource_state(command_list, dst_texture, srv.Texture2D.PlaneSlice,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
transition_sub_resource_state(command_list, ds.texture, depth_copy_tests[i].stencil ? 1 : 0,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst_location, 0, 0, 0,
&src_location, NULL);
}
transition_sub_resource_state(command_list, dst_texture, srv.Texture2D.PlaneSlice,
D3D12_RESOURCE_STATE_COPY_DEST, 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, depth_copy_tests[i].stencil ? pipeline_state_uint : pipeline_state_float);
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);
transition_sub_resource_state(command_list, context.render_target, 0,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
if (depth_copy_tests[i].stencil)
{
/* Supported on AMD, but not NV. Need buffer copy roundtrip workaround for that to work. */
todo_if(depth_copy_tests[i].requires_stencil_export)
check_sub_resource_float(context.render_target, 0, queue, command_list, (float)depth_copy_tests[i].stencil_value, 0);
}
else
{
check_sub_resource_float(context.render_target, 0, queue, command_list, depth_copy_tests[i].depth_value, 2);
}
destroy_depth_stencil(&ds);
ID3D12Resource_Release(dst_texture);
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);
}
ID3D12PipelineState_Release(pipeline_state_float);
ID3D12PipelineState_Release(pipeline_state_uint);
ID3D12DescriptorHeap_Release(heap);
destroy_test_context(&context);
}
void test_copy_texture_buffer(void)
{
D3D12_TEXTURE_COPY_LOCATION src_location, dst_location;
ID3D12GraphicsCommandList *command_list;
D3D12_SUBRESOURCE_DATA texture_data;
ID3D12Resource *dst_buffers[4];
struct test_context_desc desc;
struct test_context context;
struct resource_readback rb;
ID3D12Resource *src_texture;
unsigned int got, expected;
ID3D12CommandQueue *queue;
ID3D12Device *device;
unsigned int x, y;
unsigned int *ptr;
unsigned int i;
D3D12_BOX box;
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
ptr = calloc(64 * 32, sizeof(*ptr));
ok(ptr, "Failed to allocate memory.\n");
for (i = 0; i < 64 * 32; ++i)
ptr[i] = i;
src_texture = create_default_texture(device,
64, 32, DXGI_FORMAT_R32_UINT, 0, D3D12_RESOURCE_STATE_COPY_DEST);
texture_data.pData = ptr;
texture_data.RowPitch = 64 * sizeof(*ptr);
texture_data.SlicePitch = texture_data.RowPitch * 32;
upload_texture_data(src_texture, &texture_data, 1, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, src_texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
free(ptr);
for (i = 0; i < ARRAY_SIZE(dst_buffers); ++i)
{
dst_buffers[i] = create_default_buffer(device,
64 * 32 * sizeof(*ptr), 0, D3D12_RESOURCE_STATE_COPY_DEST);
}
dst_location.pResource = dst_buffers[0];
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = 0;
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R32_UINT;
dst_location.PlacedFootprint.Footprint.Width = 64;
dst_location.PlacedFootprint.Footprint.Height = 32;
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.RowPitch = 64 * sizeof(*ptr);
src_location.pResource = src_texture;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_location.SubresourceIndex = 0;
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, NULL);
dst_location.pResource = dst_buffers[1];
for (y = 0; y < 32; ++y)
{
set_box(&box, 0, y, 0, 64, y + 1, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 31 - y, 0, &src_location, &box);
}
dst_location.pResource = dst_buffers[2];
for (x = 0; x < 64; ++x)
{
set_box(&box, x, 0, 0, x + 1, 32, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 63 - x, 0, 0, &src_location, &box);
}
dst_location.pResource = dst_buffers[3];
set_box(&box, 0, 0, 0, 32, 32, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, &box);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 32, 0, 0, &src_location, &box);
/* empty box */
