d3d11/tests: Add test for SM4 sample_l 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>
This commit is contained in:
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16d0d1bbed
commit
ab79239aa8
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@ -2851,34 +2851,42 @@ done:
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static void test_texture(void)
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{
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ID3D11RenderTargetView *backbuffer_rtv;
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D3D11_SUBRESOURCE_DATA resource_data;
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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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D3D11_SUBRESOURCE_DATA resource_data[3];
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11SamplerState *sampler_state;
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ID3D11ShaderResourceView *ps_srv;
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D3D11_SAMPLER_DESC sampler_desc;
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ID3D11InputLayout *input_layout;
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const struct shader *current_ps;
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ID3D11ShaderResourceView *srv;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11DeviceContext *context;
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ID3D11Texture2D *backbuffer;
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ID3D11RenderTargetView *rtv;
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ID3D11SamplerState *sampler;
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unsigned int stride, offset;
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DWORD color, expected_color;
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struct texture_readback rb;
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IDXGISwapChain *swapchain;
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ID3D11Texture2D *texture;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11Buffer *vb, *cb;
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ID3D11Device *device;
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unsigned int i, x, y;
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struct vec4 miplevel;
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D3D11_VIEWPORT vp;
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unsigned int i, j;
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ID3D11Buffer *vb;
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ULONG refcount;
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DWORD color;
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HWND window;
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HRESULT hr;
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const DWORD vs_code[] =
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{
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@ -2896,7 +2904,7 @@ static void test_texture(void)
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_code[] =
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static const DWORD ps_sample_code[] =
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{
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#if 0
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Texture2D t;
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@ -2922,25 +2930,121 @@ static void test_texture(void)
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0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
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0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_sample_l_code[] =
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{
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#if 0
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Texture2D t;
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SamplerState s;
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float level;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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return t.SampleLevel(s, p, level);
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}
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#endif
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0x43425844, 0x61e05d85, 0x2a7300fb, 0x0a83706b, 0x889d1683, 0x00000001, 0x00000150, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040,
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0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
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0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000,
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0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c000048,
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0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
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0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
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static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)};
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static const struct
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{
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float x, y;
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struct vec2 position;
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}
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quad[] =
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{
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{ 1.0f, -1.0f}},
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{{ 1.0f, 1.0f}},
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};
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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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static const DWORD bitmap_data[] =
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static const DWORD bitmap_level_0[] =
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{
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0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
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0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
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0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
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0xffffffff, 0xff000000, 0xff000000, 0xff000000,
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};
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static const DWORD bitmap_level_1[] =
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{
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0xffffffff, 0xff0000ff,
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0xff000000, 0xff00ff00,
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};
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static const DWORD bitmap_level_2[] =
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{
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0xffff0000,
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};
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static const DWORD bitmap_lerp_1_2[] =
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{
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0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f,
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0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f,
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0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00,
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0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00,
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};
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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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static const struct test
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{
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const struct shader *ps;
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D3D11_FILTER filter;
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float lod_bias;
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float min_lod;
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float max_lod;
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float miplevel;
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enum
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{
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level_0,
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level_1,
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level_2,
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lerp_1_2,
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}
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expected_bitmap;
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}
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tests[] =
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{
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{&ps_sample, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_0},
