d3d11/tests: Add test for bitwise shader instructions.
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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4a5667f3c7
commit
456358e0b1
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@ -24,6 +24,13 @@
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#include "wine/test.h"
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#include <limits.h>
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#define BITS_NNAN 0xffc00000
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#define BITS_NAN 0x7fc00000
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#define BITS_NINF 0xff800000
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#define BITS_INF 0x7f800000
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#define BITS_N1_0 0xbf800000
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#define BITS_1_0 0x3f800000
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#define SWAPCHAIN_FLAG_SHADER_INPUT 0x1
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static const D3D_FEATURE_LEVEL d3d11_feature_levels[] =
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@ -821,6 +828,52 @@ static void check_texture_vec4_(unsigned int line, ID3D11Texture2D *texture,
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check_texture_sub_resource_vec4_(line, texture, sub_resource_idx, expected_value, max_diff);
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}
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#define check_texture_sub_resource_uvec4(a, b, c) check_texture_sub_resource_uvec4_(__LINE__, a, b, c)
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static void check_texture_sub_resource_uvec4_(unsigned int line, ID3D11Texture2D *texture,
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unsigned int sub_resource_idx, const struct uvec4 *expected_value)
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{
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struct texture_readback rb;
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unsigned int x = 0, y = 0;
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struct uvec4 value = {0};
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BOOL all_match = TRUE;
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get_texture_readback(texture, sub_resource_idx, &rb);
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for (y = 0; y < rb.height; ++y)
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{
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for (x = 0; x < rb.width; ++x)
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{
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value = *get_readback_uvec4(&rb, x, y);
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if (!compare_uvec4(&value, expected_value))
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{
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all_match = FALSE;
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break;
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}
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}
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if (!all_match)
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break;
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}
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release_texture_readback(&rb);
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ok_(__FILE__, line)(all_match,
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"Got {0x%08x, 0x%08x, 0x%08x, 0x%08x}, expected {0x%08x, 0x%08x, 0x%08x, 0x%08x} "
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"at (%u, %u), sub-resource %u.\n",
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value.x, value.y, value.z, value.w,
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expected_value->x, expected_value->y, expected_value->z, expected_value->w,
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x, y, sub_resource_idx);
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}
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#define check_texture_uvec4(a, b) check_texture_uvec4_(__LINE__, a, b)
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static void check_texture_uvec4_(unsigned int line, ID3D11Texture2D *texture,
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const struct uvec4 *expected_value)
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{
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unsigned int sub_resource_idx, sub_resource_count;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11Texture2D_GetDesc(texture, &texture_desc);
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sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
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for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
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check_texture_sub_resource_uvec4_(line, texture, sub_resource_idx, expected_value);
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}
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static ID3D11Device *create_device(const struct device_desc *desc)
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{
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static const D3D_FEATURE_LEVEL default_feature_level[] =
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@ -9284,11 +9337,9 @@ static void test_fp_specials(void)
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11DeviceContext *context;
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ID3D11RenderTargetView *rtv;
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struct texture_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 x, y;
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HRESULT hr;
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static const DWORD ps_code[] =
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@ -9306,7 +9357,7 @@ static void test_fp_specials(void)
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0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0xffc00000,
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0x7f800000, 0xff800000, 0x3f800000, 0x0100003e,
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};
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const struct uvec4 expected_result = {0xffc00000, 0x7f800000, 0xff800000, 0x3f800000};
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static const struct uvec4 expected_result = {BITS_NNAN, BITS_INF, BITS_NINF, BITS_1_0};
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if (!init_test_context(&test_context, NULL))
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return;
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@ -9329,18 +9380,7 @@ static void test_fp_specials(void)
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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draw_quad(&test_context);
