d3d10core/tests: Add test for texturing with custom shader resource views.
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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d048d5c201
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@ -23,8 +23,6 @@
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#include "wine/test.h"
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#include <limits.h>
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static BOOL d3d11_available;
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struct vec2
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{
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float x, y;
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@ -558,6 +556,17 @@ static BOOL is_warp_device(ID3D10Device *device)
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|| (adapter_desc.VendorId == 0x1414 && adapter_desc.DeviceId == 0x008c));
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}
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static BOOL is_d3d11_interface_available(ID3D10Device *device)
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{
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ID3D11Device *d3d11_device;
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HRESULT hr;
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if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_ID3D11Device, (void **)&d3d11_device)))
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ID3D11Device_Release(d3d11_device);
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return SUCCEEDED(hr);
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}
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#define SWAPCHAIN_FLAG_SHADER_INPUT 0x1
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struct swapchain_desc
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@ -822,8 +831,6 @@ static void test_feature_level(void)
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return;
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}
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d3d11_available = TRUE;
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/* Device was created by D3D10CreateDevice. */
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feature_level = ID3D11Device_GetFeatureLevel(device11);
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ok(feature_level == D3D_FEATURE_LEVEL_10_0, "Got unexpected feature level %#x.\n", feature_level);
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@ -4240,6 +4247,7 @@ static void test_texture(void)
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};
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struct d3d10core_test_context test_context;
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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const struct texture *current_texture;
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_SAMPLER_DESC sampler_desc;
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@ -4575,6 +4583,8 @@ static void test_texture(void)
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};
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static const struct texture srgb_texture = {4, 4, 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
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{{srgb_data, 4 * sizeof(*srgb_data)}}};
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static const struct texture srgb_typeless = {4, 4, 1, 1, DXGI_FORMAT_R8G8B8A8_TYPELESS,
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{{srgb_data, 4 * sizeof(*srgb_data)}}};
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static const struct texture a8_texture = {4, 4, 1, 1, DXGI_FORMAT_A8_UNORM,
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{{a8_data, 4 * sizeof(*a8_data)}}};
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static const struct texture bc1_texture = {8, 8, 1, 1, DXGI_FORMAT_BC1_UNORM, {{bc1_data, 2 * 8}}};
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@ -4585,6 +4595,9 @@ static void test_texture(void)
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static const struct texture bc1_texture_srgb = {8, 8, 1, 1, DXGI_FORMAT_BC1_UNORM_SRGB, {{bc1_data, 2 * 8}}};
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static const struct texture bc2_texture_srgb = {8, 8, 1, 1, DXGI_FORMAT_BC2_UNORM_SRGB, {{bc2_data, 2 * 16}}};
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static const struct texture bc3_texture_srgb = {8, 8, 1, 1, DXGI_FORMAT_BC3_UNORM_SRGB, {{bc3_data, 2 * 16}}};
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static const struct texture bc1_typeless = {8, 8, 1, 1, DXGI_FORMAT_BC1_TYPELESS, {{bc1_data, 2 * 8}}};
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static const struct texture bc2_typeless = {8, 8, 1, 1, DXGI_FORMAT_BC2_TYPELESS, {{bc2_data, 2 * 16}}};
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static const struct texture bc3_typeless = {8, 8, 1, 1, DXGI_FORMAT_BC3_TYPELESS, {{bc3_data, 2 * 16}}};
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static const struct texture sint8_texture = {4, 4, 1, 1, DXGI_FORMAT_R8G8B8A8_SINT,
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{{rgba_level_0, 4 * sizeof(*rgba_level_0)}}};
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static const struct texture uint8_texture = {4, 4, 1, 1, DXGI_FORMAT_R8G8B8A8_UINT,
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@ -4678,7 +4691,7 @@ static void test_texture(void)
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static const DWORD zero_colors[4 * 4] = {0};
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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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static const struct texture_test
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{
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const struct shader *ps;
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const struct texture *texture;
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@ -4689,7 +4702,7 @@ static void test_texture(void)
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float ps_constant;
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const DWORD *expected_colors;
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}
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tests[] =
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texture_tests[] =
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{
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#define POINT D3D10_FILTER_MIN_MAG_MIP_POINT
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#define POINT_LINEAR D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR
