d3d11/tests: Add test for typed UAV loads.
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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7f80fc6bba
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20fdcbf2a0
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@ -11262,6 +11262,313 @@ static void test_shader_input_registers_limits(void)
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release_test_context(&test_context);
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}
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static void test_uav_load(void)
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{
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struct shader
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{
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const DWORD *code;
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size_t size;
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};
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struct texture
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{
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UINT width;
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UINT height;
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UINT miplevel_count;
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UINT array_size;
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DXGI_FORMAT format;
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D3D11_SUBRESOURCE_DATA data[1];
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};
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/* FIXME: Use a single R32_TYPELESS RT with multiple RTVs. */
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ID3D11RenderTargetView *rtv_float, *rtv_uint, *rtv_sint;
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ID3D11Texture2D *rt_float, *rt_uint, *rt_sint;
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D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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struct d3d11_test_context test_context;
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const struct texture *current_texture;
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D3D11_TEXTURE2D_DESC texture_desc;
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const struct shader *current_ps;
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ID3D11UnorderedAccessView *uav;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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ID3D11Texture2D *texture;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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unsigned int i, x, y;
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HRESULT hr;
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
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static const DWORD ps_ld_2d_float_code[] =
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{
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#if 0
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RWTexture2D<float> u;
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float main(float4 position : SV_Position) : SV_Target
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{
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float2 s;
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u.GetDimensions(s.x, s.y);
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return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
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}
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#endif
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0x43425844, 0xd5996e04, 0x6bede909, 0x0a7ad18e, 0x5eb277fb, 0x00000001, 0x00000194, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
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0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00005555, 0x04002064, 0x00101032,
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0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
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0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
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0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
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0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
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0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
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0x00155543, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
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0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
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};
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static const struct shader ps_ld_2d_float = {ps_ld_2d_float_code, sizeof(ps_ld_2d_float_code)};
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static const DWORD ps_ld_2d_uint_code[] =
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{
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#if 0
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RWTexture2D<uint> u;
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uint main(float4 position : SV_Position) : SV_Target
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{
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float2 s;
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u.GetDimensions(s.x, s.y);
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return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
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}
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#endif
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0x43425844, 0x2cc0af18, 0xb28eca73, 0x9651215b, 0xebe3f361, 0x00000001, 0x00000194, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
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0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
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0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00004444, 0x04002064, 0x00101032,
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0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
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0x800000c2, 0x00111103, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
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0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
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0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
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0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
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0x00111103, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
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0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
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};
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static const struct shader ps_ld_2d_uint = {ps_ld_2d_uint_code, sizeof(ps_ld_2d_uint_code)};
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static const DWORD ps_ld_2d_int_code[] =
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{
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#if 0
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RWTexture2D<int> u;
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int main(float4 position : SV_Position) : SV_Target
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{
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float2 s;
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u.GetDimensions(s.x, s.y);
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return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
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}
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#endif
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0x43425844, 0x7deee248, 0xe7c48698, 0x9454db00, 0x921810e7, 0x00000001, 0x00000194, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000002,
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0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
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0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00003333, 0x04002064, 0x00101032,
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0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
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0x800000c2, 0x000cccc3, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
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0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
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0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
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0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
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0x000cccc3, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
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0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
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};
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static const struct shader ps_ld_2d_int = {ps_ld_2d_int_code, sizeof(ps_ld_2d_int_code)};
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static const float float_data[] =
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{
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0.50f, 0.25f, 1.00f, 0.00f,
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-1.00f, -2.00f, -3.00f, -4.00f,
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-0.50f, -0.25f, -1.00f, -0.00f,
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1.00f, 2.00f, 3.00f, 4.00f,
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};
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static const unsigned int uint_data[] =
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{
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0x00, 0x10, 0x20, 0x30,
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0x40, 0x50, 0x60, 0x70,
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0x80, 0x90, 0xa0, 0xb0,
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0xc0, 0xd0, 0xe0, 0xf0,
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};
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static const int int_data[] =
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{
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-1, 0x10, 0x20, 0x30,
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0x40, 0x50, 0x60, -777,
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-666, 0x90, -555, 0xb0,
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0xc0, 0xd0, 0xe0, -101,
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};
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static const struct texture float_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_FLOAT,
