d3d11/tests: Add test for cube maps.
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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@ -6440,6 +6440,312 @@ static void test_texture(void)
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release_test_context(&test_context);
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}
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static void test_cube_maps(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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};
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unsigned int i, j, sub_resource_idx, sub_resource_count;
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struct d3d11_test_context test_context;
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D3D11_TEXTURE2D_DESC texture_desc;
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const struct shader *current_ps;
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D3D_FEATURE_LEVEL feature_level;
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ID3D11ShaderResourceView *srv;
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ID3D11DeviceContext *context;
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ID3D11Texture2D *rtv_texture;
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ID3D11RenderTargetView *rtv;
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struct vec4 expected_result;
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ID3D11Resource *texture;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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float data[64 * 64];
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ID3D11Buffer *cb;
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HRESULT hr;
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RECT rect;
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struct
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{
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unsigned int face;
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unsigned int level;
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unsigned int cube;
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unsigned int padding;
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} constant;
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static const DWORD ps_cube_code[] =
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{
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#if 0
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TextureCube t;
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SamplerState s;
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uint face;
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uint level;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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float3 coord;
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switch (face)
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{
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case 0:
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coord = float3(1.0f, p.x, p.y);
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break;
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case 1:
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coord = float3(-1.0f, p.x, p.y);
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break;
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case 2:
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coord = float3(p.x, 1.0f, p.y);
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break;
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case 3:
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coord = float3(p.x, -1.0f, p.y);
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break;
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case 4:
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coord = float3(p.x, p.y, 1.0f);
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break;
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case 5:
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default:
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coord = float3(p.x, p.y, -1.0f);
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break;
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}
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return t.SampleLevel(s, coord, level);
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}
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#endif
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0x43425844, 0x039aee18, 0xfd630453, 0xb884cf0f, 0x10100744, 0x00000001, 0x00000310, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000274, 0x00000040,
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0x0000009d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
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0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400004c, 0x0020800a, 0x00000000,
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0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001,
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0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000,
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0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036,
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0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106,
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0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006,
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0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
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0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001,
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0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000,
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0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036,
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0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004,
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0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889,
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0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002,
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0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000,
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0x01000002, 0x01000017, 0x06000056, 0x00100082, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
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0x0b000048, 0x001020f2, 0x00000000, 0x00100246, 0x00000000, 0x00107e46, 0x00000000, 0x00106000,
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0x00000000, 0x0010003a, 0x00000000, 0x0100003e,
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};
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static const struct shader ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
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static const DWORD ps_cube_array_code[] =
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{
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#if 0
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TextureCubeArray t;
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SamplerState s;
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uint face;
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uint level;
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uint cube;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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float3 coord;
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switch (face)
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{
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case 0:
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coord = float3(1.0f, p.x, p.y);
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break;
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case 1:
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coord = float3(-1.0f, p.x, p.y);
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break;
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case 2:
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coord = float3(p.x, 1.0f, p.y);
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break;
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case 3:
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coord = float3(p.x, -1.0f, p.y);
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break;
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case 4:
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coord = float3(p.x, p.y, 1.0f);
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break;
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case 5:
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default:
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coord = float3(p.x, p.y, -1.0f);
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break;
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}
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return t.SampleLevel(s, float4(coord, cube), level);
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}
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#endif
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0x43425844, 0xb8d5b94a, 0xdb4be034, 0x183aed19, 0xad4af415, 0x00000001, 0x00000328, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000028c, 0x00000041,
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0x000000a3, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000,
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0x00000000, 0x04005058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0400004c, 0x0020800a,
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0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000,
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0x00004001, 0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
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0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001,
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0x05000036, 0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000,
