From 4037b48a4cb9cf18ed0f978d8ad43d1ed55ba2af Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 22 Mar 2016 13:41:49 +0100 Subject: [PATCH] d3d10core/tests: Test render to depth texture. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d10core/tests/device.c | 195 +++++++++++++++++++++++++++++++--- 1 file changed, 181 insertions(+), 14 deletions(-) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index a402d6039b8..4c41d2548a1 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -2348,24 +2348,19 @@ static void test_scissor(void) static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; static const DWORD ps_code[] = { - /* float4 main(float4 position : SV_POSITION) : SV_Target - * { - * return float4(0.0, 1.0, 0.0, 1.0); - * } */ - 0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005, - 0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000, - 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f, - 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e, - 0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, +#if 0 + float4 main(float4 position : SV_POSITION) : SV_Target + { + return float4(0.0, 1.0, 0.0, 1.0); + } +#endif + 0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, 0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, - 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002, - 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, }; if (!init_test_context(&test_context)) @@ -5936,6 +5931,177 @@ static void test_clear_depth_stencil_view(void) ok(!refcount, "Device has %u references left.\n", refcount); } +static void test_draw_depth_only(void) +{ + ID3D10DepthStencilState *depth_stencil_state; + D3D10_DEPTH_STENCIL_DESC depth_stencil_desc; + struct d3d10core_test_context test_context; + ID3D10PixelShader *ps_color, *ps_depth; + D3D10_TEXTURE2D_DESC texture_desc; + D3D10_BUFFER_DESC buffer_desc; + ID3D10DepthStencilView *dsv; + struct texture_readback rb; + ID3D10Texture2D *texture; + ID3D10Device *device; + unsigned int i, j; + D3D10_VIEWPORT vp; + struct vec4 depth; + ID3D10Buffer *cb; + HRESULT hr; + + static const DWORD ps_color_code[] = + { +#if 0 + float4 main(float4 position : SV_POSITION) : SV_Target + { + return float4(0.0, 1.0, 0.0, 1.0); + } +#endif + 0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, + 0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, + 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, + }; + static const DWORD ps_depth_code[] = + { +#if 0 + float depth; + + float main() : SV_Depth + { + return depth; + } +#endif + 0x43425844, 0x91af6cd0, 0x7e884502, 0xcede4f54, 0x6f2c9326, 0x00000001, 0x000000b0, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0xffffffff, + 0x00000e01, 0x445f5653, 0x68747065, 0xababab00, 0x52444853, 0x00000038, 0x00000040, 0x0000000e, + 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065, 0x0000c001, 0x05000036, 0x0000c001, + 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, + }; + + if (!init_test_context(&test_context)) + return; + + device = test_context.device; + + buffer_desc.ByteWidth = sizeof(depth); + buffer_desc.Usage = D3D10_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = 0; + + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb); + ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); + + texture_desc.Width = 640; + texture_desc.Height = 480; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_D32_FLOAT; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D10_USAGE_DEFAULT; + texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + + depth_stencil_desc.DepthEnable = TRUE; + depth_stencil_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; + depth_stencil_desc.DepthFunc = D3D10_COMPARISON_LESS; + depth_stencil_desc.StencilEnable = FALSE; + + hr = ID3D10Device_CreateDepthStencilState(device, &depth_stencil_desc, &depth_stencil_state); + ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr); + + hr = ID3D10Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), &ps_color); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + hr = ID3D10Device_CreatePixelShader(device, ps_depth_code, sizeof(ps_depth_code), &ps_depth); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb); + ID3D10Device_PSSetShader(device, ps_color); + ID3D10Device_OMSetRenderTargets(device, 0, NULL, dsv); + ID3D10Device_OMSetDepthStencilState(device, depth_stencil_state, 0); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0); + check_texture_float(texture, 1.0f, 1); + draw_quad(&test_context); + check_texture_float(texture, 0.0f, 1); + + ID3D10Device_PSSetShader(device, ps_depth); + + depth.x = 0.7f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0); + draw_quad(&test_context); + check_texture_float(texture, 0.0f, 1); + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0); + check_texture_float(texture, 1.0f, 1); + draw_quad(&test_context); + check_texture_float(texture, 0.7f, 1); + depth.x = 0.8f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0); + draw_quad(&test_context); + check_texture_float(texture, 0.7f, 1); + depth.x = 0.5f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0); + draw_quad(&test_context); + check_texture_float(texture, 0.5f, 1); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0); + depth.x = 0.1f; + for (i = 0; i < 4; ++i) + { + for (j = 0; j < 4; ++j) + { + depth.x = 1.0f / 16.0f * (j + 4 * i); + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0); + + vp.TopLeftX = 160 * j; + vp.TopLeftY = 120 * i; + vp.Width = 160; + vp.Height = 120; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + ID3D10Device_RSSetViewports(device, 1, &vp); + + draw_quad(&test_context); + } + } + get_texture_readback(texture, &rb); + for (i = 0; i < 4; ++i) + { + for (j = 0; j < 4; ++j) + { + float obtained_depth, expected_depth; + + obtained_depth = get_readback_float(&rb, 80 + j * 160, 60 + i * 120); + expected_depth = 1.0f / 16.0f * (j + 4 * i); + ok(compare_float(obtained_depth, expected_depth, 1), + "Got unexpected depth %.8e at (%u, %u), expected %.8e.\n", + obtained_depth, j, i, expected_depth); + } + } + release_texture_readback(&rb); + + ID3D10Buffer_Release(cb); + ID3D10PixelShader_Release(ps_color); + ID3D10PixelShader_Release(ps_depth); + ID3D10DepthStencilView_Release(dsv); + ID3D10DepthStencilState_Release(depth_stencil_state); + ID3D10Texture2D_Release(texture); + release_test_context(&test_context); +} + START_TEST(device) { test_feature_level(); @@ -5970,4 +6136,5 @@ START_TEST(device) test_cb_relative_addressing(); test_swapchain_flip(); test_clear_depth_stencil_view(); + test_draw_depth_only(); }