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get_texture_readback(texture, 0, &rb);
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for (y = 0; y < texture_desc.Height; ++y)
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{
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for (x = 0; x < texture_desc.Width; ++x)
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{
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const struct uvec4 *value = get_readback_uvec4(&rb, x, y);
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ok(compare_uvec4(value, &expected_result),
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"Got unexpected value {0x%08x, 0x%08x, 0x%08x, 0x%08x} at (%u, %u).\n",
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value->x, value->y, value->z, value->w, x, y);
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}
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}
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release_texture_readback(&rb);
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check_texture_uvec4(texture, &expected_result);
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ID3D11PixelShader_Release(ps);
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ID3D11Texture2D_Release(texture);
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@ -9348,6 +9388,184 @@ static void test_fp_specials(void)
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release_test_context(&test_context);
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}
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static void test_uint_shader_instructions(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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D3D_FEATURE_LEVEL required_feature_level;
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};
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struct d3d11_test_context test_context;
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D3D11_TEXTURE2D_DESC texture_desc;
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D3D_FEATURE_LEVEL feature_level;
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ID3D11DeviceContext *context;
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ID3D11RenderTargetView *rtv;
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ID3D11Texture2D *texture;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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ID3D11Buffer *cb;
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unsigned int i;
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HRESULT hr;
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static const DWORD ps_bfi_code[] =
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{
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#if 0
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uint4 v;
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uint4 main() : SV_Target
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{
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return uint4(4 * v.x + 1, 4 * v.y + 2, 4 * v.z + 3, 4 * v.w);
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}
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#endif
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0x43425844, 0xb1a78f7c, 0xaf9d6725, 0x251fdbfc, 0x23c60c00, 0x00000001, 0x00000118, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000a0, 0x00000050, 0x00000028,
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0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x1500008c, 0x00102072, 0x00000000, 0x00004002, 0x0000001e, 0x0000001e, 0x0000001e, 0x00000000,
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0x00004002, 0x00000002, 0x00000002, 0x00000002, 0x00000000, 0x00208246, 0x00000000, 0x00000000,
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0x00004002, 0x00000001, 0x00000002, 0x00000003, 0x00000000, 0x08000029, 0x00102082, 0x00000000,
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0x0020803a, 0x00000000, 0x00000000, 0x00004001, 0x00000002, 0x0100003e,
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};
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static const DWORD ps_bfrev_code[] =
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{
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#if 0
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uint bits;
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uint4 main() : SV_Target
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{
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return uint4(reversebits(bits), reversebits(reversebits(bits)),
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reversebits(bits & 0xFFFF), reversebits(bits >> 16));
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}
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#endif
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0x43425844, 0x73daef82, 0xe52befa3, 0x8504d5f0, 0xebdb321d, 0x00000001, 0x00000154, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000dc, 0x00000050, 0x00000037,
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0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000001, 0x08000001, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000,
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0x00004001, 0x0000ffff, 0x0500008d, 0x00102042, 0x00000000, 0x0010000a, 0x00000000, 0x08000055,
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0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x00000010, 0x0500008d,
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0x00102082, 0x00000000, 0x0010000a, 0x00000000, 0x0600008d, 0x00100012, 0x00000000, 0x0020800a,
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0x00000000, 0x00000000, 0x0500008d, 0x00102022, 0x00000000, 0x0010000a, 0x00000000, 0x05000036,
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0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_ftou_code[] =
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{
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#if 0
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float f;
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uint4 main() : SV_Target
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{
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return uint4(f, -f, 0, 0);
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}
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#endif
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0x43425844, 0xfde0ee2d, 0x812b339a, 0xb9fc36d2, 0x5820bec6, 0x00000001, 0x000000f4, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000007c, 0x00000040, 0x0000001f,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0600001c,
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0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0700001c, 0x00102022, 0x00000000,
