From be820ecc254de1a7552d89006ef8f950c77748b9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Mon, 4 Jan 2016 13:03:39 +0100 Subject: [PATCH] d3d10core/tests: Add test for SM4 sample_l instruction. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d10core/tests/device.c | 327 ++++++++++++++++++++++++++-------- 1 file changed, 249 insertions(+), 78 deletions(-) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index c13af50d897..b08f6d0e425 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -3228,33 +3228,41 @@ done: static void test_texture(void) { - ID3D10RenderTargetView *backbuffer_rtv; - D3D10_SUBRESOURCE_DATA resource_data; + struct shader + { + const DWORD *code; + size_t size; + }; + + D3D10_SUBRESOURCE_DATA resource_data[3]; D3D10_TEXTURE2D_DESC texture_desc; - ID3D10SamplerState *sampler_state; - ID3D10ShaderResourceView *ps_srv; D3D10_SAMPLER_DESC sampler_desc; ID3D10InputLayout *input_layout; + const struct shader *current_ps; + ID3D10ShaderResourceView *srv; D3D10_BUFFER_DESC buffer_desc; ID3D10Texture2D *backbuffer; + ID3D10RenderTargetView *rtv; + ID3D10SamplerState *sampler; unsigned int stride, offset; + DWORD color, expected_color; struct texture_readback rb; IDXGISwapChain *swapchain; ID3D10Texture2D *texture; ID3D10VertexShader *vs; ID3D10PixelShader *ps; + ID3D10Buffer *vb, *cb; ID3D10Device *device; + unsigned int i, x, y; + struct vec4 miplevel; D3D10_VIEWPORT vp; - unsigned int i, j; - ID3D10Buffer *vb; ULONG refcount; - DWORD color; HWND window; HRESULT hr; static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, }; static const DWORD vs_code[] = { @@ -3272,7 +3280,7 @@ static void test_texture(void) 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, }; - static const DWORD ps_code[] = + static const DWORD ps_sample_code[] = { #if 0 Texture2D t; @@ -3298,29 +3306,125 @@ static void test_texture(void) 0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, }; + static const DWORD ps_sample_l_code[] = + { +#if 0 + Texture2D t; + SamplerState s; + + float level; + + float4 main(float4 position : SV_POSITION) : SV_Target + { + float2 p; + + p.x = position.x / 640.0f; + p.y = position.y / 480.0f; + return t.SampleLevel(s, p, level); + } +#endif + 0x43425844, 0x61e05d85, 0x2a7300fb, 0x0a83706b, 0x889d1683, 0x00000001, 0x00000150, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040, + 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000, + 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, + 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, + 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c000048, + 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, + 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, + }; + static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)}; + static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)}; static const struct { - float x, y; + struct vec2 position; } quad[] = { - {-1.0f, -1.0f}, - {-1.0f, 1.0f}, - { 1.0f, -1.0f}, - { 1.0f, 1.0f}, + {{-1.0f, -1.0f}}, + {{-1.0f, 1.0f}}, + {{ 1.0f, -1.0f}}, + {{ 1.0f, 1.0f}}, }; - static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; - static const DWORD bitmap_data[] = + static const DWORD bitmap_level_0[] = { 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f, 0xffffffff, 0xffffffff, 0xffffffff, 0xff000000, 0xffffffff, 0xff000000, 0xff000000, 0xff000000, }; + static const DWORD bitmap_level_1[] = + { + 0xffffffff, 0xff0000ff, + 0xff000000, 0xff00ff00, + }; + static const DWORD bitmap_level_2[] = + { + 0xffff0000, + }; + static const DWORD bitmap_lerp_1_2[] = + { + 0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f, + 0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f, + 0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00, + 0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00, + }; + static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; + + static const struct test + { + const struct shader *ps; + D3D10_FILTER filter; + float lod_bias; + float min_lod; + float max_lod; + float miplevel; + enum + { + level_0, + level_1, + level_2, + lerp_1_2, + } + expected_bitmap; + } + tests[] = + { + {&ps_sample, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_0}, + {&ps_sample, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, level_0}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, -1.0f, level_0}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, level_0}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.4f, level_0}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.5f, level_1}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.0f, level_1}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.4f, level_1}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.5f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 2.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 3.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 4.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.5f, lerp_1_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, -2.0f, level_0}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, -1.0f, level_1}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, 1.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, 1.5f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2}, + {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2}, + }; if (!(device = create_device())) { - skip("Failed to create device, skipping tests.\n"); + skip("Failed to create device.