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{&ps_sample, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_0},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_0},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_0},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.4f, level_0},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.5f, level_1},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_1},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.4f, level_1},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 2.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 3.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 4.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, lerp_1_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -2.0f, level_0},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_1},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2},
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{&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2},
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};
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if (!(device = create_device(NULL)))
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{
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@ -2964,16 +3068,25 @@ static void test_texture(void)
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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resource_data.pSysMem = quad;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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resource_data[0].pSysMem = quad;
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resource_data[0].SysMemPitch = 0;
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resource_data[0].SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, resource_data, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(miplevel);
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buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
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ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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texture_desc.Width = 4;
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texture_desc.Height = 4;
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texture_desc.MipLevels = 1;
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texture_desc.MipLevels = 3;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texture_desc.SampleDesc.Count = 1;
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@ -2983,15 +3096,44 @@ static void test_texture(void)
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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resource_data.pSysMem = bitmap_data;
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resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
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resource_data[0].pSysMem = bitmap_level_0;
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resource_data[0].SysMemPitch = 4 * sizeof(*bitmap_level_0);
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resource_data[1].pSysMem = bitmap_level_1;
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resource_data[1].SysMemPitch = 2 * sizeof(*bitmap_level_1);
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resource_data[1].SysMemSlicePitch = 0;
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resource_data[2].pSysMem = bitmap_level_2;
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resource_data[2].SysMemPitch = sizeof(*bitmap_level_2);
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resource_data[2].SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, resource_data, &texture);
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ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &ps_srv);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D11Device_GetImmediateContext(device, &context);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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ID3D11DeviceContext_IASetInputLayout(context, input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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vp.Width = 640.0f;
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vp.Height = 480.0f;
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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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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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@ -3004,68 +3146,97 @@ static void test_texture(void)
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sampler_desc.BorderColor[2] = 0.0f;
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sampler_desc.BorderColor[3] = 0.0f;
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sampler_desc.MinLOD = 0.0f;
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sampler_desc.MaxLOD = 0.0f;
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sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
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hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
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ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D11Device_GetImmediateContext(device, &context);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
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ID3D11DeviceContext_IASetInputLayout(context, input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv);
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ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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vp.Width = 640.0f;
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vp.Height = 480.0f;
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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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ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
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ID3D11DeviceContext_Draw(context, 4, 0);
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get_texture_readback(backbuffer, &rb);
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for (i = 0; i < 4; ++i)
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ps = NULL;
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sampler = NULL;
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current_ps = NULL;
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for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
|
||||
ok(compare_color(color, bitmap_data[j + i * 4], 1),
|
||||
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
|
||||
color, j, i, bitmap_data[j + i * 4]);
|
||||
}
|
||||
}
|
||||
release_texture_readback(&rb);
|
||||
const struct test *test = &tests[i];
|
||||
|
||||
if (current_ps != test->ps)
|
||||
{
|
||||
if (ps)
|
||||
ID3D11PixelShader_Release(ps);
|
||||
|
||||
hr = ID3D11Device_CreatePixelShader(device, test->ps->code, test->ps->size, NULL, &ps);
|
||||
ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
|
||||
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
|
||||
current_ps = test->ps;
|
||||
}
|
||||
|
||||
if (!sampler || (sampler_desc.Filter != test->filter
|
||||
|| sampler_desc.MipLODBias != test->lod_bias
|
||||
|| sampler_desc.MinLOD != test->min_lod
|
||||
|| sampler_desc.MaxLOD != test->max_lod))
|
||||
{
|
||||
if (sampler)
|
||||
ID3D11SamplerState_Release(sampler);
|
||||
|
||||
sampler_desc.Filter = test->filter;
|
||||
sampler_desc.MipLODBias = test->lod_bias;
|
||||
sampler_desc.MinLOD = test->min_lod;
|
||||
sampler_desc.MaxLOD = test->max_lod;
|
||||
|
||||
hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler);
|
||||
ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr);
|
||||
|
||||
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler);
|
||||
}
|
||||
|
||||
miplevel.x = test->miplevel;
|
||||
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &miplevel, 0, 0);
|
||||
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, rtv, red);
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
|
||||
get_texture_readback(backbuffer, &rb);
|
||||
for (x = 0; x < 4; ++x)
|
||||
{
|
||||
for (y = 0; y < 4; ++y)
|
||||
{
|
||||
color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120);
|
||||
switch (test->expected_bitmap)
|
||||
{
|
||||
case level_0:
|
||||
expected_color = bitmap_level_0[y * 4 + x];
|
||||
break;
|
||||
case level_1:
|
||||
expected_color = bitmap_level_1[y / 2 * 2 + x / 2];
|
||||
break;
|
||||
case level_2:
|
||||
expected_color = *bitmap_level_2;
|
||||
break;
|
||||
case lerp_1_2:
|
||||
expected_color = bitmap_lerp_1_2[y * 4 + x];
|
||||
break;
|
||||
default:
|
||||
expected_color = 0xdeadbeef;
|
||||
break;
|
||||
}
|
||||
|
||||
ok(compare_color(color, expected_color, 1),
|
||||
"Test %u: Got unexpected color 0x%08x at (%u, %u).\n", i, color, x, y);
|
||||
}
|
||||
}
|
||||
release_texture_readback(&rb);
|
||||
}
|
||||
ID3D11SamplerState_Release(sampler);
|
||||
ID3D11PixelShader_Release(ps);
|
||||
ID3D11VertexShader_Release(vs);
|
||||
ID3D11SamplerState_Release(sampler_state);
|
||||
ID3D11ShaderResourceView_Release(ps_srv);
|
||||
|
||||
ID3D11ShaderResourceView_Release(srv);
|
||||
ID3D11Texture2D_Release(texture);
|
||||
ID3D11Buffer_Release(cb);
|
||||
ID3D11VertexShader_Release(vs);
|
||||
ID3D11Buffer_Release(vb);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
ID3D11RenderTargetView_Release(backbuffer_rtv);
|
||||
ID3D11RenderTargetView_Release(rtv);
|
||||
ID3D11Texture2D_Release(backbuffer);
|
||||
IDXGISwapChain_Release(swapchain);
|
||||
ID3D11DeviceContext_Release(context);
|
||||
IDXGISwapChain_Release(swapchain);
|
||||
refcount = ID3D11Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
DestroyWindow(window);
|
||||
|
|
Loading…
Reference in New Issue