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0x8020800a, 0x00000041, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_not_code[] =
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{
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#if 0
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uint bits[2];
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uint4 main() : SV_Target
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{
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return uint4(~bits[0], ~(bits[0] ^ ~0u), ~bits[1], ~(bits[1] ^ ~0u));
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}
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#endif
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0x43425844, 0x1d56b429, 0xb5f4c0e1, 0x496a0bfd, 0xfc6f8e6f, 0x00000001, 0x00000140, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000c8, 0x00000040, 0x00000032,
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0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x08000057, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001,
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0xffffffff, 0x0500003b, 0x00102022, 0x00000000, 0x0010000a, 0x00000000, 0x08000057, 0x00100012,
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0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x00004001, 0xffffffff, 0x0500003b, 0x00102082,
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0x00000000, 0x0010000a, 0x00000000, 0x0600003b, 0x00102012, 0x00000000, 0x0020800a, 0x00000000,
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0x00000000, 0x0600003b, 0x00102042, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x0100003e,
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};
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static const struct shader ps_bfi = {ps_bfi_code, sizeof(ps_bfi_code), D3D_FEATURE_LEVEL_11_0};
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static const struct shader ps_bfrev = {ps_bfrev_code, sizeof(ps_bfrev_code), D3D_FEATURE_LEVEL_11_0};
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static const struct shader ps_ftou = {ps_ftou_code, sizeof(ps_ftou_code), D3D_FEATURE_LEVEL_10_0};
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static const struct shader ps_not = {ps_not_code, sizeof(ps_not_code), D3D_FEATURE_LEVEL_10_0};
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static const struct
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{
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const struct shader *ps;
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unsigned int bits[4];
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struct uvec4 expected_result;
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BOOL todo;
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}
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tests[] =
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{
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{&ps_bfi, { 0, 0, 0, 0}, {1, 2, 3, 0}, TRUE},
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{&ps_bfi, { 1, 1, 1, 1}, {5, 6, 7, 4}, TRUE},
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{&ps_bfi, { 2, 3, 4, 5}, {9, 14, 19, 20}, TRUE},
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{&ps_bfi, {~0u, ~0u, ~0u, ~0u}, {0xfffffffd, 0xfffffffe, 0xffffffff, 0xfffffffc}, TRUE},
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{&ps_bfrev, {0x12345678}, {0x1e6a2c48, 0x12345678, 0x1e6a0000, 0x2c480000}, TRUE},
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{&ps_bfrev, {0xffff0000}, {0x0000ffff, 0xffff0000, 0x00000000, 0xffff0000}, TRUE},
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{&ps_bfrev, {0xffffffff}, {0xffffffff, 0xffffffff, 0xffff0000, 0xffff0000}, TRUE},
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{&ps_ftou, {BITS_NNAN}, { 0, 0}},
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{&ps_ftou, {BITS_NAN}, { 0, 0}},
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{&ps_ftou, {BITS_NINF}, { 0, ~0u}},
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{&ps_ftou, {BITS_INF}, {~0u, 0}},
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{&ps_ftou, {BITS_N1_0}, { 0, 1}},
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{&ps_ftou, {BITS_1_0}, { 1, 0}},
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{&ps_not, {0x00000000, 0xffffffff}, {0xffffffff, 0x00000000, 0x00000000, 0xffffffff}},
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{&ps_not, {0xf0f0f0f0, 0x0f0f0f0f}, {0x0f0f0f0f, 0xf0f0f0f0, 0xf0f0f0f0, 0x0f0f0f0f}},
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};
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if (!init_test_context(&test_context, NULL))
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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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feature_level = ID3D11Device_GetFeatureLevel(device);
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, 4 * sizeof(tests[0].bits), NULL);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
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{
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if (feature_level < tests[i].ps->required_feature_level)
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continue;
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hr = ID3D11Device_CreatePixelShader(device, tests[i].ps->code, tests[i].ps->size, NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, tests[i].bits, 0, 0);
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draw_quad(&test_context);
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todo_wine_if(tests[i].todo)
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check_texture_uvec4(texture, &tests[i].expected_result);
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ID3D11PixelShader_Release(ps);
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}
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ID3D11Buffer_Release(cb);
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ID3D11Texture2D_Release(texture);
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ID3D11RenderTargetView_Release(rtv);
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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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@ -9399,4 +9617,5 @@ START_TEST(d3d11)
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test_create_unordered_access_view();
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test_immediate_constant_buffer();
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test_fp_specials();
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test_uint_shader_instructions();
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}
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