d3d11/tests: Add test for block-compressed textures.
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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09d2e1d484
commit
334081882b
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@ -2856,8 +2856,17 @@ static void test_texture(void)
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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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DXGI_FORMAT format;
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D3D11_SUBRESOURCE_DATA data[3];
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};
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D3D11_SUBRESOURCE_DATA resource_data[3];
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D3D11_SUBRESOURCE_DATA resource_data;
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const struct texture *current_texture;
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D3D11_TEXTURE2D_DESC texture_desc;
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D3D11_SAMPLER_DESC sampler_desc;
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ID3D11InputLayout *input_layout;
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@ -2869,7 +2878,6 @@ static void test_texture(void)
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ID3D11RenderTargetView *rtv;
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ID3D11SamplerState *sampler;
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unsigned int stride, offset;
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DWORD color, expected_color;
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struct texture_readback rb;
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IDXGISwapChain *swapchain;
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ID3D11Texture2D *texture;
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@ -2882,6 +2890,7 @@ static void test_texture(void)
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D3D11_VIEWPORT vp;
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ULONG refcount;
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HWND window;
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DWORD color;
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HRESULT hr;
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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@ -3023,80 +3032,131 @@ static void test_texture(void)
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{{ 1.0f, -1.0f}},
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{{ 1.0f, 1.0f}},
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};
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static const DWORD bitmap_level_0[] =
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static const DWORD rgba_level_0[] =
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{
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0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
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0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
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0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
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0xffffffff, 0xff000000, 0xff000000, 0xff000000,
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};
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static const DWORD bitmap_level_1[] =
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static const DWORD rgba_level_1[] =
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{
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0xffffffff, 0xff0000ff,
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0xff000000, 0xff00ff00,
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};
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static const DWORD bitmap_level_2[] =
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static const DWORD rgba_level_2[] =
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{
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0xffff0000,
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};
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static const DWORD bitmap_lerp_1_2[] =
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static const BYTE bc1_data[4 * 8] =
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{
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0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
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0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
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0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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};
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static const BYTE bc2_data[4 * 16] =
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{
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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};
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static const BYTE bc3_data[4 * 16] =
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{
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0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
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0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
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};
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static const struct texture rgba_texture =
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{
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4, 4, 3, DXGI_FORMAT_R8G8B8A8_UNORM,
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{
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{rgba_level_0, 4 * sizeof(*rgba_level_0), 0},
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{rgba_level_1, 2 * sizeof(*rgba_level_1), 0},
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{rgba_level_2, sizeof(*rgba_level_2), 0},
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}
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};
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static const struct texture bc1_texture = {8, 8, 1, DXGI_FORMAT_BC1_UNORM, {{bc1_data, 2 * 8}}};
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static const struct texture bc2_texture = {8, 8, 1, DXGI_FORMAT_BC2_UNORM, {{bc2_data, 2 * 16}}};
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static const struct texture bc3_texture = {8, 8, 1, DXGI_FORMAT_BC3_UNORM, {{bc3_data, 2 * 16}}};
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static const DWORD level_1_colors[] =
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{
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0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
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0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
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0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
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0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
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};
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static const DWORD lerp_1_2_colors[] =
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{
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0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f,
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0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f,
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0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00,
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0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00,
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};
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static const DWORD level_2_colors[] =
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{
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0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
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0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
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0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
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0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
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};
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static const DWORD bc_colors[] =
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{
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0xff0000ff, 0xff0000ff, 0xff00ff00, 0xff00ff00,
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0xff0000ff, 0xff0000ff, 0xff00ff00, 0xff00ff00,
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0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff,
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0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff,
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};
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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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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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D3D11_FILTER filter;
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float lod_bias;
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float min_lod;
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float max_lod;
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float miplevel;
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enum