\n"); return; } window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, @@ -3339,16 +3443,25 @@ static void test_texture(void) buffer_desc.CPUAccessFlags = 0; buffer_desc.MiscFlags = 0; - resource_data.pSysMem = quad; - resource_data.SysMemPitch = 0; - resource_data.SysMemSlicePitch = 0; + resource_data[0].pSysMem = quad; + resource_data[0].SysMemPitch = 0; + resource_data[0].SysMemSlicePitch = 0; - hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb); + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, resource_data, &vb); ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + buffer_desc.ByteWidth = sizeof(miplevel); + buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb); + ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); + + hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + texture_desc.Width = 4; texture_desc.Height = 4; - texture_desc.MipLevels = 1; + texture_desc.MipLevels = 3; texture_desc.ArraySize = 1; texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; texture_desc.SampleDesc.Count = 1; @@ -3358,14 +3471,41 @@ static void test_texture(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; - resource_data.pSysMem = bitmap_data; - resource_data.SysMemPitch = 4 * sizeof(*bitmap_data); + resource_data[0].pSysMem = bitmap_level_0; + resource_data[0].SysMemPitch = 4 * sizeof(*bitmap_level_0); + resource_data[1].pSysMem = bitmap_level_1; + resource_data[1].SysMemPitch = 2 * sizeof(*bitmap_level_1); + resource_data[1].SysMemSlicePitch = 0; + resource_data[2].pSysMem = bitmap_level_2; + resource_data[2].SysMemPitch = sizeof(*bitmap_level_2); + resource_data[2].SysMemSlicePitch = 0; - hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, resource_data, &texture); + ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr); - hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr); + hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + + ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); + ID3D10Device_IASetInputLayout(device, input_layout); + ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + stride = sizeof(*quad); + offset = 0; + ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset); + ID3D10Device_VSSetShader(device, vs); + ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb); + ID3D10Device_PSSetShaderResources(device, 0, 1, &srv); + + vp.TopLeftX = 0.0f; + vp.TopLeftY = 0.0f; + vp.Width = 640.0f; + vp.Height = 480.0f; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + ID3D10Device_RSSetViewports(device, 1, &vp); sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; @@ -3379,63 +3519,94 @@ static void test_texture(void) sampler_desc.BorderColor[2] = 0.0f; sampler_desc.BorderColor[3] = 0.0f; sampler_desc.MinLOD = 0.0f; - sampler_desc.MaxLOD = 0.0f; + sampler_desc.MaxLOD = D3D10_FLOAT32_MAX; - hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); - - hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); - hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); - - hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); - - ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL); - ID3D10Device_IASetInputLayout(device, input_layout); - ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - stride = sizeof(*quad); - offset = 0; - ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset); - ID3D10Device_VSSetShader(device, vs); - ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv); - ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state); - ID3D10Device_PSSetShader(device, ps); - - vp.TopLeftX = 0; - vp.TopLeftY = 0; - vp.Width = 640; - vp.Height = 480; - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - ID3D10Device_RSSetViewports(device, 1, &vp); - - ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red); - - ID3D10Device_Draw(device, 4, 0); - - get_texture_readback(backbuffer, &rb); - for (i = 0; i < 4; ++i) + ps = NULL; + sampler = NULL; + current_ps = NULL; + for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) { - for (j = 0; j < 4; ++j) - { - 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) + ID3D10PixelShader_Release(ps); + + hr = ID3D10Device_CreatePixelShader(device, test->ps->code, test->ps->size, &ps); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + + ID3D10Device_PSSetShader(device, ps); + + 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) + ID3D10SamplerState_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 = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); + ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr); + + ID3D10Device_PSSetSamplers(device, 0, 1, &sampler); + } + + miplevel.x = test->miplevel; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &miplevel, 0, 0); + + ID3D10Device_ClearRenderTargetView(device, rtv, red); + ID3D10Device_Draw(device, 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); + } + ID3D10SamplerState_Release(sampler); ID3D10PixelShader_Release(ps); - ID3D10VertexShader_Release(vs); - ID3D10SamplerState_Release(sampler_state); - ID3D10ShaderResourceView_Release(ps_srv); + + ID3D10ShaderResourceView_Release(srv); ID3D10Texture2D_Release(texture); + ID3D10Buffer_Release(cb); + ID3D10VertexShader_Release(vs); ID3D10Buffer_Release(vb); ID3D10InputLayout_Release(input_layout); - ID3D10RenderTargetView_Release(backbuffer_rtv); + ID3D10RenderTargetView_Release(rtv); ID3D10Texture2D_Release(backbuffer); IDXGISwapChain_Release(swapchain); refcount = ID3D10Device_Release(device);