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@ -4793,6 +4806,51 @@ static void test_texture(void)
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#undef POINT_LINEAR
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#undef MIP_MAX
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};
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static const struct srv_test
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{
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const struct shader *ps;
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const struct texture *texture;
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struct srv_desc srv_desc;
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float ps_constant;
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const DWORD *expected_colors;
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}
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srv_tests[] =
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{
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#define TEX_2D D3D10_SRV_DIMENSION_TEXTURE2D
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#define TEX_2D_ARRAY D3D10_SRV_DIMENSION_TEXTURE2DARRAY
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#define BC1_UNORM DXGI_FORMAT_BC1_UNORM
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#define BC1_UNORM_SRGB DXGI_FORMAT_BC1_UNORM_SRGB
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#define BC2_UNORM DXGI_FORMAT_BC2_UNORM
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#define BC2_UNORM_SRGB DXGI_FORMAT_BC2_UNORM_SRGB
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#define BC3_UNORM DXGI_FORMAT_BC3_UNORM
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#define BC3_UNORM_SRGB DXGI_FORMAT_BC3_UNORM_SRGB
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#define R8G8B8A8_UNORM_SRGB DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
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#define R8G8B8A8_UNORM DXGI_FORMAT_R8G8B8A8_UNORM
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#define FMT_UNKNOWN DXGI_FORMAT_UNKNOWN
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{&ps_sample, &bc1_typeless, {BC1_UNORM, TEX_2D, 0, 1}, 0.0f, bc_colors},
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{&ps_sample, &bc1_typeless, {BC1_UNORM_SRGB, TEX_2D, 0, 1}, 0.0f, bc_colors},
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{&ps_sample, &bc2_typeless, {BC2_UNORM, TEX_2D, 0, 1}, 0.0f, bc_colors},
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{&ps_sample, &bc2_typeless, {BC2_UNORM_SRGB, TEX_2D, 0, 1}, 0.0f, bc_colors},
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{&ps_sample, &bc3_typeless, {BC3_UNORM, TEX_2D, 0, 1}, 0.0f, bc_colors},
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{&ps_sample, &bc3_typeless, {BC3_UNORM_SRGB, TEX_2D, 0, 1}, 0.0f, bc_colors},
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{&ps_sample, &srgb_typeless, {R8G8B8A8_UNORM_SRGB, TEX_2D, 0, 1}, 0.0f, srgb_colors},
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{&ps_sample, &srgb_typeless, {R8G8B8A8_UNORM, TEX_2D, 0, 1}, 0.0f, srgb_data},
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{&ps_sample, &array_2d_texture, {FMT_UNKNOWN, TEX_2D, 0, 1}, 0.0f, red_colors},
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{&ps_sample_2d_array, &array_2d_texture, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 1, 0, 1}, 0.0f, red_colors},
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{&ps_sample_2d_array, &array_2d_texture, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 1, 1, 1}, 0.0f, green_data},
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{&ps_sample_2d_array, &array_2d_texture, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 1, 2, 1}, 0.0f, blue_colors},
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#undef TEX_2D
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#undef TEX_2D_ARRAY
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#undef BC1_UNORM
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#undef BC1_UNORM_SRGB
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#undef BC2_UNORM
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#undef BC2_UNORM_SRGB
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#undef BC3_UNORM
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#undef BC3_UNORM_SRGB
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#undef R8G8B8A8_UNORM_SRGB
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#undef R8G8B8A8_UNORM
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#undef FMT_UNKNOWN
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};
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if (!init_test_context(&test_context))
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return;
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@ -4830,9 +4888,9 @@ static void test_texture(void)
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texture = NULL;
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current_ps = NULL;
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current_texture = NULL;
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for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
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for (i = 0; i < sizeof(texture_tests) / sizeof(*texture_tests); ++i)
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{
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const struct test *test = &tests[i];
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const struct texture_test *test = &texture_tests[i];
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if (current_ps != test->ps)
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{
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@ -4924,6 +4982,96 @@ static void test_texture(void)
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ID3D10Texture2D_Release(texture);
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ID3D10PixelShader_Release(ps);
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if (is_warp_device(device) && !is_d3d11_interface_available(device))
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{
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win_skip("SRV tests are broken on WARP.\n");
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ID3D10Buffer_Release(cb);
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release_test_context(&test_context);
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return;
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}
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sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.MipLODBias = 0.0f;
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sampler_desc.MinLOD = 0.0f;
