d3d10core/tests: Add test for some shader 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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@ -23,6 +23,13 @@
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#include "wine/test.h"
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#include "wine/test.h"
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#include <limits.h>
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#include <limits.h>
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#define BITS_NNAN 0xffc00000
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#define BITS_NAN 0x7fc00000
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#define BITS_NINF 0xff800000
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#define BITS_INF 0x7f800000
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#define BITS_N1_0 0xbf800000
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#define BITS_1_0 0x3f800000
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struct vec2
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struct vec2
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{
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{
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float x, y;
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float x, y;
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@ -670,6 +677,52 @@ static void check_texture_vec4_(unsigned int line, ID3D10Texture2D *texture,
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check_texture_sub_resource_vec4_(line, texture, sub_resource_idx, expected_value, max_diff);
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check_texture_sub_resource_vec4_(line, texture, sub_resource_idx, expected_value, max_diff);
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}
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}
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#define check_texture_sub_resource_uvec4(a, b, c) check_texture_sub_resource_uvec4_(__LINE__, a, b, c)
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static void check_texture_sub_resource_uvec4_(unsigned int line, ID3D10Texture2D *texture,
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unsigned int sub_resource_idx, const struct uvec4 *expected_value)
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{
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struct texture_readback rb;
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unsigned int x = 0, y = 0;
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struct uvec4 value = {0};
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BOOL all_match = TRUE;
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get_texture_readback(texture, sub_resource_idx, &rb);
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for (y = 0; y < rb.height; ++y)
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{
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for (x = 0; x < rb.width; ++x)
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{
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value = *get_readback_uvec4(&rb, x, y);
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if (!compare_uvec4(&value, expected_value))
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{
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all_match = FALSE;
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break;
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}
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}
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if (!all_match)
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break;
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}
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release_texture_readback(&rb);
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ok_(__FILE__, line)(all_match,
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"Got {0x%08x, 0x%08x, 0x%08x, 0x%08x}, expected {0x%08x, 0x%08x, 0x%08x, 0x%08x} "
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"at (%u, %u), sub-resource %u.\n",
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value.x, value.y, value.z, value.w,
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expected_value->x, expected_value->y, expected_value->z, expected_value->w,
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x, y, sub_resource_idx);
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}
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#define check_texture_uvec4(a, b) check_texture_uvec4_(__LINE__, a, b)
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static void check_texture_uvec4_(unsigned int line, ID3D10Texture2D *texture,
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const struct uvec4 *expected_value)
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{
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unsigned int sub_resource_idx, sub_resource_count;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10Texture2D_GetDesc(texture, &texture_desc);
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sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
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for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
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check_texture_sub_resource_uvec4_(line, texture, sub_resource_idx, expected_value);
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}
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static ID3D10Device *create_device(void)
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static ID3D10Device *create_device(void)
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{
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{
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ID3D10Device *device;
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ID3D10Device *device;
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@ -8621,11 +8674,9 @@ static void test_fp_specials(void)
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struct d3d10core_test_context test_context;
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struct d3d10core_test_context test_context;
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10RenderTargetView *rtv;
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ID3D10RenderTargetView *rtv;
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struct texture_readback rb;
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ID3D10Texture2D *texture;
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ID3D10Texture2D *texture;
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ID3D10PixelShader *ps;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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ID3D10Device *device;
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unsigned int x, y;
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HRESULT hr;
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HRESULT hr;
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static const DWORD ps_code[] =
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static const DWORD ps_code[] =
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@ -8643,7 +8694,7 @@ static void test_fp_specials(void)
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0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0xffc00000,
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0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0xffc00000,
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0x7f800000, 0xff800000, 0x3f800000, 0x0100003e,
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0x7f800000, 0xff800000, 0x3f800000, 0x0100003e,
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};
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};
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const struct uvec4 expected_result = {0xffc00000, 0x7f800000, 0xff800000, 0x3f800000};
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static const struct uvec4 expected_result = {BITS_NNAN, BITS_INF, BITS_NINF, BITS_1_0};
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if (!init_test_context(&test_context))
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if (!init_test_context(&test_context))
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return;
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return;
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@ -8665,18 +8716,7 @@ static void test_fp_specials(void)
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ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
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ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
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draw_quad(&test_context);
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draw_quad(&test_context);
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get_texture_readback(texture, 0, &rb);
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check_texture_uvec4(texture, &expected_result);
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for (y = 0; y < texture_desc.Height; ++y)
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{
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for (x = 0; x < texture_desc.Width; ++x)
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{
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const struct uvec4 *value = get_readback_uvec4(&rb, x, y);