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{{float_data, 4 * sizeof(*float_data), 0}}};
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static const struct texture uint_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_UINT,
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{{uint_data, 4 * sizeof(*uint_data), 0}}};
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static const struct texture int_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_SINT,
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{{int_data, 4 * sizeof(*int_data), 0}}};
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static const struct test
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{
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const struct shader *ps;
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const struct texture *texture;
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struct uav_desc uav_desc;
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const DWORD *expected_colors;
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}
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tests[] =
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{
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#define TEX_2D D3D11_UAV_DIMENSION_TEXTURE2D
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#define R32_FLOAT DXGI_FORMAT_R32_FLOAT
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#define R32_UINT DXGI_FORMAT_R32_UINT
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#define R32_SINT DXGI_FORMAT_R32_SINT
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{&ps_ld_2d_float, &float_2d, {R32_FLOAT, TEX_2D, 0}, (const DWORD *)float_data},
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{&ps_ld_2d_uint, &uint_2d, {R32_UINT, TEX_2D, 0}, (const DWORD *)uint_data},
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{&ps_ld_2d_int, &int_2d, {R32_SINT, TEX_2D, 0}, (const DWORD *)int_data},
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#undef TEX_2D
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#undef R32_FLOAT
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#undef R32_UINT
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#undef R32_SINT
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};
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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 = 640;
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texture_desc.Height = 480;
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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_R32_FLOAT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_float);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_float, NULL, &rtv_float);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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texture_desc.Format = DXGI_FORMAT_R32_UINT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_uint);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_uint, NULL, &rtv_uint);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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texture_desc.Format = DXGI_FORMAT_R32_SINT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_sint);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_sint, NULL, &rtv_sint);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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texture_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
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ps = NULL;
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uav = NULL;
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texture = NULL;
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current_ps = NULL;
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current_texture = NULL;
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for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
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{
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const struct test *test = &tests[i];
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ID3D11RenderTargetView *current_rtv;
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ID3D11Texture2D *current_rt;
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if (current_ps != test->ps)
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{
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if (ps)
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ID3D11PixelShader_Release(ps);
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current_ps = test->ps;
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hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps);
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ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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}
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if (current_texture != test->texture)
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{
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if (texture)
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ID3D11Texture2D_Release(texture);
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current_texture = test->texture;
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texture_desc.Width = current_texture->width;
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texture_desc.Height = current_texture->height;
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texture_desc.MipLevels = current_texture->miplevel_count;
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texture_desc.ArraySize = current_texture->array_size;
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texture_desc.Format = current_texture->format;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture);
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ok(SUCCEEDED(hr), "Test %u: Failed to create texture, hr %#x.\n", i, hr);
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}
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if (uav)
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ID3D11UnorderedAccessView_Release(uav);
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get_uav_desc(&uav_desc, &test->uav_desc);
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hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)texture, &uav_desc, &uav);
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ok(SUCCEEDED(hr), "Test %u: Failed to create unordered access view, hr %#x.\n", i, hr);
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switch (uav_desc.Format)
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{
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case DXGI_FORMAT_R32_FLOAT:
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current_rtv = rtv_float;
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current_rt = rt_float;
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break;
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case DXGI_FORMAT_R32_UINT:
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current_rtv = rtv_uint;
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current_rt = rt_uint;
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break;
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case DXGI_FORMAT_R32_SINT:
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current_rtv = rtv_sint;
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current_rt = rt_sint;
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break;
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default:
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trace("Unhandled format %#x.\n", uav_desc.Format);
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current_rtv = NULL;
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current_rt = NULL;
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break;
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}
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ID3D11DeviceContext_ClearRenderTargetView(context, current_rtv, white);
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ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, ¤t_rtv, NULL,
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1, 1, &uav, NULL);
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draw_quad(&test_context);
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get_texture_readback(current_rt, 0, &rb);
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for (y = 0; y < 4; ++y)
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{
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for (x = 0; x < 4; ++x)
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{
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DWORD expected = test->expected_colors[y * 4 + x];
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DWORD color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120);
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ok(compare_color(color, expected, 0),
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"Test %u: Got 0x%08x, expected 0x%08x at (%u, %u).\n",
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i, color, expected, x, y);
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}
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}
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release_resource_readback(&rb);
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}
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ID3D11PixelShader_Release(ps);
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ID3D11Texture2D_Release(texture);
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ID3D11UnorderedAccessView_Release(uav);
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ID3D11RenderTargetView_Release(rtv_float);
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ID3D11RenderTargetView_Release(rtv_sint);
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ID3D11RenderTargetView_Release(rtv_uint);
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ID3D11Texture2D_Release(rt_float);
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ID3D11Texture2D_Release(rt_sint);
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ID3D11Texture2D_Release(rt_uint);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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test_create_device();
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@ -11324,4 +11631,5 @@ START_TEST(d3d11)
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run_for_each_9_x_feature_level(test_fl9_draw);
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test_ddy();
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test_shader_input_registers_limits();
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test_uav_load();
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}
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