d3d11/tests: Add test for sampleinfo instruction.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -19863,6 +19863,144 @@ static void test_sm5_bufinfo_instruction(void)
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release_test_context(&test_context);
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}
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static void test_sampleinfo_instruction(void)
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{
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ID3D11Texture2D *float_rt_texture, *uint_rt_texture;
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ID3D11RenderTargetView *float_rtv, *uint_rtv;
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struct d3d11_test_context test_context;
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ID3D11PixelShader *ps_float, *ps_uint;
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unsigned int sample_count, quality;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11RenderTargetView *rtvs[2];
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ID3D11ShaderResourceView *srv;
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ID3D11DeviceContext *context;
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struct uvec4 expected_uint;
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struct vec4 expected_float;
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ID3D11Resource *texture;
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ID3D11Device *device;
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HRESULT hr;
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static const DWORD ps_uint_code[] =
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{
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#if 0
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Texture2DMS<float> t;
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uint4 main() : SV_Target1
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{
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uint width, height, sample_count;
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t.GetDimensions(width, height, sample_count);
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return sample_count;
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}
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#endif
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0x43425844, 0x4342ad12, 0x19addd8c, 0x5cb87c48, 0xe604a242, 0x00000001, 0x000000d4, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000001, 0x00000000, 0x00000001, 0x00000001,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000005c, 0x00000050, 0x00000017,
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0x0100086a, 0x04002058, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000001,
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0x02000068, 0x00000001, 0x0500086f, 0x00100012, 0x00000000, 0x0010700a, 0x00000000, 0x05000036,
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0x001020f2, 0x00000001, 0x00100006, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_float_code[] =
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{
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#if 0
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Texture2DMS<float> t;
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float4 main() : SV_Target
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{
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uint width, height, sample_count;
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t.GetDimensions(width, height, sample_count);
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return sample_count;
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}
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#endif
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0x43425844, 0x2b8aea46, 0x34ceda6f, 0xf98d222b, 0x235ebc0b, 0x00000001, 0x000000b8, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000040, 0x00000050, 0x00000010,
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0x0100086a, 0x04002058, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000,
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0x0500006f, 0x001020f2, 0x00000000, 0x0010700a, 0x00000000, 0x0100003e,
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};
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static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
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if (!init_test_context(&test_context, &feature_level))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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texture_desc.Width = 64;
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texture_desc.Height = 64;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &float_rt_texture);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)float_rt_texture, NULL, &float_rtv);
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ok(hr == S_OK, "Failed to create rendertarget view, hr %#x.\n", hr);
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texture_desc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &uint_rt_texture);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)uint_rt_texture, NULL, &uint_rtv);
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ok(hr == S_OK, "Failed to create rendertarget view, hr %#x.\n", hr);
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rtvs[0] = float_rtv;
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rtvs[1] = uint_rtv;
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ID3D11DeviceContext_OMSetRenderTargets(context, ARRAY_SIZE(rtvs), rtvs, NULL);
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hr = ID3D11Device_CreatePixelShader(device, ps_float_code, sizeof(ps_float_code), NULL, &ps_float);
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ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_uint_code, sizeof(ps_uint_code), NULL, &ps_uint);
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ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
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for (sample_count = 2; sample_count <= 8; sample_count *= 2)
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{
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texture_desc.SampleDesc.Count = sample_count;
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texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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hr = ID3D11Device_CheckMultisampleQualityLevels(device, texture_desc.Format, sample_count, &quality);
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ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
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if (!quality)
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{
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skip("Sample count %u not supported.\n", sample_count);
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continue;
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}
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D11Texture2D **)&texture);
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ok(hr == S_OK, "Failed to create texture, hr %#x, sample count %u.\n", hr, sample_count);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
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ok(hr == S_OK, "Failed to create shader resource view, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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ID3D11DeviceContext_PSSetShader(context, ps_float, NULL, 0);
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draw_quad(&test_context);
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ID3D11DeviceContext_PSSetShader(context, ps_uint, NULL, 0);
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draw_quad(&test_context);
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expected_float.x = expected_float.y = expected_float.z = expected_float.w = sample_count;
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check_texture_vec4(float_rt_texture, &expected_float, 0);
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expected_uint.x = expected_uint.y = expected_uint.z = expected_uint.w = sample_count;
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check_texture_uvec4(uint_rt_texture, &expected_uint);
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ID3D11Resource_Release(texture);
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ID3D11ShaderResourceView_Release(srv);
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}
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ID3D11RenderTargetView_Release(float_rtv);
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ID3D11RenderTargetView_Release(uint_rtv);
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ID3D11Texture2D_Release(float_rt_texture);
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ID3D11Texture2D_Release(uint_rt_texture);
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ID3D11PixelShader_Release(ps_float);
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ID3D11PixelShader_Release(ps_uint);
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release_test_context(&test_context);
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}
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static void test_render_target_device_mismatch(void)
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{
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struct d3d11_test_context test_context;
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@ -26798,6 +26936,7 @@ START_TEST(d3d11)
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test_primitive_restart();
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test_resinfo_instruction();
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test_sm5_bufinfo_instruction();
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test_sampleinfo_instruction();
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test_render_target_device_mismatch();
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test_buffer_srv();
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run_for_each_feature_level_in_range(D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_11_0,
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