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0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002,
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0x03000006, 0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000,
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0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000,
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0x00004001, 0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052,
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0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000,
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0x05000036, 0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001,
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0x00000004, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000,
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0x01000002, 0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002,
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0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001,
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0xbf800000, 0x01000002, 0x01000017, 0x06000056, 0x00100032, 0x00000001, 0x00208a66, 0x00000000,
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0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x0010000a, 0x00000001, 0x0b000048, 0x001020f2,
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0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0010001a,
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0x00000001, 0x0100003e,
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};
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static const struct shader ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)};
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static const struct ps_test
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{
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const struct shader *ps;
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unsigned int miplevel_count;
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unsigned int array_size;
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}
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ps_tests[] =
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{
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{&ps_cube, 1, 6},
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{&ps_cube, 2, 6},
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{&ps_cube, 3, 6},
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{&ps_cube, 0, 6},
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{&ps_cube_array, 1, 12},
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{&ps_cube_array, 2, 12},
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{&ps_cube_array, 3, 12},
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{&ps_cube_array, 0, 12},
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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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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rtv_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 *)rtv_texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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memset(&constant, 0, sizeof(constant));
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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ps = NULL;
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current_ps = NULL;
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for (i = 0; i < sizeof(ps_tests) / sizeof(*ps_tests); ++i)
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{
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const struct ps_test *test = &ps_tests[i];
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if (test->array_size / 6 > 1 && feature_level < D3D_FEATURE_LEVEL_10_1)
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{
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skip("Test %u: Cube map array textures require feature level 10_1.\n", i);
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continue;
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}
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if (current_ps != test->ps)
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{
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if (ps)
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ID3D11PixelShader_Release(ps);
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current_ps = test->ps;
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hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps);
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ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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}
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if (!test->miplevel_count)
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{
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srv = NULL;
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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memset(&expected_result, 0, sizeof(expected_result));
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memset(&constant, 0, sizeof(constant));
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
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draw_quad(&test_context);
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check_texture_vec4(rtv_texture, &expected_result, 0);
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constant.level = 1;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
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draw_quad(&test_context);
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check_texture_vec4(rtv_texture, &expected_result, 0);
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continue;
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}
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texture_desc.Width = 64;
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texture_desc.Height = 64;
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texture_desc.MipLevels = test->miplevel_count;
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texture_desc.ArraySize = test->array_size;
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texture_desc.Format = DXGI_FORMAT_R32_FLOAT;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D11Texture2D **)&texture);
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ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
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hr = ID3D11Device_CreateShaderResourceView(device, texture, NULL, &srv);
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ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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sub_resource_count = texture_desc.MipLevels * texture_desc.ArraySize;
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for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
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{
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for (j = 0; j < sizeof(data) / sizeof(*data); ++j)
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data[j] = sub_resource_idx;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, sub_resource_idx, NULL,
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data, texture_desc.Width * sizeof(*data), 0);
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}
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expected_result.y = expected_result.z = 0.0f;
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expected_result.w = 1.0f;
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for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
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{
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constant.face = (sub_resource_idx / texture_desc.MipLevels) % 6;
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constant.level = sub_resource_idx % texture_desc.MipLevels;
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constant.cube = (sub_resource_idx / texture_desc.MipLevels) / 6;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
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draw_quad(&test_context);
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expected_result.x = sub_resource_idx;
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/* Avoid testing values affected by seamless cube map filtering. */
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SetRect(&rect, 100, 100, 540, 380);
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check_texture_sub_resource_vec4(rtv_texture, 0, &rect, &expected_result, 0);
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}
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ID3D11Resource_Release(texture);
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ID3D11ShaderResourceView_Release(srv);
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}
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ID3D11PixelShader_Release(ps);
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ID3D11Buffer_Release(cb);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11Texture2D_Release(rtv_texture);
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release_test_context(&test_context);
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}
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static void test_depth_stencil_sampling(void)
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{
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ID3D11PixelShader *ps_cmp, *ps_depth, *ps_stencil, *ps_depth_stencil;
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@ -15390,6 +15696,7 @@ START_TEST(d3d11)
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test_private_data();
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test_blend();
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test_texture();
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test_cube_maps();
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test_depth_stencil_sampling();
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test_multiple_render_targets();
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test_render_target_views();
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