d3d10core/tests: Port test_resinfo_instruction() from d3d11.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
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1226765403
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2d3e23c60f
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@ -10625,6 +10625,320 @@ static void test_primitive_restart(void)
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release_test_context(&test_context);
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}
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static void test_resinfo_instruction(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 d3d10core_test_context test_context;
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D3D10_TEXTURE3D_DESC texture3d_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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const struct shader *current_ps;
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ID3D10ShaderResourceView *srv;
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ID3D10Texture2D *rtv_texture;
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ID3D10RenderTargetView *rtv;
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ID3D10Resource *texture;
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struct uvec4 constant;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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unsigned int i, type;
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ID3D10Buffer *cb;
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HRESULT hr;
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static const DWORD ps_2d_code[] =
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{
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#if 0
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Texture2D t;
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uint type;
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uint level;
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float4 main() : SV_TARGET
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{
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if (!type)
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{
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float width, height, miplevels;
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t.GetDimensions(level, width, height, miplevels);
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return float4(width, height, miplevels, 0);
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}
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else
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{
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uint width, height, miplevels;
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t.GetDimensions(level, width, height, miplevels);
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return float4(width, height, miplevels, 0);
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}
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}
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#endif
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0x43425844, 0x9c2db58d, 0x7218d757, 0x23255414, 0xaa86938e, 0x00000001, 0x00000168, 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, 0x000000f0, 0x00000040, 0x0000003c,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
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0x00000000, 0x0800003d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
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0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082,
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0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000,
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0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102072, 0x00000000,
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0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e,
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0x01000015, 0x0100003e,
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};
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static const struct shader ps_2d = {ps_2d_code, sizeof(ps_2d_code)};
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static const DWORD ps_2d_array_code[] =
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{
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#if 0
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Texture2DArray t;
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uint type;
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uint level;
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float4 main() : SV_TARGET
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{
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if (!type)
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{
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float width, height, elements, miplevels;
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t.GetDimensions(level, width, height, elements, miplevels);
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return float4(width, height, elements, miplevels);
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}
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else
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{
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uint width, height, elements, miplevels;
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t.GetDimensions(level, width, height, elements, miplevels);
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return float4(width, height, elements, miplevels);
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}
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}
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#endif
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0x43425844, 0x92cd8789, 0x38e359ac, 0xd65ab502, 0xa018a5ae, 0x00000001, 0x0000012c, 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, 0x000000b4, 0x00000040, 0x0000002d,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04004058, 0x00107000, 0x00000000, 0x00005555,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
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0x00000000, 0x0800003d, 0x001020f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
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0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000,
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0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
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0x0100003e, 0x01000015, 0x0100003e,
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};
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static const struct shader ps_2d_array = {ps_2d_array_code, sizeof(ps_2d_array_code)};
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static const DWORD ps_3d_code[] =
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{
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#if 0
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Texture3D t;
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uint type;
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uint level;
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float4 main() : SV_TARGET
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{
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if (!type)
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{
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float width, height, depth, miplevels;
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t.GetDimensions(level, width, height, depth, miplevels);
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return float4(width, height, depth, miplevels);
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}
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else
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{
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uint width, height, depth, miplevels;
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t.GetDimensions(level, width, height, depth, miplevels);
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return float4(width, height, depth, miplevels);
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}
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}
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#endif
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0x43425844, 0xac1f73b9, 0x2bce1322, 0x82c599e6, 0xbff0d681, 0x00000001, 0x0000012c, 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, 0x000000b4, 0x00000040, 0x0000002d,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002858, 0x00107000, 0x00000000, 0x00005555,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
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0x00000000, 0x0800003d, 0x001020f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
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0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000,
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0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
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0x0100003e, 0x01000015, 0x0100003e,
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};
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static const struct shader ps_3d = {ps_3d_code, sizeof(ps_3d_code)};
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static const DWORD ps_cube_code[] =
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{
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#if 0
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TextureCube t;
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uint type;
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uint level;
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float4 main() : SV_TARGET
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{
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if (!type)
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{
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float width, height, miplevels;
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t.GetDimensions(level, width, height, miplevels);
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return float4(width, height, miplevels, 0);
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}
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else
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{
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uint width, height, miplevels;
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t.GetDimensions(level, width, height, miplevels);
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return float4(width, height, miplevels, 0);
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}
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}
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#endif
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0x43425844, 0x795eb161, 0xb8291400, 0xcc531086, 0x2a8143ce, 0x00000001, 0x00000168, 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, 0x000000f0, 0x00000040, 0x0000003c,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04003058, 0x00107000, 0x00000000, 0x00005555,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