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ok(compare_uvec4(value, &expected_result),
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"Got unexpected value {0x%08x, 0x%08x, 0x%08x, 0x%08x} at (%u, %u).\n",
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value->x, value->y, value->z, value->w, x, y);
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}
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}
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release_texture_readback(&rb);
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ID3D10PixelShader_Release(ps);
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ID3D10PixelShader_Release(ps);
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ID3D10Texture2D_Release(texture);
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ID3D10Texture2D_Release(texture);
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@ -8684,6 +8724,124 @@ static void test_fp_specials(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_uint_shader_instructions(void)
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{
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struct shader
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{
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const DWORD *code;
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size_t size;
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};
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struct d3d10core_test_context test_context;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10RenderTargetView *rtv;
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ID3D10Texture2D *texture;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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ID3D10Buffer *cb;
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unsigned int i;
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HRESULT hr;
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static const DWORD ps_ftou_code[] =
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{
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#if 0
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float f;
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uint4 main() : SV_Target
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{
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return uint4(f, -f, 0, 0);
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}
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#endif
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0x43425844, 0xfde0ee2d, 0x812b339a, 0xb9fc36d2, 0x5820bec6, 0x00000001, 0x000000f4, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000007c, 0x00000040, 0x0000001f,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0600001c,
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0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0700001c, 0x00102022, 0x00000000,
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0x8020800a, 0x00000041, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_not_code[] =
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{
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#if 0
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uint bits[2];
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uint4 main() : SV_Target
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{
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return uint4(~bits[0], ~(bits[0] ^ ~0u), ~bits[1], ~(bits[1] ^ ~0u));
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}
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#endif
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0x43425844, 0x1d56b429, 0xb5f4c0e1, 0x496a0bfd, 0xfc6f8e6f, 0x00000001, 0x00000140, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000c8, 0x00000040, 0x00000032,
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0x04000059, 0x00208e46, 0x00000000, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x08000057, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001,
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0xffffffff, 0x0500003b, 0x00102022, 0x00000000, 0x0010000a, 0x00000000, 0x08000057, 0x00100012,
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0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x00004001, 0xffffffff, 0x0500003b, 0x00102082,
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0x00000000, 0x0010000a, 0x00000000, 0x0600003b, 0x00102012, 0x00000000, 0x0020800a, 0x00000000,
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0x00000000, 0x0600003b, 0x00102042, 0x00000000, 0x0020800a, 0x00000000, 0x00000001, 0x0100003e,
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};
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static const struct shader ps_ftou = {ps_ftou_code, sizeof(ps_ftou_code)};
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static const struct shader ps_not = {ps_not_code, sizeof(ps_not_code)};
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static const struct
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{
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const struct shader *ps;
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unsigned int bits[4];
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struct uvec4 expected_result;
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BOOL todo;
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}
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tests[] =
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{
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{&ps_ftou, {BITS_NNAN}, { 0, 0}},
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{&ps_ftou, {BITS_NAN}, { 0, 0}},
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{&ps_ftou, {BITS_NINF}, { 0, ~0u}},
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{&ps_ftou, {BITS_INF}, {~0u, 0}},
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{&ps_ftou, {BITS_N1_0}, { 0, 1}},
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{&ps_ftou, {BITS_1_0}, { 1, 0}},
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{&ps_not, {0x00000000, 0xffffffff}, {0xffffffff, 0x00000000, 0x00000000, 0xffffffff}},
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{&ps_not, {0xf0f0f0f0, 0x0f0f0f0f}, {0x0f0f0f0f, 0xf0f0f0f0, 0xf0f0f0f0, 0x0f0f0f0f}},
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};
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, 4 * sizeof(tests[0].bits), NULL);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
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ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
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hr = ID3D10Device_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 = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
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ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
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for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
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{
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hr = ID3D10Device_CreatePixelShader(device, tests[i].ps->code, tests[i].ps->size, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetShader(device, ps);
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, tests[i].bits, 0, 0);
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draw_quad(&test_context);
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todo_wine_if(tests[i].todo)
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check_texture_uvec4(texture, &tests[i].expected_result);
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ID3D10PixelShader_Release(ps);
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}
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ID3D10Buffer_Release(cb);
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ID3D10Texture2D_Release(texture);
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ID3D10RenderTargetView_Release(rtv);
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release_test_context(&test_context);
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}
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START_TEST(device)
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START_TEST(device)
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{
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{
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test_feature_level();
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test_feature_level();
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@ -8730,4 +8888,5 @@ START_TEST(device)
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test_null_sampler();
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test_null_sampler();
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test_immediate_constant_buffer();
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test_immediate_constant_buffer();
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test_fp_specials();
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test_fp_specials();
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test_uint_shader_instructions();
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}
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}
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