d3d10core/tests: Add test for SM4 if 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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@ -6727,6 +6727,101 @@ static void test_shader_stage_input_output_matching(void)
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release_test_context(&test_context);
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}
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static void test_sm4_if_instruction(void)
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{
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struct d3d10core_test_context test_context;
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ID3D10PixelShader *ps_if_nz, *ps_if_z;
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ID3D10Device *device;
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unsigned int bits[4];
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DWORD expected_color;
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ID3D10Buffer *cb;
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unsigned int i;
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HRESULT hr;
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static const DWORD ps_if_nz_code[] =
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{
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#if 0
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uint bits;
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float4 main() : SV_TARGET
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{
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if (bits)
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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else
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x2a94f6f1, 0xdbe88943, 0x3426a708, 0x09cec990, 0x00000001, 0x00000100, 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, 0x45475241, 0xabab0054, 0x52444853, 0x00000088, 0x00000040, 0x00000022,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0404001f,
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0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
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0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000,
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0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e,
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};
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static const DWORD ps_if_z_code[] =
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{
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#if 0
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uint bits;
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float4 main() : SV_TARGET
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{
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if (!bits)
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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else
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x2e3030ca, 0x94c8610c, 0xdf0c1b1f, 0x80f2ca2c, 0x00000001, 0x00000100, 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, 0x45475241, 0xabab0054, 0x52444853, 0x00000088, 0x00000040, 0x00000022,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0400001f,
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0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
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0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000,
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0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e,
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};
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static unsigned int bit_patterns[] =
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{
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0x00000000, 0x00000001, 0x10010001, 0x10000000, 0x80000000, 0xffff0000, 0x0000ffff, 0xffffffff,
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};
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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hr = ID3D10Device_CreatePixelShader(device, ps_if_nz_code, sizeof(ps_if_nz_code), &ps_if_nz);
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ok(SUCCEEDED(hr), "Failed to create if_nz pixel shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_if_z_code, sizeof(ps_if_z_code), &ps_if_z);
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ok(SUCCEEDED(hr), "Failed to create if_z pixel shader, hr %#x.\n", hr);
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cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(bits), NULL);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
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for (i = 0; i < sizeof(bit_patterns) / sizeof(*bit_patterns); ++i)
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{
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*bits = bit_patterns[i];
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, bits, 0, 0);
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ID3D10Device_PSSetShader(device, ps_if_nz);
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expected_color = *bits ? 0xff00ff00 : 0xff0000ff;
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, expected_color, 0);
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ID3D10Device_PSSetShader(device, ps_if_z);
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expected_color = *bits ? 0xff0000ff : 0xff00ff00;
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, expected_color, 0);
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}
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ID3D10Buffer_Release(cb);
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ID3D10PixelShader_Release(ps_if_z);
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ID3D10PixelShader_Release(ps_if_nz);
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release_test_context(&test_context);
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}
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START_TEST(device)
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{
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test_feature_level();
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@ -6765,4 +6860,5 @@ START_TEST(device)
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test_clear_depth_stencil_view();
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test_draw_depth_only();
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test_shader_stage_input_output_matching();
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test_sm4_if_instruction();
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}
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