set_box(&box, 128, 0, 0, 32, 32, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, &box);
for (i = 0; i < ARRAY_SIZE(dst_buffers); ++i)
{
transition_resource_state(command_list, dst_buffers[i],
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
}
got = expected = 0;
get_buffer_readback_with_command_list(dst_buffers[0], DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
for (i = 0; i < 64 * 32; ++i)
{
got = get_readback_uint(&rb, i, 0, 0);
expected = i;
if (got != expected)
break;
}
release_resource_readback(&rb);
ok(got == expected, "Got unexpected value 0x%08x at %u, expected 0x%08x.\n", got, i, expected);
reset_command_list(command_list, context.allocator);
got = expected = 0;
get_buffer_readback_with_command_list(dst_buffers[1], DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
for (y = 0; y < 32; ++y)
{
for (x = 0; x < 64; ++x)
{
got = get_readback_uint(&rb, 64 * y + x, 0, 0);
expected = 64 * (31 - y) + x;
if (got != expected)
break;
}
if (got != expected)
break;
}
release_resource_readback(&rb);
ok(got == expected, "Got unexpected value 0x%08x at (%u, %u), expected 0x%08x.\n", got, x, y, expected);
reset_command_list(command_list, context.allocator);
got = expected = 0;
get_buffer_readback_with_command_list(dst_buffers[2], DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
for (y = 0; y < 32; ++y)
{
for (x = 0; x < 64; ++x)
{
got = get_readback_uint(&rb, 64 * y + x, 0, 0);
expected = 64 * y + 63 - x;
if (got != expected)
break;
}
if (got != expected)
break;
}
release_resource_readback(&rb);
ok(got == expected, "Got unexpected value 0x%08x at (%u, %u), expected 0x%08x.\n", got, x, y, expected);
reset_command_list(command_list, context.allocator);
got = expected = 0;
get_buffer_readback_with_command_list(dst_buffers[3], DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
for (y = 0; y < 32; ++y)
{
for (x = 0; x < 64; ++x)
{
got = get_readback_uint(&rb, 64 * y + x, 0, 0);
expected = 64 * y + x % 32;
if (got != expected)
break;
}
if (got != expected)
break;
}
release_resource_readback(&rb);
ok(got == expected, "Got unexpected value 0x%08x at (%u, %u), expected 0x%08x.\n", got, x, y, expected);
ID3D12Resource_Release(src_texture);
for (i = 0; i < ARRAY_SIZE(dst_buffers); ++i)
ID3D12Resource_Release(dst_buffers[i]);
destroy_test_context(&context);
}
void test_copy_buffer_to_depth_stencil(void)
{
ID3D12Resource *src_buffer_stencil = NULL;
ID3D12GraphicsCommandList *command_list;
struct resource_readback rb_stencil;
struct resource_readback rb_depth;
ID3D12Resource *src_buffer_depth;
struct test_context_desc desc;
struct test_context context;
ID3D12Resource *dst_texture;
ID3D12CommandQueue *queue;
ID3D12Device *device;
unsigned int i, x, y;
struct test
{
DXGI_FORMAT format;
uint32_t input_depth;
uint32_t output_depth_24;
D3D12_RESOURCE_FLAGS flags;
bool stencil;
};
#define UNORM24_1 ((1 << 24) - 1)
#define FP32_1 0x3f800000
#define FP32_MASK24 (FP32_1 & UNORM24_1)
/* The footprint is 32-bit and AMD and NV seem to behave differently.
* The footprint for 24-bit depth is actually FP32 w/ rounding or something weird like that, not sure what is going on.
* Either way, there are two correct results we can expect here. */
static const struct test tests[] =
{
{ DXGI_FORMAT_D24_UNORM_S8_UINT, UNORM24_1, UNORM24_1, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, true },
{ DXGI_FORMAT_D24_UNORM_S8_UINT, FP32_1, FP32_MASK24, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, true },
{ DXGI_FORMAT_D24_UNORM_S8_UINT, FP32_1, FP32_MASK24, D3D12_RESOURCE_FLAG_NONE, true },
{ DXGI_FORMAT_D32_FLOAT, FP32_1, FP32_1, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, false },
{ DXGI_FORMAT_D32_FLOAT_S8X24_UINT, FP32_1, FP32_1, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, true },
