d3d11/tests: Add test for SM4 ld 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>
This commit is contained in:
Józef Kucia 2016-01-05 21:52:33 +01:00 committed by Alexandre Julliard
parent 524556e7f8
commit 5be262565e
1 changed files with 53 additions and 0 deletions

View File

@ -2904,6 +2904,55 @@ static void test_texture(void)
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
};
static const DWORD ps_ld_0_code[] =
{
#if 0
Texture2D t;
float4 main(float4 position : SV_POSITION) : SV_TARGET
{
float3 p = float3(position.x / 640.0f, position.y / 480.0f, 0.0f);
p *= float3(4.0f, 4.0f, 1.0f);
return t.Load(int3(p));
}
#endif
0x43425844, 0x0aef49ac, 0x02fa5594, 0xfb8a34cd, 0x8e03ee1d, 0x00000001, 0x00000168, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000cc, 0x00000040,
0x00000033, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x05000036, 0x00100032,
0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
0x00004002, 0x3bcccccd, 0x3c088889, 0x3f800000, 0x3f800000, 0x0500001b, 0x001000f2, 0x00000000,
0x00100e46, 0x00000000, 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46,
0x00000000, 0x0100003e,
};
static const DWORD ps_ld_1_code[] =
{
#if 0
Texture2D t;
float4 main(float4 position : SV_POSITION) : SV_TARGET
{
float3 p = float3(position.x / 640.0f, position.y / 480.0f, 1.0f);
p *= float3(2.0f, 2.0f, 1.0f);
return t.Load(int3(p));
}
#endif
0x43425844, 0xd43b0155, 0x1ae5af92, 0x34e50992, 0x5e7a0d1a, 0x00000001, 0x00000154, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000b8, 0x00000040,
0x0000002e, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032,
0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3b4ccccd, 0x3b888889, 0x00000000, 0x00000000,
0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000,
0x00004002, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x0700002d, 0x001020f2, 0x00000000,
0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e,
};
static const DWORD ps_sample_code[] =
{
#if 0
@ -2959,6 +3008,8 @@ static void test_texture(void)
0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
};
static const struct shader ps_ld_0 = {ps_ld_0_code, sizeof(ps_ld_0_code)};
static const struct shader ps_ld_1 = {ps_ld_1_code, sizeof(ps_ld_1_code)};
static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)};
static const struct
@ -3016,6 +3067,8 @@ static void test_texture(void)
}
tests[] =
{
{&ps_ld_0, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_0},
{&ps_ld_1, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_1},
{&ps_sample, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_0},
{&ps_sample, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_0},
{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_0},