diff --git a/tests/d3d12.c b/tests/d3d12.c index 5d825f3259d63e159bb5707820e55ff8e3895e0c..9bb83e2bf20fc7a67103cd68e89fbec216cf8f07 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -10833,6 +10833,290 @@ static void test_copy_descriptors(void) destroy_test_context(&context); } +static void test_descriptors_visibility(void) +{ + ID3D12Resource *vs_raw_buffer, *ps_raw_buffer; + D3D12_ROOT_SIGNATURE_DESC root_signature_desc; + D3D12_DESCRIPTOR_RANGE descriptor_ranges[2]; + D3D12_STATIC_SAMPLER_DESC sampler_desc[2]; + ID3D12Resource *vs_texture, *ps_texture; + ID3D12GraphicsCommandList *command_list; + D3D12_ROOT_PARAMETER root_parameters[6]; + D3D12_DESCRIPTOR_HEAP_DESC heap_desc; + ID3D12Resource *vs_cb, *ps_cb; + struct test_context_desc desc; + D3D12_SUBRESOURCE_DATA data; + struct test_context context; + ID3D12DescriptorHeap *heap; + ID3D12CommandQueue *queue; + ID3D12Device *device; + HRESULT hr; + + static const DWORD vs_code[] = + { +#if 0 + ByteAddressBuffer b; + Texture2D t; + SamplerState s; + + float4 cb; + + float4 main(uint id : SV_VertexID) : SV_Position + { + float2 coords = float2((id << 1) & 2, id & 2); + uint i; + + if (cb.x != 4.0 || cb.y != 8.0 || cb.z != 16.0 || cb.w != 32.0) + return (float4)0; + + for (i = 0; i <= 6; ++i) + { + if (b.Load(4 * i) != i) + return (float4)0; + } + + if (any(t.SampleLevel(s, (float2)0, 0) != float4(1.0, 1.0, 0.0, 1.0))) + return (float4)0; + + return float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); + } +#endif + 0x43425844, 0x046e4d13, 0xd2103a18, 0x8576703b, 0x6f58933a, 0x00000001, 0x0000043c, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x58454853, 0x000003a0, 0x00010050, + 0x000000e8, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, + 0x00000000, 0x030000a1, 0x00107000, 0x00000000, 0x04001858, 0x00107000, 0x00000001, 0x00005555, + 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x02000068, 0x00000002, 0x0b000039, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, + 0x00004002, 0x40800000, 0x41000000, 0x41800000, 0x42000000, 0x0700003c, 0x00100012, 0x00000000, + 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010002a, + 0x00000000, 0x0010000a, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010003a, 0x00000000, + 0x0010000a, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, + 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, 0x01000015, 0x05000036, + 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x0700004f, 0x00100022, 0x00000000, + 0x00004001, 0x00000006, 0x0010000a, 0x00000000, 0x03040003, 0x0010001a, 0x00000000, 0x07000029, + 0x00100022, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x890000a5, 0x800002c2, + 0x00199983, 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x00107006, 0x00000000, 0x07000027, + 0x00100022, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0304001f, 0x0010001a, + 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x0100003e, 0x01000015, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, + 0x00004001, 0x00000001, 0x01000016, 0x90000048, 0x800000c2, 0x00155543, 0x001000f2, 0x00000000, + 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46, 0x00000001, 0x00106000, + 0x00000000, 0x00004001, 0x00000000, 0x0a000039, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x00004002, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, 0x0700003c, 0x00100032, 0x00000000, + 0x00100ae6, 0x00000000, 0x00100046, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a, + 0x00000000, 0x0010000a, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, + 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e, 0x01000015, + 0x0b00008c, 0x00100012, 0x00000000, 0x00004001, 0x00000001, 0x00004001, 0x00000001, 0x0010100a, + 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100022, 0x00000000, 0x0010100a, 0x00000000, + 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000001, 0x00100046, 0x00000000, 0x0f000032, + 0x00102032, 0x00000000, 0x00100046, 0x00000001, 0x00004002, 0x40000000, 0xc0000000, 0x00000000, + 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, + 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const DWORD ps_code[] = + { +#if 0 + ByteAddressBuffer b; + Texture2D t; + SamplerState s; + + float4 cb; + + float4 main(float4 position : SV_POSITION) : SV_Target + { + if (cb.x != 1.0 || cb.y != 2.0 || cb.z != 3.0 || cb.w != 4.0) + return float4(1.0, 0.0, 0.0, 1.0); + + if (b.Load(0) != 2 || b.Load(4) != 4 || b.Load(8) != 8) + return float4(1.0, 0.0, 0.0, 1.0); + + return t.Sample(s, float2(position.x / 32.0, position.y / 32.0)); + } +#endif + 0x43425844, 0x1b1aafc1, 0xeab215f6, 0x77d65b25, 0x03cbe695, 0x00000001, 0x000002dc, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000240, 0x00000050, + 0x00000090, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, + 0x00000000, 0x030000a1, 0x00107000, 0x00000000, 0x04001858, 0x00107000, 0x00000001, 0x00005555, + 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x0b000039, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x00004002, + 0x3f800000, 0x40000000, 0x40400000, 0x40800000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a, + 0x00000000, 0x0010000a, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010002a, 0x00000000, + 0x0010000a, 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010003a, 0x00000000, 0x0010000a, + 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, + 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x890000a5, 0x800002c2, + 0x00199983, 0x00100072, 0x00000000, 0x00004001, 0x00000000, 0x00107246, 0x00000000, 0x0a000027, + 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002, 0x00000002, 0x00000004, 0x00000008, + 0x00000000, 0x0700003c, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, + 0x0700003c, 0x00100012, 0x00000000, 0x0010002a, 0x00000000, 0x0010000a, 0x00000000, 0x0304001f, + 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, + 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, + 0x00000000, 0x00004002, 0x3d000000, 0x3d000000, 0x00000000, 0x00000000, 0x8b000045, 0x800000c2, + 0x00155543, 0x001000f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000001, 0x00106000, + 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, + }; + static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const struct vec4 vs_cb_data = {4.0f, 8.0f, 16.0f, 32.0f}; + static const struct vec4 ps_cb_data = {1.0f, 2.0f, 3.0f, 4.0f}; + static const uint32_t vs_buffer_data[] = {0, 1, 2, 3, 4, 5, 6}; + static const uint32_t ps_buffer_data[] = {2, 4, 8}; + static const float vs_texture_data[] = {1.0f, 1.0f, 0.0f, 1.0f}; + static const float ps_texture_data[] = {0.0f, 1.0f, 0.0f, 1.0f}; + static const float white[] = {1.0f, 1.0f, 1.0f, 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; + + 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_VERTEX; + + sampler_desc[1] = sampler_desc[0]; + sampler_desc[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + root_parameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV; + root_parameters[0].Descriptor.ShaderRegister = 0; + root_parameters[0].Descriptor.RegisterSpace = 0; + root_parameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + 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_PIXEL; + root_parameters[2].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV; + root_parameters[2].Descriptor.ShaderRegister = 0; + root_parameters[2].Descriptor.RegisterSpace = 0; + root_parameters[2].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + root_parameters[3].ParameterType = D3D12_ROOT_PARAMETER_TYPE_SRV; + root_parameters[3].Descriptor.ShaderRegister = 0; + root_parameters[3].Descriptor.RegisterSpace = 0; + root_parameters[3].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + descriptor_ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_ranges[0].NumDescriptors = 1; + descriptor_ranges[0].BaseShaderRegister = 1; + descriptor_ranges[0].RegisterSpace = 0; + descriptor_ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + root_parameters[4].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[4].DescriptorTable.NumDescriptorRanges = 1; + root_parameters[4].DescriptorTable.pDescriptorRanges = &descriptor_ranges[0]; + root_parameters[4].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + descriptor_ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descriptor_ranges[1].NumDescriptors = 1; + descriptor_ranges[1].BaseShaderRegister = 1; + descriptor_ranges[1].RegisterSpace = 0; + descriptor_ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; + root_parameters[5].