d3d10core/tests: Add test for SM4 breakc instruction.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6822,6 +6822,97 @@ static void test_sm4_if_instruction(void)
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release_test_context(&test_context);
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}
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static void test_sm4_breakc_instruction(void)
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{
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struct d3d10core_test_context test_context;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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HRESULT hr;
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static const DWORD ps_breakc_nz_code[] =
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{
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#if 0
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float4 main() : SV_TARGET
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{
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uint counter = 0;
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for (uint i = 0; i < 255; ++i)
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++counter;
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if (counter == 255)
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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else
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x065ac80a, 0x24369e7e, 0x218d5dc1, 0x3532868c, 0x00000001, 0x00000188, 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, 0x00000110, 0x00000040, 0x00000044,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000036, 0x00100032, 0x00000000,
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0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000030, 0x07000050, 0x00100042,
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0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x03040003, 0x0010002a, 0x00000000,
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0x0a00001e, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x00000001, 0x00000001,
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0x00000000, 0x00000000, 0x01000016, 0x07000020, 0x00100012, 0x00000000, 0x0010000a, 0x00000000,
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0x00004001, 0x000000ff, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
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0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036,
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0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
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0x01000015, 0x0100003e,
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};
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static const DWORD ps_breakc_z_code[] =
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{
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#if 0
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float4 main() : SV_TARGET
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{
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uint counter = 0;
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for (int i = 0, j = 254; i < 255 && j >= 0; ++i, --j)
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++counter;
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if (counter == 255)
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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else
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x687406ef, 0x7bdeb7d1, 0xb3282292, 0x934a9101, 0x00000001, 0x000001c0, 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, 0x00000148, 0x00000040, 0x00000052,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x08000036, 0x00100072, 0x00000000,
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0x00004002, 0x00000000, 0x00000000, 0x000000fe, 0x00000000, 0x01000030, 0x07000022, 0x00100082,
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0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x07000021, 0x00100012, 0x00000001,
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0x0010002a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100082, 0x00000000, 0x0010003a,
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0x00000000, 0x0010000a, 0x00000001, 0x03000003, 0x0010003a, 0x00000000, 0x0a00001e, 0x00100072,
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0x00000000, 0x00100246, 0x00000000, 0x00004002, 0x00000001, 0x00000001, 0xffffffff, 0x00000000,
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0x01000016, 0x07000020, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x000000ff,
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0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
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0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000,
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0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e,
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};
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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hr = ID3D10Device_CreatePixelShader(device, ps_breakc_nz_code, sizeof(ps_breakc_nz_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create breakc_nz pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetShader(device, ps);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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ID3D10PixelShader_Release(ps);
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hr = ID3D10Device_CreatePixelShader(device, ps_breakc_z_code, sizeof(ps_breakc_z_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create breakc_z pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetShader(device, ps);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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ID3D10PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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START_TEST(device)
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{
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test_feature_level();
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@ -6861,4 +6952,5 @@ START_TEST(device)
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test_draw_depth_only();
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test_shader_stage_input_output_matching();
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test_sm4_if_instruction();
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test_sm4_breakc_instruction();
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}
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