d3d11/tests: Test updates of 3D textures.

Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Jan Sikorski 2021-03-26 14:21:48 +01:00 committed by Alexandre Julliard
parent e42f89b543
commit 684d3bc3bf
1 changed files with 164 additions and 3 deletions

View File

@ -13713,12 +13713,14 @@ static void test_update_subresource(void)
{
struct d3d11_test_context test_context;
D3D11_SUBRESOURCE_DATA resource_data;
D3D11_TEXTURE3D_DESC texture_desc_3d;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11SamplerState *sampler_state;
ID3D11ShaderResourceView *ps_srv;
D3D11_SAMPLER_DESC sampler_desc;
ID3D11DeviceContext *context;
struct resource_readback rb;
ID3D11Texture3D *texture_3d;
ID3D11Texture2D *texture;
ID3D11PixelShader *ps;
ID3D11Device *device;
@ -13753,8 +13755,41 @@ static void test_update_subresource(void)
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
static const DWORD ps_code_3d[] =
{
#if 0
Texture3D t;
SamplerState s;
float4 main(float4 position : SV_POSITION) : SV_Target
{
float3 p1, p2;
p2.x = p1.x = position.x / 640.0f;
p2.y = p1.y = position.y / 480.0f;
p1.z = 0.25;
p2.z = 0.75;
return 0.5 * (t.Sample(s, p1) + t.Sample(s, p2));
}
#endif
0x43425844, 0x4d466d63, 0xa3d10db1, 0xd6534470, 0x16d738ef, 0x00000001, 0x000001ec, 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, 0x65677261, 0xabab0074, 0x52444853, 0x00000150, 0x00000040,
0x00000054, 0x0300005a, 0x00106000, 0x00000000, 0x04002858, 0x00107000, 0x00000000, 0x00005555,
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
0x00000002, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3e800000,
0x09000045, 0x001000f2, 0x00000000, 0x00100246, 0x00000000, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x0a000038, 0x00100032, 0x00000001, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000001, 0x00004001, 0x3f400000,
0x09000045, 0x001000f2, 0x00000001, 0x00100246, 0x00000001, 0x00107e46, 0x00000000, 0x00106000,
0x00000000, 0x07000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001,
0x0a000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000,
0x3f000000, 0x3f000000, 0x0100003e,
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
static const DWORD initial_data[16] = {0};
static const DWORD initial_data[32] = {0};
static const DWORD bitmap_data[] =
{
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
@ -13769,6 +13804,25 @@ static void test_update_subresource(void)
0xffffff00, 0xffff0000, 0xffff00ff, 0x00000000,
0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000,
};
static const DWORD bc7_data[] =
{
0x3a7b944b, 0x982a5800, 0x9cab4983, 0xc6a09579,
0x5f7f2bfe, 0xa95d98f2, 0x3bfb4c03, 0x8be16a41,
0x8362e6c0, 0x358ed7a2, 0xec3e130b, 0x86cebc86,
0xf045be66, 0x7a16507f, 0xfe9ccc9f, 0x3f103e16,
0x84d466c5, 0xfaf5cb5a, 0x9b9e1859, 0x384589b0,
0x9268b4b8, 0x212b3643, 0x813f853a, 0x4a2bd7c2,
0x1809f3e0, 0xf646d5ef, 0x40e80679, 0x05791fe5,
0x6604e7e5, 0x5c28b55d, 0x1ef211f5, 0x632d47f6,
};
static const DWORD bc7_expected_colors[] =
{
0xc1752752, 0xc39859a9, 0xff79c08e, 0xff63bf6c,
0xbf7d2756, 0xb89f3d40, 0xffda3a77, 0xffd08099,
0x415f1f37, 0x43671d3f, 0xffc64758, 0xff57a194,
0x405a2032, 0x39422619, 0xff749b76, 0xffabb879,
};
static const DWORD expected_colors_3d[] = { 0xffff8000, 0xffff8080, 0x80008000, 0xff8080ff };
if (!init_test_context(&test_context, NULL))
return;
@ -13876,10 +13930,117 @@ static void test_update_subresource(void)
}
release_resource_readback(&rb);
ID3D11PixelShader_Release(ps);
ID3D11SamplerState_Release(sampler_state);
ID3D11ShaderResourceView_Release(ps_srv);
ID3D11Texture2D_Release(texture);
ID3D11PixelShader_Release(ps);
hr = ID3D11Device_CreatePixelShader(device, ps_code_3d, sizeof(ps_code_3d), NULL, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
