d3d11/tests: Add test for atomic instructions.
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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826b1e9c78
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@ -66,6 +66,11 @@ struct vec4
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float x, y, z, w;
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};
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struct ivec4
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{
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int x, y, z, w;
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};
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struct uvec4
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{
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unsigned int x, y, z, w;
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@ -12842,6 +12847,177 @@ static void test_ps_cs_uav_binding(void)
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release_test_context(&test_context);
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}
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static void test_ps_uav_atomic_instructions(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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D3D11_BUFFER_DESC buffer_desc;
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ID3D11DeviceContext *context;
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ID3D11RenderTargetView *rtv;
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struct resource_readback rb;
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ID3D11Buffer *cb, *raw_uav;
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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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unsigned int i, j;
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HRESULT hr;
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static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
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static const DWORD ps_atomics_code[] =
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{
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#if 0
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RWByteAddressBuffer u;
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uint4 v;
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int4 i;
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void main()
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{
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u.InterlockedAnd(0 * 4, v.x);
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u.InterlockedCompareStore(1 * 4, v.y, v.x);
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u.InterlockedAdd(2 * 4, v.x);
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u.InterlockedOr(3 * 4, v.x);
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u.InterlockedMax(4 * 4, i.x);
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u.InterlockedMin(5 * 4, i.x);
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u.InterlockedMax(6 * 4, v.x);
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u.InterlockedMin(7 * 4, v.x);
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u.InterlockedXor(8 * 4, v.x);
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}
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#endif
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0x43425844, 0x24c6a30c, 0x2ce4437d, 0xdee8a0df, 0xd18cb4bc, 0x00000001, 0x000001ac, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000158, 0x00000050, 0x00000056, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x0300009d, 0x0011e000, 0x00000000, 0x080000a9,
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0x0011e000, 0x00000000, 0x00004001, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0b0000ac,
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0x0011e000, 0x00000000, 0x00004001, 0x00000004, 0x0020801a, 0x00000000, 0x00000000, 0x0020800a,
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0x00000000, 0x00000000, 0x080000ad, 0x0011e000, 0x00000000, 0x00004001, 0x00000008, 0x0020800a,
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0x00000000, 0x00000000, 0x080000aa, 0x0011e000, 0x00000000, 0x00004001, 0x0000000c, 0x0020800a,
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0x00000000, 0x00000000, 0x080000ae, 0x0011e000, 0x00000000, 0x00004001, 0x00000010, 0x0020800a,
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0x00000000, 0x00000001, 0x080000af, 0x0011e000, 0x00000000, 0x00004001, 0x00000014, 0x0020800a,
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0x00000000, 0x00000001, 0x080000b0, 0x0011e000, 0x00000000, 0x00004001, 0x00000018, 0x0020800a,
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0x00000000, 0x00000000, 0x080000b1, 0x0011e000, 0x00000000, 0x00004001, 0x0000001c, 0x0020800a,
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0x00000000, 0x00000000, 0x080000ab, 0x0011e000, 0x00000000, 0x00004001, 0x00000020, 0x0020800a,
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0x00000000, 0x00000000, 0x0100003e,
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};
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static const char * const instructions[] =
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{
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"atomic_and", "atomic_cmp_store", "atomic_iadd", "atomic_or",
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"atomic_imax", "atomic_imin", "atomic_umax", "atomic_umin", "atomic_xor",
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};
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static const struct test
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{
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struct uvec4 v;
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struct ivec4 i;
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unsigned int input[sizeof(instructions) / sizeof(*instructions)];
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unsigned int expected_result[sizeof(instructions) / sizeof(*instructions)];
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}
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tests[] =
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{
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{{1, 0}, {-1}, {0xffff, 0, 1, 0, 0, 0, 0, 0, 0xff}, { 1, 1, 2, 1, 0, ~0u, 1, 0, 0xfe}},
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{{~0u, ~0u}, { 0}, {0xffff, 0xf, 1, 0, 0, 0, 0, 9, ~0u}, {0xffff, 0xf, 0, ~0u, 0, 0, ~0u, 9, 0}},
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};
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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_FLOAT;
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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_RENDER_TARGET;
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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_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, 2 * sizeof(struct uvec4), NULL);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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buffer_desc.ByteWidth = sizeof(tests->input);
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &raw_uav);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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uav_desc.Format = DXGI_FORMAT_R32_TYPELESS;
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uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
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U(uav_desc).Buffer.FirstElement = 0;
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U(uav_desc).Buffer.NumElements = buffer_desc.ByteWidth / sizeof(*tests->input);
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U(uav_desc).Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
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hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)raw_uav, &uav_desc, &uav);
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ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr);
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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, &rtv, NULL,
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0, 1, &uav, NULL);
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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vp.Width = texture_desc.Width;
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vp.Height = texture_desc.Height;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
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hr = ID3D11Device_CreatePixelShader(device, ps_atomics_code, sizeof(ps_atomics_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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for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
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{
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const struct test *test = &tests[i];
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &test->v, 0, 0);
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)raw_uav, 0,
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NULL, test->input, 0, 0);
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draw_quad(&test_context);
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get_buffer_readback(raw_uav, &rb);
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for (j = 0; j < sizeof(instructions) / sizeof(*instructions); ++j)
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{
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unsigned int value = get_readback_color(&rb, j, 0);
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unsigned int expected = test->expected_result[j];
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todo_wine_if(expected != test->input[j]
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&& (!strcmp(instructions[j], "atomic_imax")
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|| !strcmp(instructions[j], "atomic_imin")
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|| !strcmp(instructions[j], "atomic_umax")
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|| !strcmp(instructions[j], "atomic_umin")))
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ok(value == expected, "Test %u: Got %#x (%d), expected %#x (%d) for '%s' "
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"with inputs (%u, %u), (%d), %#x (%d).\n",
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i, value, value, expected, expected, instructions[j],
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test->v.x, test->v.y, test->i.x, test->input[j], test->input[j]);
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}
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release_resource_readback(&rb);
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}
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ID3D11Buffer_Release(cb);
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ID3D11Buffer_Release(raw_uav);
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ID3D11PixelShader_Release(ps);
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ID3D11RenderTargetView_Release(rtv);
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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_sm4_ret_instruction(void)
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{
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struct d3d11_test_context test_context;
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@ -14075,6 +14251,7 @@ START_TEST(d3d11)
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test_uav_load();
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test_cs_uav_store();
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test_ps_cs_uav_binding();
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test_ps_uav_atomic_instructions();
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test_sm4_ret_instruction();
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test_primitive_restart();
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test_resinfo_instruction();
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