{ DXGI_FORMAT_R24_UNORM_X8_TYPELESS, UNORM24_1, UNORM24_1, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, false },
{ DXGI_FORMAT_R24_UNORM_X8_TYPELESS, FP32_1, FP32_MASK24, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, false },
{ DXGI_FORMAT_R24_UNORM_X8_TYPELESS, FP32_1, FP32_MASK24, D3D12_RESOURCE_FLAG_NONE, false },
{ DXGI_FORMAT_R24G8_TYPELESS, UNORM24_1, UNORM24_1, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, true },
{ DXGI_FORMAT_R24G8_TYPELESS, FP32_1, FP32_MASK24, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, true },
{ DXGI_FORMAT_R24G8_TYPELESS, FP32_1, FP32_MASK24, D3D12_RESOURCE_FLAG_NONE, true },
{ DXGI_FORMAT_R32_TYPELESS, FP32_1, FP32_1, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, false },
{ DXGI_FORMAT_R32_TYPELESS, FP32_1, FP32_1, D3D12_RESOURCE_FLAG_NONE, false },
{ DXGI_FORMAT_R32G8X24_TYPELESS, FP32_1, FP32_1, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, true },
};
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
for (i = 0; i < ARRAY_SIZE(tests); i++)
{
uint32_t depth_data[(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT / 4) * 4];
uint8_t stencil_data[D3D12_TEXTURE_DATA_PITCH_ALIGNMENT * 4];
D3D12_TEXTURE_COPY_LOCATION dst, src;
D3D12_BOX src_box;
vkd3d_test_set_context("Test %u", i);
dst_texture = create_default_texture2d(device, 2, 2, 1, 1,
tests[i].format, tests[i].flags, D3D12_RESOURCE_STATE_COPY_DEST);
memset(depth_data, 0, sizeof(depth_data));
depth_data[0] = tests[i].input_depth;
depth_data[1] = tests[i].input_depth;
depth_data[D3D12_TEXTURE_DATA_PITCH_ALIGNMENT / 4] = tests[i].input_depth;
depth_data[D3D12_TEXTURE_DATA_PITCH_ALIGNMENT / 4 + 1] = tests[i].input_depth;
src_buffer_depth = create_upload_buffer(device, sizeof(depth_data), depth_data);
if (tests[i].stencil)
{
memset(stencil_data, 0, sizeof(stencil_data));
stencil_data[0] = 0xaa;
stencil_data[1] = 0xab;
stencil_data[D3D12_TEXTURE_DATA_PITCH_ALIGNMENT + 0] = 0xac;
stencil_data[D3D12_TEXTURE_DATA_PITCH_ALIGNMENT + 1] = 0xad;
src_buffer_stencil = create_upload_buffer(device, sizeof(stencil_data), stencil_data);
}
set_box(&src_box, 0, 0, 0, 2, 2, 1);
dst.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst.pResource = dst_texture;
src.PlacedFootprint.Offset = 0;
src.PlacedFootprint.Footprint.Width = 2;
src.PlacedFootprint.Footprint.Height = 2;
src.PlacedFootprint.Footprint.Depth = 1;
src.PlacedFootprint.Footprint.RowPitch = D3D12_TEXTURE_DATA_PITCH_ALIGNMENT;
src.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R32_TYPELESS;
dst.SubresourceIndex = 0;
src.pResource = src_buffer_depth;
ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst, 0, 0, 0, &src, &src_box);
if (tests[i].stencil)
{
src.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8_TYPELESS;
dst.SubresourceIndex = 1;
src.pResource = src_buffer_stencil;
ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &dst, 0, 0, 0, &src, &src_box);
}
transition_resource_state(command_list, dst_texture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(dst_texture, 0, &rb_depth, queue, command_list);
reset_command_list(command_list, context.allocator);
if (tests[i].stencil)
{
get_texture_readback_with_command_list(dst_texture, 1, &rb_stencil, queue, command_list);
reset_command_list(command_list, context.allocator);
}
for (y = 0; y < 2; y++)
{
for (x = 0; x < 2; x++)
{
uint32_t v = get_readback_uint(&rb_depth, x, y, 0);
ok((v & 0xffffffu) == tests[i].output_depth_24 || v == tests[i].input_depth, "Depth is 0x%x\n", v);
}
}
if (tests[i].stencil)
{
for (y = 0; y < 2; y++)
{
for (x = 0; x < 2; x++)
{
uint8_t v = get_readback_uint8(&rb_stencil, x, y);
ok(v == 0xaa + y * 2 + x, "Stencil is 0x%x\n", v);
}
}
}
release_resource_readback(&rb_depth);
ID3D12Resource_Release(src_buffer_depth);
ID3D12Resource_Release(dst_texture);
if (tests[i].stencil)
{
