d3d11/tests: Add test for SM4 discard instruction.
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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@ -12991,6 +12991,102 @@ static void test_sm4_continuec_instruction(void)
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release_test_context(&test_context);
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}
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static void test_sm4_discard_instruction(void)
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{
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ID3D11PixelShader *ps_discard_nz, *ps_discard_z;
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struct d3d11_test_context test_context;
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ID3D11DeviceContext *context;
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ID3D11Device *device;
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ID3D11Buffer *cb;
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unsigned int i;
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HRESULT hr;
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static const DWORD ps_discard_nz_code[] =
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{
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#if 0
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uint data;
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float4 main() : SV_Target
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{
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if (data)
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discard;
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return float4(0.0f, 0.5f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0xfa7e5758, 0xd8716ffc, 0x5ad6a940, 0x2b99bba2, 0x00000001, 0x000000d0, 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, 0x65677261, 0xabab0074, 0x52444853, 0x00000058, 0x00000040, 0x00000016,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0404000d,
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0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
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0x3f000000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const DWORD ps_discard_z_code[] =
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{
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#if 0
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uint data;
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float4 main() : SV_Target
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{
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if (!data)
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discard;
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x5c4dd108, 0x1eb43558, 0x7c02c98c, 0xd81eb34c, 0x00000001, 0x000000d0, 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, 0x65677261, 0xabab0074, 0x52444853, 0x00000058, 0x00000040, 0x00000016,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0400000d,
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0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
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0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const struct uvec4 values[] =
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{
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{0x0000000},
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{0x0000001},
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{0x8000000},
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{0xfffffff},
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};
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if (!init_test_context(&test_context, NULL))
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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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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(*values), NULL);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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hr = ID3D11Device_CreatePixelShader(device, ps_discard_nz_code, sizeof(ps_discard_nz_code),
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NULL, &ps_discard_nz);
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ok(SUCCEEDED(hr), "Failed to create discard_nz pixel shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_discard_z_code, sizeof(ps_discard_z_code),
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NULL, &ps_discard_z);
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ok(SUCCEEDED(hr), "Failed to create discard_z pixel shader, hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(values); ++i)
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{
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &values[i], 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
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ID3D11DeviceContext_PSSetShader(context, ps_discard_nz, NULL, 0);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, values[i].x ? 0xffffffff : 0xff007f00, 1);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
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ID3D11DeviceContext_PSSetShader(context, ps_discard_z, NULL, 0);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, values[i].x ? 0xff00ff00 : 0xffffffff, 1);
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}
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ID3D11Buffer_Release(cb);
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ID3D11PixelShader_Release(ps_discard_nz);
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ID3D11PixelShader_Release(ps_discard_z);
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release_test_context(&test_context);
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}
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static void test_sm5_swapc_instruction(void)
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{
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struct input
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@ -22506,6 +22602,7 @@ START_TEST(d3d11)
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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_sm4_discard_instruction();
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test_sm5_swapc_instruction();
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test_create_input_layout();
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test_input_assembler();
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