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{
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level_0,
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level_1,
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level_2,
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lerp_1_2,
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}
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expected_bitmap;
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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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{&ps_ld_0, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_0},
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{&ps_ld_1, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_1},
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{&ps_sample, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_0},
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{&ps_sample, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_0},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_0},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_0},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.4f, level_0},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.5f, level_1},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_1},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.4f, level_1},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 2.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 3.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 4.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, lerp_1_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -2.0f, level_0},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_1},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2},
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{&ps_ld_0, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
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{&ps_ld_1, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_1_colors},
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{&ps_sample, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
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{&ps_sample, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
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{&ps_sample, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
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{&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
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{&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, rgba_level_0},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.4f, rgba_level_0},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.5f, level_1_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_1_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.4f, level_1_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 2.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 3.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 4.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, lerp_1_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -2.0f, rgba_level_0},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_1_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors},
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors},
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};
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if (!(device = create_device(NULL)))
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@ -3121,11 +3181,11 @@ static void test_texture(void)
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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resource_data[0].pSysMem = quad;
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resource_data[0].SysMemPitch = 0;
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resource_data[0].SysMemSlicePitch = 0;
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resource_data.pSysMem = quad;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, resource_data, &vb);
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(miplevel);
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@ -3137,33 +3197,6 @@ static void test_texture(void)
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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texture_desc.Width = 4;
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texture_desc.Height = 4;
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texture_desc.MipLevels = 3;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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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_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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resource_data[0].pSysMem = bitmap_level_0;
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resource_data[0].SysMemPitch = 4 * sizeof(*bitmap_level_0);
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resource_data[1].pSysMem = bitmap_level_1;
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resource_data[1].SysMemPitch = 2 * sizeof(*bitmap_level_1);
|
||||
resource_data[1].SysMemSlicePitch = 0;
|
||||
resource_data[2].pSysMem = bitmap_level_2;
|
||||
resource_data[2].SysMemPitch = sizeof(*bitmap_level_2);
|
||||
resource_data[2].SysMemSlicePitch = 0;
|
||||
|
||||
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, resource_data, &texture);
|
||||
ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
|
||||
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &rtv);
|
||||
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
||||
|
||||
|
@ -3177,7 +3210,6 @@ static void test_texture(void)
|
|||
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
|
||||
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
||||
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
|
||||
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
|
||||
|
||||
vp.TopLeftX = 0.0f;
|
||||
vp.TopLeftY = 0.0f;
|
||||
|
@ -3187,6 +3219,18 @@ static void test_texture(void)
|
|||
vp.MaxDepth = 1.0f;
|
||||
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
||||
|
||||
texture_desc.Width = 4;
|
||||
texture_desc.Height = 4;
|
||||
texture_desc.MipLevels = 3;
|
||||
texture_desc.ArraySize = 1;
|
||||
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
texture_desc.SampleDesc.Count = 1;
|
||||
texture_desc.SampleDesc.Quality = 0;
|
||||
texture_desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
texture_desc.CPUAccessFlags = 0;
|
||||
texture_desc.MiscFlags = 0;
|
||||
|
||||
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
|
@ -3202,8 +3246,11 @@ static void test_texture(void)
|
|||
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
ps = NULL;
|
||||
srv = NULL;
|
||||
sampler = NULL;
|
||||
texture = NULL;
|
||||
current_ps = NULL;
|
||||
current_texture = NULL;
|
||||
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
||||
{
|
||||
const struct test *test = &tests[i];
|
||||
|
@ -3213,12 +3260,35 @@ static void test_texture(void)
|
|||
if (ps)
|
||||
ID3D11PixelShader_Release(ps);
|
||||
|
||||
hr = ID3D11Device_CreatePixelShader(device, test->ps->code, test->ps->size, NULL, &ps);
|
||||
current_ps = test->ps;
|
||||
|
||||
hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps);
|
||||
ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
|
||||
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
}
|
||||
|
||||
current_ps = test->ps;
|
||||
if (current_texture != test->texture)
|
||||
{
|
||||
if (texture)
|
||||
ID3D11Texture2D_Release(texture);
|
||||
if (srv)
|
||||
ID3D11ShaderResourceView_Release(srv);
|
||||
|
||||
current_texture = test->texture;
|
||||
|
||||
texture_desc.Width = current_texture->width;
|
||||
texture_desc.Height = current_texture->height;
|
||||
texture_desc.MipLevels = current_texture->miplevel_count;
|
||||
texture_desc.Format = current_texture->format;
|
||||
|
||||
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture);
|
||||
ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
|
||||
|
||||
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
|
||||
ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
|
||||
|
||||
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
|
||||
}
|
||||
|
||||
if (!sampler || (sampler_desc.Filter != test->filter
|
||||
|
@ -3252,36 +3322,17 @@ static void test_texture(void)
|
|||
for (y = 0; y < 4; ++y)
|
||||
{
|
||||
color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120);
|
||||
switch (test->expected_bitmap)
|
||||
{
|
||||
case level_0:
|
||||
expected_color = bitmap_level_0[y * 4 + x];
|
||||
break;
|
||||
case level_1:
|
||||
expected_color = bitmap_level_1[y / 2 * 2 + x / 2];
|
||||
break;
|
||||
case level_2:
|
||||
expected_color = *bitmap_level_2;
|
||||
break;
|
||||
case lerp_1_2:
|
||||
expected_color = bitmap_lerp_1_2[y * 4 + x];
|
||||
break;
|
||||
default:
|
||||
expected_color = 0xdeadbeef;
|
||||
break;
|
||||
}
|
||||
|
||||
ok(compare_color(color, expected_color, 1),
|
||||
ok(compare_color(color, test->expected_colors[y * 4 + x], 1),
|
||||
"Test %u: Got unexpected color 0x%08x at (%u, %u).\n", i, color, x, y);
|
||||
}
|
||||
}
|
||||
release_texture_readback(&rb);
|
||||
}
|
||||
ID3D11ShaderResourceView_Release(srv);
|
||||
ID3D11SamplerState_Release(sampler);
|
||||
ID3D11Texture2D_Release(texture);
|
||||
ID3D11PixelShader_Release(ps);
|
||||
|
||||
ID3D11ShaderResourceView_Release(srv);
|
||||
ID3D11Texture2D_Release(texture);
|
||||
ID3D11Buffer_Release(cb);
|
||||
ID3D11VertexShader_Release(vs);
|
||||
ID3D11Buffer_Release(vb);
|
||||
|
|
Loading…
Reference in New Issue