From 6bfbbb6bcf90b44a4be1792dad688b6477f3deaa Mon Sep 17 00:00:00 2001 From: Sven Hesse Date: Mon, 22 May 2017 19:15:03 +0200 Subject: [PATCH] d3d11/tests: Add tests for SM5 instructions gather4_c/gather4_po_c. Signed-off-by: Sven Hesse Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 221 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 221 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 564053bb386..b15ba3739f0 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -19445,6 +19445,226 @@ done: release_test_context(&test_context); } +static void test_gather_c(void) +{ + struct + { + int width, height; + int offset_x, offset_y; + float compare_value; + int padding[3]; + } constant; + struct d3d11_test_context test_context; + D3D11_TEXTURE2D_DESC texture_desc; + D3D11_SAMPLER_DESC sampler_desc; + D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; + ID3D11ShaderResourceView *srv; + ID3D11Texture2D *texture, *rt; + ID3D11DeviceContext *context; + ID3D11SamplerState *sampler; + ID3D11RenderTargetView *rtv; + struct resource_readback rb; + ID3D11PixelShader *ps; + ID3D11Device *device; + unsigned int x, y; + ID3D11Buffer *cb; + HRESULT hr; + + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + static const DWORD gather4_c_code[] = + { +#if 0 + SamplerComparisonState s; + Texture2D t; + + int2 size; + int2 offset; + float compare; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.GatherCmp(s, position.xy / size, compare); + } +#endif + 0x43425844, 0xd3d04479, 0x901e9208, 0x7074fd0c, 0xbcadb2da, 0x00000001, 0x00000168, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000cc, 0x00000050, + 0x00000033, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300085a, 0x00106000, + 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, + 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, + 0x00000000, 0x00100046, 0x00000000, 0x8e00007e, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, + 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0020800a, 0x00000000, + 0x00000001, 0x0100003e, + }; + static const DWORD gather4_po_c_code[] = + { +#if 0 + SamplerComparisonState s; + Texture2D t; + + int2 size; + int2 offset; + float compare; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.GatherCmp(s, position.xy / size, compare, offset); + } +#endif + 0x43425844, 0x501de13e, 0x472d2d20, 0x6df0fee4, 0xef27d9e6, 0x00000001, 0x00000174, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000d8, 0x00000050, + 0x00000036, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300085a, 0x00106000, + 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, + 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, + 0x00000000, 0x00100046, 0x00000000, 0x91000080, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, + 0x00100046, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, + 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x0100003e, + }; + static const float texture_data[] = + { + 0.00f, 0.10f, 0.20f, 0.30f, + 0.40f, 0.50f, 0.60f, 0.70f, + 0.80f, 0.90f, 0.05f, 0.15f, + 0.25f, 0.35f, 0.45f, 0.55f, + }; + static const struct vec4 expected_gather4_c[] = + { + {0.0f, 1.00, 0.00, 0.0f}, {1.0f, 1.00, 0.00, 0.0f}, {1.0f, 1.00, 0.00, 0.0f}, {1.0f, 1.00, 0.00, 0.0f}, + {1.0f, 1.00, 1.00, 0.0f}, {1.0f, 0.00, 1.00, 1.0f}, {0.0f, 0.00, 1.00, 1.0f}, {0.0f, 0.00, 1.00, 1.0f}, + {0.0f, 0.00, 1.00, 1.0f}, {0.0f, 0.00, 0.00, 1.0f}, {0.0f, 1.00, 0.00, 0.0f}, {1.0f, 1.00, 0.00, 0.0f}, + {0.0f, 0.00, 0.00, 0.0f}, {0.0f, 0.00, 0.00, 0.0f}, {0.0f, 1.00, 1.00, 0.0f}, {1.0f, 1.00, 1.00, 1.0f}, + }; + static const struct vec4 expected_gather4_po_c[] = + { + {1.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, {0.0f, 0.0f, 1.0f, 1.0f}, + {0.0f, 0.0f, 0.0f, 1.0f}, {0.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 0.0f, 0.0f}, + {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, + {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}, + }; + static const struct vec4 white = {1.0f, 1.0f, 1.0f, 1.0f}; + static const D3D11_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 4}; + + if (!init_test_context(&test_context, &feature_level)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + sampler_desc.Filter = D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT; + sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + sampler_desc.MipLODBias = 0.0f; + sampler_desc.MaxAnisotropy = 0; + sampler_desc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL; + sampler_desc.BorderColor[0] = 0.0f; + sampler_desc.BorderColor[1] = 0.0f; + sampler_desc.BorderColor[2] = 0.0f; + sampler_desc.BorderColor[3] = 0.0f; + sampler_desc.MinLOD = 0.0f; + sampler_desc.MaxLOD = D3D11_FLOAT32_MAX; + + hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler); + + texture_desc.Width = 4; + texture_desc.Height = 4; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D11_USAGE_DEFAULT; + texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL); + + constant.width = texture_desc.Width; + constant.height = texture_desc.Height; + constant.offset_x = 1; + constant.offset_y = 1; + constant.compare_value = 0.5f; + cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), &constant); + ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); + + texture_desc.Format = DXGI_FORMAT_R32_TYPELESS; + texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + srv_desc.Format = DXGI_FORMAT_R32_FLOAT; + srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + U(srv_desc).Texture2D.MostDetailedMip = 0; + U(srv_desc).Texture2D.MipLevels = 1; + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, &srv_desc, &srv); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); + + hr = ID3D11Device_CreatePixelShader(device, gather4_c_code, sizeof(gather4_c_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, &white.x); + draw_quad(&test_context); + get_texture_readback(rt, 0, &rb); + for (y = 0; y < texture_desc.Height; ++y) + { + for (x = 0; x < texture_desc.Width; ++x) + { + const struct vec4 *expected = &expected_gather4_c[y * texture_desc.Width + x]; + const struct vec4 *got = get_readback_vec4(&rb, x, y); + ok(compare_vec4(got, expected, 0), + "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); + } + } + release_resource_readback(&rb); + ID3D11PixelShader_Release(ps); + + hr = ID3D11Device_CreatePixelShader(device, gather4_po_c_code, sizeof(gather4_po_c_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, &white.x); + draw_quad(&test_context); + get_texture_readback(rt, 0, &rb); + for (y = 0; y < texture_desc.Height; ++y) + { + for (x = 0; x < texture_desc.Width; ++x) + { + const struct vec4 *expected = &expected_gather4_po_c[y * texture_desc.Width + x]; + const struct vec4 *got = get_readback_vec4(&rb, x, y); + ok(compare_vec4(got, expected, 0), + "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); + } + } + release_resource_readback(&rb); + ID3D11PixelShader_Release(ps); + + ID3D11ShaderResourceView_Release(srv); + ID3D11Texture2D_Release(texture); + + ID3D11Buffer_Release(cb); + ID3D11Texture2D_Release(rt); + ID3D11RenderTargetView_Release(rtv); + ID3D11SamplerState_Release(sampler); + release_test_context(&test_context); +} + static void test_fractional_viewports(void) { struct d3d11_test_context test_context; @@ -19705,5 +19925,6 @@ START_TEST(d3d11) test_fl10_stream_output_desc(); test_stream_output_resume(); test_gather(); + test_gather_c(); test_fractional_viewports(); }