d3d11/tests: Add tests for binding resource as both SRV and DSV.

Signed-off-by: Paul Gofman <gofmanp@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Paul Gofman 2019-10-31 16:23:41 +03:00 committed by Alexandre Julliard
parent 600f39d4ad
commit 818366486b
1 changed files with 92 additions and 5 deletions

View File

@ -29396,18 +29396,24 @@ static void test_desktop_window(void)
static void test_sample_attached_rtv(void)
{
ID3D11ShaderResourceView *srv, *srv_test;
ID3D11ShaderResourceView *srv, *srv_test, *srv_ds;
ID3D11Texture2D *texture, *texture2, *dstexture;
D3D11_SHADER_RESOURCE_VIEW_DESC srvds_desc;
D3D11_DEPTH_STENCIL_VIEW_DESC dsview_desc;
struct d3d11_test_context test_context;
ID3D11RenderTargetView *rtv, *rtvs[2];
ID3D11Texture2D *texture, *texture2;
D3D11_TEXTURE2D_DESC texture_desc;
D3D11_SAMPLER_DESC sampler_desc;
ID3D11DepthStencilView *dsview;
ID3D11BlendState *blend_state;
ID3D11DeviceContext *context;
D3D11_BLEND_DESC blend_desc;
ID3D11SamplerState *sampler;
struct resource_readback rb;
ID3D11PixelShader *ps;
ID3D11Device *device;
unsigned int x, y;
unsigned int i;
DWORD color;
HRESULT hr;
@ -29451,8 +29457,28 @@ static void test_sample_attached_rtv(void)
0x00004002, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, 0x05000036, 0x001020f2, 0x00000000,
0x00100e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00100e46, 0x00000000, 0x0100003e,
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
static const struct
{
DXGI_FORMAT texture_format, dsv_format, srv_format;
UINT dsv_flags;
BOOL srv_bind_allowed;
}
ds_tests[] =
{
{DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_R24_UNORM_X8_TYPELESS,
0, FALSE},
{DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_R24_UNORM_X8_TYPELESS,
D3D11_DSV_READ_ONLY_DEPTH, TRUE},
{DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_X24_TYPELESS_G8_UINT,
D3D11_DSV_READ_ONLY_DEPTH, FALSE},
{DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_X24_TYPELESS_G8_UINT,
D3D11_DSV_READ_ONLY_STENCIL, TRUE},
{DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_R32_FLOAT,
0, FALSE},
{DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_R32_FLOAT,
D3D11_DSV_READ_ONLY_DEPTH, TRUE},
};
if (!init_test_context(&test_context, NULL))
return;
@ -29497,7 +29523,6 @@ static void test_sample_attached_rtv(void)
texture_desc.Width = 640;
texture_desc.Height = 480;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture2);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
@ -29546,11 +29571,26 @@ static void test_sample_attached_rtv(void)
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture2, NULL, &srv);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
/* SRV does not get bound if resource is attached as render target. */
memset(&blend_desc, 0, sizeof(blend_desc));
blend_desc.IndependentBlendEnable = TRUE;
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
blend_desc.RenderTarget[1].RenderTargetWriteMask = 0;
hr = ID3D11Device_CreateBlendState(device, &blend_desc, &blend_state);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
ID3D11DeviceContext_OMSetBlendState(context, blend_state, NULL, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11BlendState_Release(blend_state);
/* SRV does not get bound if resource is attached as render target, even if write mask is 0. */
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
ok(!srv_test, "Unexpected SRV %p.\n", srv_test);
blend_desc.RenderTarget[1].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = ID3D11Device_CreateBlendState(device, &blend_desc, &blend_state);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
ID3D11DeviceContext_OMSetBlendState(context, blend_state, NULL, D3D11_DEFAULT_SAMPLE_MASK);
ID3D11BlendState_Release(blend_state);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
draw_quad(&test_context);
@ -29605,6 +29645,53 @@ static void test_sample_attached_rtv(void)
ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
ok(!srv_test, "Unexpected SRV %p.\n", srv_test);
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
memset(&dsview_desc, 0, sizeof(dsview_desc));
dsview_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
memset(&srvds_desc, 0, sizeof(srvds_desc));
srvds_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
U(srvds_desc).Texture2D.MipLevels = 1;
for (i = 0; i < ARRAY_SIZE(ds_tests); ++i)
{
texture_desc.Format = ds_tests[i].texture_format;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &dstexture);
ok(hr == S_OK, "Test %u, got unexpected hr %#x.\n", i, hr);
dsview_desc.Format = ds_tests[i].dsv_format;
dsview_desc.Flags = ds_tests[i].dsv_flags;
hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)dstexture, &dsview_desc, &dsview);
ok(hr == S_OK, "Test %u, got unexpected hr %#x.\n", i, hr);
srvds_desc.Format = ds_tests[i].srv_format;
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)dstexture, &srvds_desc, &srv_ds);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
ID3D11DeviceContext_OMSetRenderTargets(context, 1, rtvs, NULL);
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv_ds);
ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
ok(!!srv_test, "Test %u, unexpected SRV %p.\n", i, srv_test);
ID3D11ShaderResourceView_Release(srv_test);
ID3D11DeviceContext_OMSetRenderTargets(context, 1, rtvs, dsview);
ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
ok(!!srv_test == ds_tests[i].srv_bind_allowed, "Test %u, unexpected SRV %p.\n", i, srv_test);
if (srv_test)
ID3D11ShaderResourceView_Release(srv_test);
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv_ds);
ID3D11DeviceContext_PSGetShaderResources(context, 0, 1, &srv_test);
ok(!!srv_test == ds_tests[i].srv_bind_allowed, "Test %u, unexpected SRV %p.\n", i, srv_test);
if (srv_test)
ID3D11ShaderResourceView_Release(srv_test);
ID3D11Texture2D_Release(dstexture);
ID3D11DepthStencilView_Release(dsview);
ID3D11ShaderResourceView_Release(srv_ds);
}
ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtvs, NULL);
ID3D11RenderTargetView_Release(rtv);
ID3D11ShaderResourceView_Release(srv);
ID3D11SamplerState_Release(sampler);