ID3D12Resource_Release(src_buffer_stencil);
release_resource_readback(&rb_stencil);
}
}
vkd3d_test_set_context(NULL);
destroy_test_context(&context);
}
void test_copy_buffer_texture(void)
{
D3D12_TEXTURE_COPY_LOCATION src_location, dst_location;
ID3D12GraphicsCommandList *command_list;
struct test_context_desc desc;
struct test_context context;
struct resource_readback rb;
ID3D12Resource *zero_buffer;
ID3D12Resource *dst_texture;
ID3D12Resource *src_buffer;
unsigned int got, expected;
ID3D12CommandQueue *queue;
unsigned int buffer_size;
ID3D12Device *device;
unsigned int x, y, z;
unsigned int *ptr;
unsigned int i;
D3D12_BOX box;
HRESULT hr;
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
buffer_size = 128 * 100 * 64;
zero_buffer = create_upload_buffer(device, buffer_size * sizeof(*ptr) + D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT, NULL);
hr = ID3D12Resource_Map(zero_buffer, 0, NULL, (void **)&ptr);
ok(hr == S_OK, "Failed to map buffer, hr %#x.\n", hr);
memset(ptr, 0, buffer_size * sizeof(*ptr) + D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
for (i = 0; i < D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT / sizeof(*ptr); ++i)
ptr[i] = 0xdeadbeef;
ID3D12Resource_Unmap(zero_buffer, 0, NULL);
src_buffer = create_upload_buffer(device, buffer_size * sizeof(*ptr), NULL);
hr = ID3D12Resource_Map(src_buffer, 0, NULL, (void **)&ptr);
ok(hr == S_OK, "Failed to map buffer, hr %#x.\n", hr);
for (z = 0; z < 64; ++z)
{
for (y = 0; y < 100; ++y)
{
for (x = 0; x < 128; ++x)
{
ptr[z * 128 * 100 + y * 128 + x] = (z + 1) << 16 | (y + 1) << 8 | (x + 1);
}
}
}
ID3D12Resource_Unmap(src_buffer, 0, NULL);
dst_texture = create_default_texture3d(device, 128, 100, 64, 2,
DXGI_FORMAT_R32_UINT, 0, D3D12_RESOURCE_STATE_COPY_DEST);
dst_location.pResource = dst_texture;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst_location.SubresourceIndex = 0;
src_location.pResource = zero_buffer;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src_location.PlacedFootprint.Offset = D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT;
src_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R32_UINT;
src_location.PlacedFootprint.Footprint.Width = 128;
src_location.PlacedFootprint.Footprint.Height = 100;
src_location.PlacedFootprint.Footprint.Depth = 64;
src_location.PlacedFootprint.Footprint.RowPitch = 128 * sizeof(*ptr);
/* fill with 0 */
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, NULL);
src_location.pResource = src_buffer;
src_location.PlacedFootprint.Offset = 0;
/* copy region 1 */
set_box(&box, 64, 16, 8, 128, 100, 64);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 64, 16, 8, &src_location, &box);
/* empty boxes */
for (z = 0; z < 2; ++z)
{
for (y = 0; y < 4; ++y)
{
for (x = 0; x < 8; ++x)
{
set_box(&box, x, y, z, x, y, z);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, &box);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, x, y, z, &src_location, &box);
}
}
}
/* copy region 2 */
set_box(&box, 0, 0, 0, 4, 4, 4);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 2, 2, 2, &src_location, &box);
/* fill sub-resource 1 */
dst_location.SubresourceIndex = 1;
set_box(&box, 0, 0, 0, 64, 50, 32);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, &box);
transition_resource_state(command_list, dst_texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
got = expected = 0;
get_texture_readback_with_command_list(dst_texture, 0, &rb, queue, command_list);
for (z = 0; z < 64; ++z)
{
for (y = 0; y < 100; ++y)
{
for (x = 0; x < 128; ++x)
{
got = get_readback_uint(&rb, x, y, z);
if (2 <= x && x < 6 && 2 <= y && y < 6 && 2 <= z && z < 6)
expected = (z - 1) << 16 | (y - 1) << 8 | (x - 1); /* copy region 1 */
else if (64 <= x && 16 <= y && 8 <= z)
expected = (z + 1) << 16 | (y + 1) << 8 | (x + 1); /* copy region 2 */
