d3d11/tests: Add a test for D3D11_STANDARD_MULTISAMPLE_PATTERN.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45197 Signed-off-by: Andrew Wesie <awesie@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -28529,6 +28529,127 @@ static void test_render_a8(void)
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release_test_context(&test_context);
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}
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static void test_standard_pattern(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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struct swapchain_desc swapchain_desc;
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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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ID3D11ShaderResourceView *srv;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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ID3D11Texture2D *texture;
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ID3D11PixelShader *ps;
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ID3D11Buffer *buffer;
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ID3D11Device *device;
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unsigned int i;
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HRESULT hr;
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static const DWORD ps_samplepos[] =
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{
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#if 0
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Texture2DMS<float> t;
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RWByteAddressBuffer u;
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float4 main() : SV_Target
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{
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u.Store2(0, asuint(t.GetSamplePosition(0)));
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u.Store2(8, asuint(t.GetSamplePosition(1)));
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u.Store2(16, asuint(t.GetSamplePosition(2)));
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u.Store2(24, asuint(t.GetSamplePosition(3)));
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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, 0xa1db77e8, 0x804d8862, 0x0e3c213d, 0x2703dec6, 0x00000001, 0x00000190, 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, 0x58454853, 0x00000118, 0x00000050, 0x00000046,
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0x0100086a, 0x04002058, 0x00107000, 0x00000000, 0x00005555, 0x0300009d, 0x0011e000, 0x00000001,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0800006e, 0x00100032, 0x00000000,
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0x00107046, 0x00000000, 0x00004001, 0x00000000, 0x00000000, 0x0800006e, 0x001000c2, 0x00000000,
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0x00107406, 0x00000000, 0x00004001, 0x00000001, 0x00000000, 0x070000a6, 0x0011e0f2, 0x00000001,
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0x00004001, 0x00000000, 0x00100e46, 0x00000000, 0x0800006e, 0x00100032, 0x00000000, 0x00107046,
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0x00000000, 0x00004001, 0x00000002, 0x00000000, 0x0800006e, 0x001000c2, 0x00000000, 0x00107406,
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0x00000000, 0x00004001, 0x00000003, 0x00000000, 0x070000a6, 0x0011e0f2, 0x00000001, 0x00004001,
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0x00000010, 0x00100e46, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
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0x3f800000, 0x00000000, 0x3f800000, 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 float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const unsigned int zero[4] = {0};
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static const float standard_pos4[] =
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{
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-2 / 16.0f, -6 / 16.0f,
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6 / 16.0f, -2 / 16.0f,
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-6 / 16.0f, 2 / 16.0f,
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2 / 16.0f, 6 / 16.0f,
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};
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swapchain_desc.windowed = TRUE;
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swapchain_desc.buffer_count = 1;
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swapchain_desc.width = 32;
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swapchain_desc.height = 32;
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swapchain_desc.swap_effect = DXGI_SWAP_EFFECT_DISCARD;
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swapchain_desc.flags = 0;
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if (!init_test_context_ext(&test_context, &feature_level, &swapchain_desc))
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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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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.SampleDesc.Count = 4;
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texture_desc.SampleDesc.Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
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texture_desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
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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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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
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ok(hr == S_OK, "Failed to create shader resource view, hr %#x.\n", hr);
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buffer_desc.ByteWidth = 1024;
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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, &buffer);
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ok(hr == S_OK, "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 = 256;
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U(uav_desc).Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
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hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)buffer, &uav_desc, &uav);
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ok(hr == S_OK, "Failed to create unordered access view, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_samplepos, sizeof(ps_samplepos), NULL, &ps);
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ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, zero);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
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ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context,
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1, &test_context.backbuffer_rtv, NULL, 1, 1, &uav, NULL);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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get_buffer_readback(buffer, &rb);
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for (i = 0; i < ARRAY_SIZE(standard_pos4); ++i)
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{
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float data = get_readback_float(&rb, i, 0);
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/* Wine does not support GetSamplePosition. */
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todo_wine ok(data == standard_pos4[i], "Got sample position %.8e, expected %.8e.\n", data, standard_pos4[i]);
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}
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release_resource_readback(&rb);
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ID3D11PixelShader_Release(ps);
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ID3D11Buffer_Release(buffer);
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ID3D11UnorderedAccessView_Release(uav);
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ID3D11ShaderResourceView_Release(srv);
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ID3D11Texture2D_Release(texture);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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unsigned int argc, i;
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@ -28679,6 +28800,7 @@ START_TEST(d3d11)
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queue_test(test_depth_clip);
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queue_test(test_staging_buffers);
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queue_test(test_render_a8);
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queue_test(test_standard_pattern);
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run_queued_tests();
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}
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