texture_desc_3d.Width = 2;
texture_desc_3d.Height = 2;
texture_desc_3d.Depth = 2;
texture_desc_3d.MipLevels = 1;
texture_desc_3d.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc_3d.Usage = D3D11_USAGE_DEFAULT;
texture_desc_3d.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texture_desc_3d.CPUAccessFlags = 0;
texture_desc_3d.MiscFlags = 0;
resource_data.SysMemPitch = texture_desc_3d.Width * sizeof(*initial_data);
resource_data.SysMemSlicePitch = texture_desc_3d.Width * texture_desc_3d.Height * sizeof(*initial_data);
hr = ID3D11Device_CreateTexture3D(device, &texture_desc_3d, &resource_data, &texture_3d);
ok(SUCCEEDED(hr), "Failed to create 3d texture, hr %#x.\n", hr);
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture_3d, NULL, &ps_srv);
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv);
set_box(&box, 0, 0, 0, 1, 2, 1);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bitmap_data, 8, 16);
set_box(&box, 0, 0, 0, 1, 1, 2);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bitmap_data + 4, 16, 32);
set_box(&box, 1, 0, 0, 2, 1, 2);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bitmap_data + 8, 4, 0);
set_box(&box, 0, 0, 1, 2, 1, 2);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bitmap_data + 2, 4, 5);
set_box(&box, 0, 0, 1, 2, 1, 2);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bitmap_data + 3, 12, 0);
set_box(&box, 1, 1, 0, 2, 2, 2);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bitmap_data, 0, 32);
draw_quad(&test_context);
get_texture_readback(test_context.backbuffer, 0, &rb);
for (i = 0; i < 2; ++i)
{
for (j = 0; j < 2; ++j)
{
color = get_readback_color(&rb, 160 + j * 320, 120 + i * 240, 0);
ok(compare_color(color, expected_colors_3d[j + i * 2], 1),
"Got color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, j, i, expected_colors_3d[j + i * 2]);
}
}
release_resource_readback(&rb);
ID3D11ShaderResourceView_Release(ps_srv);
ID3D11Texture3D_Release(texture_3d);
texture_desc_3d.Width = 8;
texture_desc_3d.Height = 8;
texture_desc_3d.Depth = 2;
texture_desc_3d.Format = DXGI_FORMAT_BC7_UNORM;
resource_data.SysMemPitch = 32;
resource_data.SysMemSlicePitch = 64;
hr = ID3D11Device_CreateTexture3D(device, &texture_desc_3d, &resource_data, &texture_3d);
if (FAILED(hr))
{
skip("Failed to create BC7 3d texture, hr %#x.\n", hr);
}
else
{
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture_3d, NULL, &ps_srv);
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
set_box(&box, 0, 0, 0, 8, 8, 2);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bc7_data, 32, 64);
set_box(&box, 0, 0, 1, 8, 8, 2);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bc7_data, 16, 0);
set_box(&box, 0, 0, 0, 4, 4, 1);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bc7_data + 8, 0, 0);
set_box(&box, 4, 4, 0, 8, 8, 2);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bc7_data + 16, 0, 16);
set_box(&box, 0, 4, 1, 8, 8, 2);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bc7_data + 1, 4, 32);
set_box(&box, 4, 0, 0, 8, 4, 2);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture_3d, 0, &box, bc7_data + 2, 0, 1);
draw_quad(&test_context);
get_texture_readback(test_context.backbuffer, 0, &rb);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
color = get_readback_color(&rb, 70 + j * 160, 50 + i * 120, 0);
ok(compare_color(color, bc7_expected_colors[j + i * 4], 1),
"Got color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, j, i, bc7_expected_colors[j + i * 4]);
}
}
release_resource_readback(&rb);
ID3D11ShaderResourceView_Release(ps_srv);
ID3D11Texture3D_Release(texture_3d);
}
ID3D11PixelShader_Release(ps);
ID3D11SamplerState_Release(sampler_state);
release_test_context(&test_context);
}