else
expected = 0;
if (got != expected)
break;
}
if (got != expected)
break;
}
if (got != expected)
break;
}
release_resource_readback(&rb);
ok(got == expected,
"Got unexpected value 0x%08x at (%u, %u, %u), expected 0x%08x.\n",
got, x, y, z, expected);
reset_command_list(command_list, context.allocator);
got = expected = 0;
get_texture_readback_with_command_list(dst_texture, 1, &rb, queue, command_list);
for (z = 0; z < 32; ++z)
{
for (y = 0; y < 50; ++y)
{
for (x = 0; x < 64; ++x)
{
got = get_readback_uint(&rb, x, y, z);
expected = (z + 1) << 16 | (y + 1) << 8 | (x + 1);
if (got != expected)
break;
}
if (got != expected)
break;
}
if (got != expected)
break;
}
release_resource_readback(&rb);
ok(got == expected,
"Got unexpected value 0x%08x at (%u, %u, %u), expected 0x%08x.\n",
got, x, y, z, expected);
ID3D12Resource_Release(dst_texture);
ID3D12Resource_Release(src_buffer);
ID3D12Resource_Release(zero_buffer);
destroy_test_context(&context);
}
void test_copy_block_compressed_texture(void)
{
D3D12_TEXTURE_COPY_LOCATION src_location, dst_location;
ID3D12Resource *dst_buffer, *src_buffer;
ID3D12GraphicsCommandList *command_list;
struct test_context_desc desc;
unsigned int x, y, block_id;
struct test_context context;
struct resource_readback rb;
struct uvec4 got, expected;
ID3D12CommandQueue *queue;
ID3D12Resource *texture;
ID3D12Device *device;
unsigned int *ptr;
D3D12_BOX box;
HRESULT hr;
memset(&desc, 0, sizeof(desc));
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
device = context.device;
command_list = context.list;
queue = context.queue;
dst_buffer = create_default_buffer(device, 4096, 0, D3D12_RESOURCE_STATE_COPY_DEST);
src_buffer = create_upload_buffer(device, 4096, NULL);
hr = ID3D12Resource_Map(src_buffer, 0, NULL, (void **)&ptr);
ok(hr == S_OK, "Failed to map buffer, hr %#x.\n", hr);
for (x = 0; x < 4096 / format_size(DXGI_FORMAT_BC2_UNORM); ++x)
{
block_id = x << 8;
*ptr++ = block_id | 0;
*ptr++ = block_id | 1;
*ptr++ = block_id | 2;
*ptr++ = block_id | 3;
}
ID3D12Resource_Unmap(src_buffer, 0, NULL);
texture = create_default_texture2d(device, 8, 8, 1, 4, DXGI_FORMAT_BC2_UNORM,
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
/* copy from buffer to texture */
dst_location.pResource = texture;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dst_location.SubresourceIndex = 0;
src_location.pResource = src_buffer;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
src_location.PlacedFootprint.Offset = 0;
src_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_BC2_UNORM;
src_location.PlacedFootprint.Footprint.Width = 32;
src_location.PlacedFootprint.Footprint.Height = 32;
src_location.PlacedFootprint.Footprint.Depth = 1;
src_location.PlacedFootprint.Footprint.RowPitch
= 32 / format_block_width(DXGI_FORMAT_BC2_UNORM) * format_size(DXGI_FORMAT_BC2_UNORM);
src_location.PlacedFootprint.Footprint.RowPitch
= align(src_location.PlacedFootprint.Footprint.RowPitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
set_box(&box, 4, 4, 0, 8, 8, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, &box);
set_box(&box, 28, 0, 0, 32, 4, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 4, 0, 0, &src_location, &box);
set_box(&box, 0, 24, 0, 4, 28, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 4, 0, &src_location, &box);
set_box(&box, 16, 16, 0, 20, 20, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 4, 4, 0, &src_location, &box);
/* miplevels smaller than 4x4 */
dst_location.SubresourceIndex = 2;
set_box(&box, 4, 0, 0, 8, 4, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, &box);
dst_location.SubresourceIndex = 3;
set_box(&box, 8, 0, 0, 12, 4, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, &box);
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
/* copy from texture to buffer */
