d3d10core/tests: Add test for writing floating-point specials to render target.
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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@ -38,6 +38,11 @@ struct vec4
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float x, y, z, w;
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};
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struct uvec4
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{
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unsigned int x, y, z, w;
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};
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static void set_box(D3D10_BOX *box, UINT left, UINT top, UINT front, UINT right, UINT bottom, UINT back)
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{
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box->left = left;
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@ -78,6 +83,11 @@ static BOOL compare_vec4(const struct vec4 *v1, const struct vec4 *v2, unsigned
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&& compare_float(v1->w, v2->w, ulps);
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}
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static BOOL compare_uvec4(const struct uvec4* v1, const struct uvec4 *v2)
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{
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return v1->x == v2->x && v1->y == v2->y && v1->z == v2->z && v1->w == v2->w;
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}
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static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
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{
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if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff)
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@ -508,6 +518,11 @@ static const struct vec4 *get_readback_vec4(struct texture_readback *rb, unsigne
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return &((const struct vec4 *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(struct vec4) + x];
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}
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static const struct uvec4 *get_readback_uvec4(struct texture_readback *rb, unsigned int x, unsigned int y)
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{
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return &((const struct uvec4 *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(struct uvec4) + x];
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}
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static void release_texture_readback(struct texture_readback *rb)
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{
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ID3D10Texture2D_Unmap(rb->texture, rb->sub_resource_idx);
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@ -8600,6 +8615,74 @@ static void test_immediate_constant_buffer(void)
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release_test_context(&test_context);
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}
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static void test_fp_specials(void)
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{
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struct d3d10core_test_context test_context;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10RenderTargetView *rtv;
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struct texture_readback rb;
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ID3D10Texture2D *texture;
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ID3D10PixelShader *ps;
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ID3D10Device *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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{
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#if 0
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float4 main() : SV_Target
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{
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return float4(0.0f / 0.0f, 1.0f / 0.0f, -1.0f / 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x86d7f319, 0x14cde598, 0xe7ce83a8, 0x0e06f3f0, 0x00000001, 0x000000b0, 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, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
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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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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_code, sizeof(ps_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetShader(device, ps);
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ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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hr = ID3D10Device_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 = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
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ID3D10Device_OMSetRenderTargets(device, 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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ID3D10PixelShader_Release(ps);
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ID3D10Texture2D_Release(texture);
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ID3D10RenderTargetView_Release(rtv);
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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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@ -8645,4 +8728,5 @@ START_TEST(device)
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test_input_assembler();
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test_null_sampler();
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test_immediate_constant_buffer();
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test_fp_specials();
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}
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