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0x00000000, 0x0800003d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
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0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082,
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0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000,
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0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102072, 0x00000000,
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0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e,
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0x01000015, 0x0100003e,
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};
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static const struct shader ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
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static const struct test
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{
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const struct shader *ps;
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struct
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{
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unsigned int width;
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unsigned int height;
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unsigned int depth;
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unsigned int miplevel_count;
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unsigned int array_size;
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unsigned int cube_count;
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} texture_desc;
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unsigned int miplevel;
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struct vec4 expected_result;
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}
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tests[] =
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{
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{&ps_2d, {64, 64, 1, 1, 1, 0}, 0, {64.0f, 64.0f, 1.0f, 0.0f}},
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{&ps_2d, {32, 16, 1, 3, 1, 0}, 0, {32.0f, 16.0f, 3.0f, 0.0f}},
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{&ps_2d, {32, 16, 1, 3, 1, 0}, 1, {16.0f, 8.0f, 3.0f, 0.0f}},
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{&ps_2d, {32, 16, 1, 3, 1, 0}, 2, { 8.0f, 4.0f, 3.0f, 0.0f}},
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{&ps_2d_array, {64, 64, 1, 1, 6, 0}, 0, {64.0f, 64.0f, 6.0f, 1.0f}},
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{&ps_2d_array, {32, 16, 1, 3, 9, 0}, 0, {32.0f, 16.0f, 9.0f, 3.0f}},
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{&ps_2d_array, {32, 16, 1, 3, 7, 0}, 1, {16.0f, 8.0f, 7.0f, 3.0f}},
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{&ps_2d_array, {32, 16, 1, 3, 3, 0}, 2, { 8.0f, 4.0f, 3.0f, 3.0f}},
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{&ps_3d, {64, 64, 2, 1, 1, 0}, 0, {64.0f, 64.0f, 2.0f, 1.0f}},
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{&ps_3d, {64, 64, 2, 2, 1, 0}, 1, {32.0f, 32.0f, 1.0f, 2.0f}},
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{&ps_3d, {64, 64, 4, 1, 1, 0}, 0, {64.0f, 64.0f, 4.0f, 1.0f}},
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{&ps_3d, {64, 64, 4, 2, 1, 0}, 1, {32.0f, 32.0f, 2.0f, 2.0f}},
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{&ps_3d, { 8, 8, 8, 1, 1, 0}, 0, { 8.0f, 8.0f, 8.0f, 1.0f}},
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{&ps_3d, { 8, 8, 8, 4, 1, 0}, 0, { 8.0f, 8.0f, 8.0f, 4.0f}},
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{&ps_3d, { 8, 8, 8, 4, 1, 0}, 1, { 4.0f, 4.0f, 4.0f, 4.0f}},
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{&ps_3d, { 8, 8, 8, 4, 1, 0}, 2, { 2.0f, 2.0f, 2.0f, 4.0f}},
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{&ps_3d, { 8, 8, 8, 4, 1, 0}, 3, { 1.0f, 1.0f, 1.0f, 4.0f}},
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{&ps_cube, { 4, 4, 1, 1, 6, 1}, 0, { 4.0f, 4.0f, 1.0f, 0.0f}},
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{&ps_cube, {32, 32, 1, 1, 6, 1}, 0, {32.0f, 32.0f, 1.0f, 0.0f}},
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{&ps_cube, {32, 32, 1, 3, 6, 1}, 0, {32.0f, 32.0f, 3.0f, 0.0f}},
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{&ps_cube, {32, 32, 1, 3, 6, 1}, 1, {16.0f, 16.0f, 3.0f, 0.0f}},
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{&ps_cube, {32, 32, 1, 3, 6, 1}, 2, { 8.0f, 8.0f, 3.0f, 0.0f}},
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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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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.Format = DXGI_FORMAT_R32G32B32A32_UINT;
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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 = D3D10_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rtv_texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rtv_texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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memset(&constant, 0, sizeof(constant));
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cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
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ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
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ps = NULL;
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current_ps = 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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if (current_ps != test->ps)
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{
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if (ps)
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ID3D10PixelShader_Release(ps);
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current_ps = test->ps;
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hr = ID3D10Device_CreatePixelShader(device, current_ps->code, current_ps->size, &ps);
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ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
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ID3D10Device_PSSetShader(device, ps);
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}
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if (test->texture_desc.depth != 1)
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{
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texture3d_desc.Width = test->texture_desc.width;
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texture3d_desc.Height = test->texture_desc.height;
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texture3d_desc.Depth = test->texture_desc.depth;
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texture3d_desc.MipLevels = test->texture_desc.miplevel_count;
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texture3d_desc.Format = DXGI_FORMAT_R8_UNORM;
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texture3d_desc.Usage = D3D10_USAGE_DEFAULT;
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texture3d_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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texture3d_desc.CPUAccessFlags = 0;
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texture3d_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, (ID3D10Texture3D **)&texture);
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ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr);
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}
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else
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{
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texture_desc.Width = test->texture_desc.width;
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texture_desc.Height = test->texture_desc.height;
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texture_desc.MipLevels = test->texture_desc.miplevel_count;
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texture_desc.ArraySize = test->texture_desc.array_size;
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texture_desc.Format = DXGI_FORMAT_R8_UNORM;
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texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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texture_desc.MiscFlags = 0;
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if (test->texture_desc.cube_count)
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texture_desc.MiscFlags |= D3D10_RESOURCE_MISC_TEXTURECUBE;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D10Texture2D **)&texture);
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ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
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}
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hr = ID3D10Device_CreateShaderResourceView(device, texture, NULL, &srv);
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ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
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ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
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for (type = 0; type < 2; ++type)
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{
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constant.x = type;
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constant.y = test->miplevel;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
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draw_quad(&test_context);
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check_texture_vec4(rtv_texture, &test->expected_result, 0);
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}
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ID3D10Resource_Release(texture);
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ID3D10ShaderResourceView_Release(srv);
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}
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ID3D10PixelShader_Release(ps);
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ID3D10Buffer_Release(cb);
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ID3D10RenderTargetView_Release(rtv);
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ID3D10Texture2D_Release(rtv_texture);
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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 d3d10core_test_context test_context;
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@ -10893,6 +11207,7 @@ START_TEST(device)
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test_stencil_separate();
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test_sm4_ret_instruction();
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test_primitive_restart();
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test_resinfo_instruction();
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test_render_target_device_mismatch();
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test_buffer_srv();
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}
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