dst_location.pResource = dst_buffer;
dst_location.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dst_location.PlacedFootprint.Offset = 0;
dst_location.PlacedFootprint.Footprint.Format = DXGI_FORMAT_BC2_UNORM;
dst_location.PlacedFootprint.Footprint.Width = 8;
dst_location.PlacedFootprint.Footprint.Height = 24;
dst_location.PlacedFootprint.Footprint.Depth = 1;
dst_location.PlacedFootprint.Footprint.RowPitch
= 8 / format_block_width(DXGI_FORMAT_BC2_UNORM) * format_size(DXGI_FORMAT_BC2_UNORM);
dst_location.PlacedFootprint.Footprint.RowPitch
= align(dst_location.PlacedFootprint.Footprint.RowPitch, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
src_location.pResource = texture;
src_location.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
src_location.SubresourceIndex = 0;
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 0, 0, &src_location, NULL);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 8, 0, &src_location, NULL);
set_box(&box, 0, 0, 0, 8, 8, 1);
ID3D12GraphicsCommandList_CopyTextureRegion(command_list,
&dst_location, 0, 16, 0, &src_location, &box);
transition_resource_state(command_list, dst_buffer,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(texture, 0, &rb, queue, command_list);
for (y = 0; y < 8 / format_block_height(DXGI_FORMAT_BC2_UNORM); ++y)
{
for (x = 0; x < 8 / format_block_width(DXGI_FORMAT_BC2_UNORM); ++x)
{
if (x == 0 && y == 0)
block_id = 33;
else if (x == 1 && y == 0)
block_id = 7;
else if (x == 0 && y == 1)
block_id = 192;
else
block_id = 132;
expected.x = block_id << 8 | 0;
expected.y = block_id << 8 | 1;
expected.z = block_id << 8 | 2;
expected.w = block_id << 8 | 3;
got = *get_readback_uvec4(&rb, x, y);
if (!compare_uvec4(&got, &expected))
break;
}
if (!compare_uvec4(&got, &expected))
break;
}
release_resource_readback(&rb);
ok(compare_uvec4(&got, &expected),
"Got {0x%08x, 0x%08x, 0x%08x, 0x%08x} at (%u, %u), expected {0x%08x, 0x%08x, 0x%08x, 0x%08x}.\n",
got.x, got.y, got.z, got.w, x, y, expected.x, expected.y, expected.z, expected.w);
reset_command_list(command_list, context.allocator);
get_texture_readback_with_command_list(texture, 2, &rb, queue, command_list);
block_id = 1;
expected.x = block_id << 8 | 0;
expected.y = block_id << 8 | 1;
expected.z = block_id << 8 | 2;
expected.w = block_id << 8 | 3;
got = *get_readback_uvec4(&rb, 0, 0);
release_resource_readback(&rb);
ok(compare_uvec4(&got, &expected),
"Got {0x%08x, 0x%08x, 0x%08x, 0x%08x}, expected {0x%08x, 0x%08x, 0x%08x, 0x%08x}.\n",
got.x, got.y, got.z, got.w, expected.x, expected.y, expected.z, expected.w);
reset_command_list(command_list, context.allocator);
get_texture_readback_with_command_list(texture, 3, &rb, queue, command_list);
block_id = 2;
expected.x = block_id << 8 | 0;
expected.y = block_id << 8 | 1;
expected.z = block_id << 8 | 2;
expected.w = block_id << 8 | 3;
got = *get_readback_uvec4(&rb, 0, 0);
release_resource_readback(&rb);
ok(compare_uvec4(&got, &expected),
"Got {0x%08x, 0x%08x, 0x%08x, 0x%08x}, expected {0x%08x, 0x%08x, 0x%08x, 0x%08x}.\n",
got.x, got.y, got.z, got.w, expected.x, expected.y, expected.z, expected.w);
reset_command_list(command_list, context.allocator);
get_buffer_readback_with_command_list(dst_buffer, DXGI_FORMAT_R32_UINT, &rb, queue, command_list);
for (y = 0; y < 24 / format_block_height(DXGI_FORMAT_BC2_UNORM); ++y)
{
unsigned int row_offset = dst_location.PlacedFootprint.Footprint.RowPitch / sizeof(got) * y;
for (x = 0; x < 4 / format_block_width(DXGI_FORMAT_BC2_UNORM); ++x)
{
if (x == 0 && y % 2 == 0)
block_id = 33;
else if (x == 1 && y % 2 == 0)
block_id = 7;
else if (x == 0 && y % 2 == 1)
block_id = 192;
else
block_id = 132;
expected.x = block_id << 8 | 0;
expected.y = block_id << 8 | 1;
expected.z = block_id << 8 | 2;
expected.w = block_id << 8 | 3;