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + root_parameters[5].DescriptorTable.NumDescriptorRanges = 1; + root_parameters[5].DescriptorTable.pDescriptorRanges = &descriptor_ranges[1]; + root_parameters[5].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + memset(&root_signature_desc, 0, sizeof(root_signature_desc)); + root_signature_desc.NumParameters = 6; + 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); + + context.pipeline_state = create_pipeline_state(device, + context.root_signature, context.render_target_desc.Format, + &vs, &ps, NULL); + + vs_cb = create_upload_buffer(device, sizeof(vs_cb_data), &vs_cb_data); + ps_cb = create_upload_buffer(device, sizeof(ps_cb_data), &ps_cb_data); + + vs_raw_buffer = create_upload_buffer(device, sizeof(vs_buffer_data), vs_buffer_data); + ps_raw_buffer = create_upload_buffer(device, sizeof(ps_buffer_data), ps_buffer_data); + + vs_texture = create_texture(device, + 1, 1, DXGI_FORMAT_R32G32B32A32_FLOAT, D3D12_RESOURCE_STATE_COPY_DEST); + data.pData = vs_texture_data; + data.RowPitch = sizeof(vs_texture_data); + data.SlicePitch = data.RowPitch; + upload_texture_data(vs_texture, &data, 1, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, vs_texture, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); + + ps_texture = create_texture(device, + 1, 1, DXGI_FORMAT_R32G32B32A32_FLOAT, D3D12_RESOURCE_STATE_COPY_DEST); + data.pData = ps_texture_data; + data.RowPitch = sizeof(ps_texture_data); + data.SlicePitch = data.RowPitch; + upload_texture_data(ps_texture, &data, 1, queue, command_list); + reset_command_list(command_list, context.allocator); + transition_resource_state(command_list, ps_texture, + D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE); + + memset(&heap_desc, 0, sizeof(heap_desc)); + heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; + heap_desc.NumDescriptors = 2; + heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; + hr = ID3D12Device_CreateDescriptorHeap(context.device, &heap_desc, + &IID_ID3D12DescriptorHeap, (void **)&heap); + ok(SUCCEEDED(hr), "Failed to create descriptor heap, hr %#x.\n", hr); + ID3D12Device_CreateShaderResourceView(device, vs_texture, NULL, + get_cpu_descriptor_handle(&context, heap, 0)); + ID3D12Device_CreateShaderResourceView(device, ps_texture, NULL, + get_cpu_descriptor_handle(&context, heap, 1)); + + ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); + ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, + 0, ID3D12Resource_GetGPUVirtualAddress(vs_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootConstantBufferView(command_list, + 1, ID3D12Resource_GetGPUVirtualAddress(ps_cb)); + ID3D12GraphicsCommandList_SetGraphicsRootShaderResourceView(command_list, + 2, ID3D12Resource_GetGPUVirtualAddress(vs_raw_buffer)); + ID3D12GraphicsCommandList_SetGraphicsRootShaderResourceView(command_list, + 3, ID3D12Resource_GetGPUVirtualAddress(ps_raw_buffer)); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, + 4, get_gpu_descriptor_handle(&context, heap, 0)); + ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, + 5, get_gpu_descriptor_handle(&context, heap, 1)); + + ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); + ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); + ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect); + + ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0); + + transition_resource_state(command_list, context.render_target, + D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE); + check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0); + + ID3D12Resource_Release(vs_cb); + ID3D12Resource_Release(ps_cb); + ID3D12Resource_Release(vs_texture); + ID3D12Resource_Release(ps_texture); + ID3D12Resource_Release(vs_raw_buffer); + ID3D12Resource_Release(ps_raw_buffer); + ID3D12DescriptorHeap_Release(heap); + destroy_test_context(&context); +} + #define check_copyable_footprints(a, b, c, d, e, f, g) \ check_copyable_footprints_(__LINE__, a, b, c, d, e, f, g) static void check_copyable_footprints_(unsigned int line, const D3D12_RESOURCE_DESC *desc, @@ -15394,6 +15678,7 @@ START_TEST(d3d12) run_test(test_update_descriptor_heap_after_closing_command_list); run_test(test_update_compute_descriptor_tables); run_test(test_copy_descriptors); + run_test(test_descriptors_visibility); run_test(test_get_copyable_footprints); run_test(test_depth_stencil_sampling); run_test(test_typed_buffer_uav);