d3d10core/tests: Port SM4 continuec instruction test from d3d11.
Signed-off-by: Sven Hesse <drmccoy@drmccoy.de> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -9187,6 +9187,120 @@ static void test_sm4_breakc_instruction(void)
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release_test_context(&test_context);
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}
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static void test_sm4_continuec_instruction(void)
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{
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struct d3d10core_test_context test_context;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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HRESULT hr;
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/* To get fxc to output continuec_z/continuec_nz instead of an if-block
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* with a normal continue inside, the shaders have been compiled with
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* the /Gfa flag. */
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static const DWORD ps_continuec_nz_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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uint counter = 0;
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int i = -1;
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while (i < 255) {
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++i;
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if (i != 0)
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continue;
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++counter;
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}
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if (counter == 1)
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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else
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0xaadaac96, 0xbe00fdfb, 0x29356be0, 0x47e79bd6, 0x00000001, 0x00000208, 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, 0x45475241, 0xabab0054, 0x52444853, 0x00000190, 0x00000040, 0x00000064,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000003, 0x08000036, 0x00100032, 0x00000000,
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0x00004002, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x01000030, 0x07000021, 0x00100042,
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0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x03040003, 0x0010002a, 0x00000000,
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0x0700001e, 0x00100022, 0x00000001, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x09000037,
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0x00100022, 0x00000002, 0x0010001a, 0x00000001, 0x0010001a, 0x00000001, 0x00004001, 0x00000000,
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0x05000036, 0x00100012, 0x00000002, 0x0010000a, 0x00000000, 0x05000036, 0x00100032, 0x00000000,
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0x00100046, 0x00000002, 0x05000036, 0x00100042, 0x00000000, 0x0010001a, 0x00000001, 0x03040008,
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0x0010002a, 0x00000000, 0x0700001e, 0x00100012, 0x00000001, 0x0010000a, 0x00000000, 0x00004001,
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0x00000001, 0x05000036, 0x00100032, 0x00000000, 0x00100046, 0x00000001, 0x01000016, 0x07000020,
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0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x08000036, 0x001020f2,
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0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0304003f, 0x0010000a,
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0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000,
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0x3f800000, 0x0100003e,
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};
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static const DWORD ps_continuec_z_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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uint counter = 0;
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int i = -1;
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while (i < 255) {
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++i;
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if (i == 0)
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continue;
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++counter;
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}
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if (counter == 255)
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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else
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return float4(1.0f, 0.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x0322b23d, 0x52b25dc8, 0xa625f5f1, 0x271e3f46, 0x00000001, 0x000001d0, 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, 0x45475241, 0xabab0054, 0x52444853, 0x00000158, 0x00000040, 0x00000056,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x08000036, 0x00100032, 0x00000000,
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0x00004002, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x01000030, 0x07000021, 0x00100042,
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0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x03040003, 0x0010002a, 0x00000000,
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0x0700001e, 0x00100022, 0x00000001, 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x05000036,
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0x00100042, 0x00000001, 0x0010000a, 0x00000000, 0x05000036, 0x00100072, 0x00000000, 0x00100966,
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0x00000001, 0x03000008, 0x0010002a, 0x00000000, 0x0700001e, 0x00100012, 0x00000001, 0x0010000a,
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0x00000000, 0x00004001, 0x00000001, 0x05000036, 0x00100032, 0x00000000, 0x00100046, 0x00000001,
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0x01000016, 0x07000020, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x000000ff,
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0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000,
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0x0304003f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000,
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0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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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_continuec_nz_code, sizeof(ps_continuec_nz_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create continuec_nz pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetShader(device, ps);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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ID3D10PixelShader_Release(ps);
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hr = ID3D10Device_CreatePixelShader(device, ps_continuec_z_code, sizeof(ps_continuec_z_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create continuec_z pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetShader(device, ps);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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ID3D10PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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static void test_create_input_layout(void)
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{
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D3D10_INPUT_ELEMENT_DESC layout_desc[] =
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@ -12447,6 +12561,7 @@ START_TEST(device)
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test_shader_stage_input_output_matching();
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test_sm4_if_instruction();
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test_sm4_breakc_instruction();
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test_sm4_continuec_instruction();
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test_create_input_layout();
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test_input_assembler();
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test_null_sampler();
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