got = *get_readback_uvec4(&rb, x + row_offset, 0);
if (!compare_uvec4(&got, &expected))
break;
}
if (!compare_uvec4(&got, &expected))
break;
}
release_resource_readback(&rb);
ok(compare_uvec4(&got, &expected),
"Got {0x%08x, 0x%08x, 0x%08x, 0x%08x} at (%u, %u), expected {0x%08x, 0x%08x, 0x%08x, 0x%08x}.\n",
got.x, got.y, got.z, got.w, x, y, expected.x, expected.y, expected.z, expected.w);
ID3D12Resource_Release(texture);
ID3D12Resource_Release(src_buffer);
ID3D12Resource_Release(dst_buffer);
destroy_test_context(&context);
}
void test_multisample_resolve(void)
{
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12Resource *ms_render_target_copy;
D3D12_CPU_DESCRIPTOR_HANDLE ms_rtv;
D3D12_RESOURCE_DESC resource_desc;
ID3D12GraphicsCommandList1 *list1;
ID3D12Resource *ms_render_target;
ID3D12Resource *render_target;
struct test_context_desc desc;
struct test_context context;
struct resource_readback rb;
ID3D12DescriptorHeap *heap;
D3D12_RECT src_rect;
unsigned int x, y;
HRESULT hr;
static const uint32_t reference_color[4 * 4] = {
0x01010101, 0x02020202, 0x03030303, 0x04040404,
0x05050505, 0x06060606, 0x07070707, 0x08080808,
0x09090909, 0x0a0a0a0a, 0x0b0b0b0b, 0x0c0c0c0c,
0x0d0d0d0d, 0x0e0e0e0e, 0x0f0f0f0f, 0x10101010,
};
memset(&desc, 0, sizeof(desc));
desc.no_root_signature = true;
desc.no_render_target = true;
if (!init_test_context(&context, &desc))
return;
hr = ID3D12GraphicsCommandList_QueryInterface(context.list, &IID_ID3D12GraphicsCommandList1, (void **)&list1);
if (FAILED(hr))
{
destroy_test_context(&context);
skip("Failed to query ID3D12GraphicsCommandList1. Skipping tests.\n");
return;
}
heap = create_cpu_descriptor_heap(context.device, D3D12_DESCRIPTOR_HEAP_TYPE_RTV, 1);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
memset(&resource_desc, 0, sizeof(resource_desc));
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resource_desc.Width = 4 * 2;
resource_desc.Height = 4;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resource_desc.SampleDesc.Count = 4;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
hr = ID3D12Device_CreateCommittedResource(context.device, &heap_properties, D3D12_HEAP_FLAG_NONE,
&resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL, &IID_ID3D12Resource, (void **)&ms_render_target);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
resource_desc.Width = 4;
hr = ID3D12Device_CreateCommittedResource(context.device, &heap_properties, D3D12_HEAP_FLAG_NONE,
&resource_desc, D3D12_RESOURCE_STATE_RESOLVE_DEST, NULL, &IID_ID3D12Resource, (void **)&ms_render_target_copy);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
resource_desc.SampleDesc.Count = 1;
resource_desc.Height = 8;
hr = ID3D12Device_CreateCommittedResource(context.device, &heap_properties, D3D12_HEAP_FLAG_NONE,
&resource_desc, D3D12_RESOURCE_STATE_RESOLVE_DEST, NULL, &IID_ID3D12Resource, (void **)&render_target);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
ms_rtv = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
ID3D12Device_CreateRenderTargetView(context.device, ms_render_target, NULL, ms_rtv);
for (y = 0; y < 4; y++)
{
for (x = 0; x < 4; x++)
{
const FLOAT float_color[4] = {
(float)((reference_color[y * 4 + x] >> 0) & 0xff) / 255.0f,
(float)((reference_color[y * 4 + x] >> 8) & 0xff) / 255.0f,
(float)((reference_color[y * 4 + x] >> 16) & 0xff) / 255.0f,
(float)((reference_color[y * 4 + x] >> 24) & 0xff) / 255.0f,
};
src_rect.left = x;
src_rect.right = x + 1;
src_rect.top = y;
src_rect.bottom = y + 1;
ID3D12GraphicsCommandList_ClearRenderTargetView(context.list, ms_rtv, float_color, 1, &src_rect);
}
}
transition_resource_state(context.list, ms_render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
/* First, try decompress directly on the MSAA texture. Apparently, we have to be in RESOURCE_SOURCE here even if dst is used.
