Add test for D3D12 texture contents including with DENY_SHADER_RESOURCE

This commit is contained in:
baldurk
2022-06-17 17:27:30 +01:00
parent 20b496fc7a
commit 71d7f000c4
4 changed files with 47 additions and 3 deletions
+6
View File
@@ -337,6 +337,12 @@ D3D12TextureCreator &D3D12TextureCreator::DSV()
return *this;
}
D3D12TextureCreator &D3D12TextureCreator::NoSRV()
{
m_TexDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
return *this;
}
D3D12TextureCreator &D3D12TextureCreator::Upload()
{
m_HeapDesc.Type = D3D12_HEAP_TYPE_UPLOAD;
+1
View File
@@ -160,6 +160,7 @@ public:
D3D12TextureCreator &UAV();
D3D12TextureCreator &RTV();
D3D12TextureCreator &DSV();
D3D12TextureCreator &NoSRV();
D3D12TextureCreator &Upload();
D3D12TextureCreator &Readback();
@@ -51,17 +51,47 @@ RD_TEST(D3D12_Simple_Triangle, D3D12GraphicsTest)
.RTV()
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
rtvtex->SetName(L"rtvtex");
ID3D12ResourcePtr rtvMStex = MakeTexture(DXGI_FORMAT_R16G16B16A16_FLOAT, 4, 4)
.RTV()
.Multisampled(4)
.InitialState(D3D12_RESOURCE_STATE_RENDER_TARGET);
rtvMStex->SetName(L"rtvMStex");
ID3D12ResourcePtr dsvMStex = MakeTexture(DXGI_FORMAT_D32_FLOAT_S8X24_UINT, 4, 4)
.DSV()
.NoSRV()
.Multisampled(4)
.InitialState(D3D12_RESOURCE_STATE_COMMON);
dsvMStex->SetName(L"dsvMStex");
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
ClearRenderTargetView(cmd, MakeRTV(rtvtex).CreateCPU(1), {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(cmd, MakeRTV(rtvMStex).CreateCPU(2), {0.2f, 0.2f, 0.2f, 1.0f});
ClearDepthStencilView(cmd, dsvMStex, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 0.2f,
0x55);
cmd->Close();
Submit({cmd});
}
while(Running())
{
ID3D12GraphicsCommandListPtr cmd = GetCommandBuffer();
Reset(cmd);
MakeRTV(rtvtex).CreateCPU(1);
MakeRTV(rtvMStex).CreateCPU(2);
MakeDSV(dsvMStex).CreateCPU(0);
ID3D12ResourcePtr bb = StartUsingBackbuffer(cmd, D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_CPU_DESCRIPTOR_HANDLE rtv =
@@ -69,9 +99,6 @@ RD_TEST(D3D12_Simple_Triangle, D3D12GraphicsTest)
ClearRenderTargetView(cmd, rtv, {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(cmd, MakeRTV(rtvtex).CreateCPU(1), {0.2f, 0.2f, 0.2f, 1.0f});
ClearRenderTargetView(cmd, MakeRTV(rtvMStex).CreateCPU(2), {0.2f, 0.2f, 0.2f, 1.0f});
cmd->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
IASetVertexBuffer(cmd, vb, sizeof(DefaultA2V), 0);
@@ -81,6 +108,7 @@ RD_TEST(D3D12_Simple_Triangle, D3D12GraphicsTest)
RSSetViewport(cmd, {0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
RSSetScissorRect(cmd, {0, 0, screenWidth, screenHeight});
OMSetRenderTargets(cmd, {rtv}, MakeDSV(dsvMStex).CreateCPU(0));
OMSetRenderTargets(cmd, {rtv}, {});
cmd->DrawInstanced(3, 1, 0, 0);
@@ -46,6 +46,15 @@ class D3D12_Simple_Triangle(rdtest.TestCase):
self.check_mesh_data(postvs_ref, postvs_data)
tex = self.get_resource_by_name("rtvtex").resourceId
self.check_pixel_value(tex, 1, 1, [0.2, 0.2, 0.2, 1.0])
tex = self.get_resource_by_name("rtvMStex").resourceId
self.check_pixel_value(tex, 1, 1, [0.2, 0.2, 0.2, 1.0])
tex = self.get_resource_by_name("dsvMStex").resourceId
self.check_pixel_value(tex, 1, 1, [0.2, (0x55)/255.0, 0.0, 1.0])
# Check that nothing breaks if we call typical enumeration functions on resources
for res in self.controller.GetResources():
res: rd.ResourceDescription