d3d11/tests: Add test for 2D texture UAV in pixel shader.
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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@ -8350,6 +8350,90 @@ static void test_draw_depth_only(void)
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release_test_context(&test_context);
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release_test_context(&test_context);
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}
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}
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static void test_draw_uav_only(void)
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{
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struct d3d11_test_context test_context;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11UnorderedAccessView *uav;
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ID3D11DeviceContext *context;
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ID3D11Texture2D *texture;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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D3D11_VIEWPORT vp;
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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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RWTexture2D<int> u;
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void main()
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{
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InterlockedAdd(u[uint2(0, 0)], 1);
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}
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#endif
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0x43425844, 0x237a8398, 0xe7b34c17, 0xa28c91a4, 0xb3614d73, 0x00000001, 0x0000009c, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000048, 0x00000050, 0x00000012, 0x0100086a,
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0x0400189c, 0x0011e000, 0x00000000, 0x00003333, 0x0a0000ad, 0x0011e000, 0x00000000, 0x00004002,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004001, 0x00000001, 0x0100003e,
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};
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static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
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static const UINT values[4] = {0};
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if (!init_test_context(&test_context, &feature_level))
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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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texture_desc.Width = 1;
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texture_desc.Height = 1;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R32_SINT;
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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_UNORDERED_ACCESS;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_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 = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)texture, NULL, &uav);
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ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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/* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */
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ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &test_context.backbuffer_rtv, NULL,
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0, 1, &uav, NULL);
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ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
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memset(&vp, 0, sizeof(vp));
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vp.Width = 1.0f;
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vp.Height = 100.0f;
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ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
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ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
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draw_quad(&test_context);
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check_texture_color(texture, 100, 1);
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draw_quad(&test_context);
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draw_quad(&test_context);
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draw_quad(&test_context);
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draw_quad(&test_context);
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check_texture_color(texture, 500, 1);
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ID3D11PixelShader_Release(ps);
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ID3D11Texture2D_Release(texture);
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ID3D11UnorderedAccessView_Release(uav);
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release_test_context(&test_context);
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}
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static void test_cb_relative_addressing(void)
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static void test_cb_relative_addressing(void)
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{
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{
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struct d3d11_test_context test_context;
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struct d3d11_test_context test_context;
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@ -11114,6 +11198,7 @@ START_TEST(d3d11)
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test_clear_render_target_view();
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test_clear_render_target_view();
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test_clear_depth_stencil_view();
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test_clear_depth_stencil_view();
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test_draw_depth_only();
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test_draw_depth_only();
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test_draw_uav_only();
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test_cb_relative_addressing();
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test_cb_relative_addressing();
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test_getdc();
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test_getdc();
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test_shader_stage_input_output_matching();
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test_shader_stage_input_output_matching();
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