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sampler_desc.MaxLOD = D3D10_FLOAT32_MAX;
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hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler);
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ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
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ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
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ps = NULL;
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srv = NULL;
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texture = NULL;
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current_ps = NULL;
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current_texture = NULL;
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for (i = 0; i < sizeof(srv_tests) / sizeof(*srv_tests); ++i)
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{
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const struct srv_test *test = &srv_tests[i];
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if (current_ps != test->ps)
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{
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if (ps)
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ID3D10PixelShader_Release(ps);
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current_ps = test->ps;
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hr = ID3D10Device_CreatePixelShader(device, current_ps->code, current_ps->size, &ps);
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ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
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ID3D10Device_PSSetShader(device, ps);
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}
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if (current_texture != test->texture)
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{
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if (texture)
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ID3D10Texture2D_Release(texture);
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current_texture = test->texture;
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texture_desc.Width = current_texture->width;
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texture_desc.Height = current_texture->height;
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texture_desc.MipLevels = current_texture->miplevel_count;
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texture_desc.ArraySize = current_texture->array_size;
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texture_desc.Format = current_texture->format;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture);
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ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
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}
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if (srv)
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ID3D10ShaderResourceView_Release(srv);
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get_srv_desc(&srv_desc, &test->srv_desc);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &srv);
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ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
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ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
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ps_constant.x = test->ps_constant;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &ps_constant, 0, 0);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
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draw_quad(&test_context);
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get_texture_readback(test_context.backbuffer, 0, &rb);
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for (y = 0; y < 4; ++y)
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{
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for (x = 0; x < 4; ++x)
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{
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color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120);
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ok(compare_color(color, test->expected_colors[y * 4 + x], 1),
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"Test %u: Got unexpected color 0x%08x at (%u, %u).\n", i, color, x, y);
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}
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}
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release_texture_readback(&rb);
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}
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ID3D10PixelShader_Release(ps);
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ID3D10Texture2D_Release(texture);
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ID3D10ShaderResourceView_Release(srv);
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ID3D10SamplerState_Release(sampler);
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ID3D10Buffer_Release(cb);
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release_test_context(&test_context);
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}
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@ -6680,7 +6828,7 @@ static void test_clear_render_target_view(void)
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ID3D10Device_ClearRenderTargetView(device, rtv, color);
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check_texture_color(texture, expected_color, 1);
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if (d3d11_available)
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if (is_d3d11_interface_available(device))
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{
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ID3D10Device_ClearRenderTargetView(device, NULL, green);
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check_texture_color(texture, expected_color, 1);
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@ -6791,7 +6939,7 @@ static void test_clear_depth_stencil_view(void)
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0);
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check_texture_color(depth_texture, 0x00000000, 0);
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if (d3d11_available)
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if (is_d3d11_interface_available(device))
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{
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ID3D10Device_ClearDepthStencilView(device, NULL, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0xff);
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check_texture_color(depth_texture, 0x00000000, 0);
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