d3d11/tests: Add test for unorm/snorm immediate constants.
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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@ -18542,10 +18542,13 @@ static void test_uav_store_immediate_constant(void)
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{
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D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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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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struct resource_readback rb;
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ID3D11Texture2D *texture;
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ID3D11ComputeShader *cs;
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unsigned int uint_data;
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ID3D11Device *device;
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ID3D11Buffer *buffer;
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float float_data;
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@ -18588,6 +18591,42 @@ static void test_uav_store_immediate_constant(void)
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0x0d0000a4, 0x0011e0f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e,
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};
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static const DWORD cs_store_unorm_code[] =
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{
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#if 0
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RWTexture2D<unorm float> u;
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[numthreads(1, 1, 1)]
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void main()
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{
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u[uint2(0, 0)] = 0.5f;
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}
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#endif
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0x43425844, 0x3623f1de, 0xe847109e, 0x8e3da13f, 0xb6787b06, 0x00000001, 0x000000b8, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000064, 0x00050050, 0x00000019, 0x0100086a,
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0x0400189c, 0x0011e000, 0x00000000, 0x00001111, 0x0400009b, 0x00000001, 0x00000001, 0x00000001,
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0x0d0000a4, 0x0011e0f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00004002, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, 0x0100003e,
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};
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static const DWORD cs_store_snorm_code[] =
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{
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#if 0
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RWTexture2D<snorm float> u;
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[numthreads(1, 1, 1)]
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void main()
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{
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u[uint2(0, 0)] = -0.5f;
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}
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#endif
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0x43425844, 0xce5397fc, 0x7464bc06, 0xc79aa56c, 0x881bd7ef, 0x00000001, 0x000000b8, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000064, 0x00050050, 0x00000019, 0x0100086a,
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0x0400189c, 0x0011e000, 0x00000000, 0x00002222, 0x0400009b, 0x00000001, 0x00000001, 0x00000001,
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0x0d0000a4, 0x0011e0f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00004002, 0xbf000000, 0xbf000000, 0xbf000000, 0xbf000000, 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 unsigned int zero[4] = {0};
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@ -18635,7 +18674,57 @@ static void test_uav_store_immediate_constant(void)
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ok(float_data == 1.0f, "Got unexpected value %.8e.\n", float_data);
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release_resource_readback(&rb);
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texture_desc.Width = 64;
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texture_desc.Height = 64;
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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_R8G8B8A8_UNORM;
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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(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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ID3D11UnorderedAccessView_Release(uav);
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hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)texture, NULL, &uav);
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ok(hr == S_OK, "Failed to create unordered access view, hr %#x.\n", hr);
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ID3D11ComputeShader_Release(cs);
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hr = ID3D11Device_CreateComputeShader(device, cs_store_unorm_code, sizeof(cs_store_unorm_code), NULL, &cs);
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ok(hr == S_OK, "Failed to create compute shader, hr %#x.\n", hr);
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ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, zero);
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ID3D11DeviceContext_CSSetShader(context, cs, NULL, 0);
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ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &uav, NULL);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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get_texture_readback(texture, 0, &rb);
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uint_data = get_readback_color(&rb, 0, 0, 0);
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ok(compare_color(uint_data, 0x80808080, 1), "Got unexpected color 0x%08x.\n", uint_data);
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release_resource_readback(&rb);
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ID3D11Texture2D_Release(texture);
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_SNORM;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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ID3D11UnorderedAccessView_Release(uav);
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hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)texture, NULL, &uav);
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ok(hr == S_OK, "Failed to create unordered access view, hr %#x.\n", hr);
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ID3D11ComputeShader_Release(cs);
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hr = ID3D11Device_CreateComputeShader(device, cs_store_snorm_code, sizeof(cs_store_snorm_code), NULL, &cs);
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ok(hr == S_OK, "Failed to create compute shader, hr %#x.\n", hr);
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ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, zero);
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ID3D11DeviceContext_CSSetShader(context, cs, NULL, 0);
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ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &uav, NULL);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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get_texture_readback(texture, 0, &rb);
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uint_data = get_readback_color(&rb, 0, 0, 0);
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ok(compare_color(uint_data, 0xc0c0c0c0, 1), "Got unexpected color 0x%08x.\n", uint_data);
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release_resource_readback(&rb);
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ID3D11Buffer_Release(buffer);
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ID3D11Texture2D_Release(texture);
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ID3D11ComputeShader_Release(cs);
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ID3D11UnorderedAccessView_Release(uav);
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release_test_context(&test_context);
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