* For us, this should be a no-op. */
ID3D12GraphicsCommandList1_ResolveSubresourceRegion(list1, ms_render_target, 0, 0, 0, ms_render_target, 0, NULL, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOLVE_MODE_DECOMPRESS);
/* Now, DECOMPRESS as in-place copy by decompressing to second half of the subresource. Here we'll have to use GENERAL layout. */
src_rect.left = 0;
src_rect.right = 4;
src_rect.top = 0;
src_rect.bottom = 4;
ID3D12GraphicsCommandList1_ResolveSubresourceRegion(list1, ms_render_target, 0, 4, 0, ms_render_target, 0, &src_rect, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOLVE_MODE_DECOMPRESS);
/* DECOMPRESS to other resource MSAA <-> MSAA. vkCmdCopyImage2KHR path. */
ID3D12GraphicsCommandList1_ResolveSubresourceRegion(list1, ms_render_target_copy, 0, 0, 0, ms_render_target, 0, &src_rect, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOLVE_MODE_DECOMPRESS);
transition_resource_state(context.list, ms_render_target_copy, D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
for (y = 0; y < 4; y++)
{
for (x = 0; x < 4; x++)
{
src_rect.left = x;
src_rect.right = x + 1;
src_rect.top = y;
src_rect.bottom = y + 1;
/* Test partial resolve with offset. */
ID3D12GraphicsCommandList1_ResolveSubresourceRegion(list1, render_target, 0, x, y + 4, ms_render_target_copy, 0, &src_rect, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOLVE_MODE_AVERAGE);
}
}
transition_resource_state(context.list, render_target, D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_texture_readback_with_command_list(render_target, 0, &rb, context.queue, context.list);
for (y = 0; y < 4; y++)
{
for (x = 0; x < 4; x++)
{
uint32_t v, reference;
v = get_readback_uint(&rb, x, y + 4, 0);
reference = reference_color[y * 4 + x];
ok(v == reference, "Pixel %u, %u failed, %x != %x.\n", x, y + 4, v, reference);
}
}
release_resource_readback(&rb);
ID3D12Resource_Release(ms_render_target_copy);
ID3D12Resource_Release(ms_render_target);
ID3D12Resource_Release(render_target);
ID3D12DescriptorHeap_Release(heap);
ID3D12GraphicsCommandList1_Release(list1);
destroy_test_context(&context);
}
void test_copy_buffer_overlap(void)
{
uint32_t reference_output[4][16 * 1024] = {{0}};
ID3D12Resource *dst_buffer[4];
uint32_t src_data[16 * 1024];
struct test_context context;
struct resource_readback rb;
ID3D12Resource *src_buffer;
unsigned int i, j;
struct copy_command
{
unsigned int buf_index;
unsigned int dst_index;
unsigned int src_index;
unsigned int count;
};
static const struct copy_command commands[] =
{
/* These should be able to run without any barriers. */
{ 0, 0, 0, 8192 },
{ 0, 8192, 8192, 8192 },
{ 1, 0, 0, 8192 },
{ 1, 8192, 8192, 8192 },
{ 2, 0, 0, 8192 },
{ 2, 8192, 8192, 8192 },
{ 3, 0, 0, 8192 },
{ 3, 8192, 8192, 8192 },
/* Needs barrier. */
{ 0, 1, 0, 8192 },
/* Needs barrier. */
{ 0, 8000, 4, 1 },
{ 1, 1000, 5001, 3},
/* Needs barrier. */
{ 1, 1000, 5000, 8192 },
{ 2, 0, 0, 8192 },
/* Needs barrier. */
{ 2, 1, 0, 8192 },
/* Needs barrier. */
{ 2, 2, 0, 8192 },
/* Needs barrier. */
{ 2, 3, 0, 8192 },
};
/* Drivers are required to implicitly synchronize any overlapping copies to same destination.
* There is no Transfer barrier after all, only UAV ...
* For images we do this implicitly through image layout transitions on entry/exit,
* but for buffers, we need to explicitly inject barriers as necessary.
* Verify that reordering of copy commands does not happen. */
if (!init_compute_test_context(&context))
return;
for (i = 0; i < ARRAY_SIZE(src_data); i++)
src_data[i] = i;
src_buffer = create_upload_buffer(context.device, sizeof(src_data), src_data);
for (i = 0; i < ARRAY_SIZE(dst_buffer); i++)
{
dst_buffer[i] = create_default_buffer(context.device, sizeof(src_data),
D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
}
for (i = 0; i < ARRAY_SIZE(commands); i++)
{
ID3D12GraphicsCommandList_CopyBufferRegion(context.list,
dst_buffer[commands[i].buf_index], commands[i].dst_index * sizeof(uint32_t),
src_buffer, commands[i].src_index * sizeof(uint32_t),
commands[i].count * sizeof(uint32_t));
for (j = 0; j < commands[i].count; j++)
reference_output[commands[i].buf_index][commands[i].dst_index + j] = commands[i].src_index + j;
}
for (i = 0; i < ARRAY_SIZE(dst_buffer); i++)
{
transition_resource_state(context.list, dst_buffer[i],
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(dst_buffer[i], DXGI_FORMAT_R32_UINT, &rb, context.queue, context.list);
reset_command_list(context.list, context.allocator);
for (j = 0; j < ARRAY_SIZE(reference_output[i]); j++)
{
ok(get_readback_uint(&rb, j, 0, 0) == reference_output[i][j], "%u, %u: Expected %u, got %u.\n",
i, j, reference_output[i][j], get_readback_uint(&rb, j, 0, 0));
}
release_resource_readback(&rb);
}
for (i = 0; i < ARRAY_SIZE(dst_buffer); i++)
ID3D12Resource_Release(dst_buffer[i]);
ID3D12Resource_Release(src_buffer);
destroy_test_context(&context);
}