d3d11/tests: Add test for unbound multisample textures.
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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@ -25020,6 +25020,93 @@ done:
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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_unbound_multisample_texture(void)
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{
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struct d3d11_test_context test_context;
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ID3D11DeviceContext *context;
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ID3D11PixelShader *ps;
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struct uvec4 cb_data;
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ID3D11Device *device;
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ID3D11Buffer *cb;
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unsigned int i;
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HRESULT hr;
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const DWORD ps_code[] =
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{
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#if 0
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Texture2DMS<float4, 4> t;
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uint sample_index;
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float4 main(float4 position : SV_Position) : SV_Target
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{
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float3 p;
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t.GetDimensions(p.x, p.y, p.z);
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p *= float3(position.x / 640.0f, position.y / 480.0f, 0.0f);
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/* sample index must be a literal */
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switch (sample_index)
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{
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case 1: return t.Load(int2(p.xy), 1);
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case 2: return t.Load(int2(p.xy), 2);
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case 3: return t.Load(int2(p.xy), 3);
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default: return t.Load(int2(p.xy), 0);
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}
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}
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#endif
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0x43425844, 0x03d62416, 0x1914ee8b, 0xccd08d68, 0x27f42136, 0x00000001, 0x000002f8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000025c, 0x00000040,
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0x00000097, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04042058, 0x00107000, 0x00000000,
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0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000002, 0x0700003d, 0x001000f2, 0x00000000, 0x00004001, 0x00000000, 0x00107e46,
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0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000,
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0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889,
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0x00000000, 0x00000000, 0x0400004c, 0x0020800a, 0x00000000, 0x00000000, 0x03000006, 0x00004001,
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0x00000001, 0x0500001b, 0x00100032, 0x00000001, 0x00100046, 0x00000000, 0x08000036, 0x001000c2,
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0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0900002e, 0x001020f2,
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0x00000000, 0x00100e46, 0x00000001, 0x00107e46, 0x00000000, 0x00004001, 0x00000001, 0x0100003e,
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0x03000006, 0x00004001, 0x00000002, 0x0500001b, 0x00100032, 0x00000001, 0x00100046, 0x00000000,
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0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x0900002e, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00107e46, 0x00000000, 0x00004001,
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0x00000002, 0x0100003e, 0x03000006, 0x00004001, 0x00000003, 0x0500001b, 0x00100032, 0x00000001,
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0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x0900002e, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00107e46,
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0x00000000, 0x00004001, 0x00000003, 0x0100003e, 0x0100000a, 0x0500001b, 0x00100032, 0x00000000,
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0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x0900002e, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46,
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0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000017, 0x0100003e,
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};
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if (!init_test_context(&test_context, NULL))
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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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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), 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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memset(&cb_data, 0, sizeof(cb_data));
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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for (i = 0; i < 4; ++i)
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{
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cb_data.x = i;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &cb_data, 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0x00000000, 1);
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}
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ID3D11Buffer_Release(cb);
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ID3D11PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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START_TEST(d3d11)
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{
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{
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unsigned int argc, i;
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unsigned int argc, i;
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@ -25149,4 +25236,5 @@ START_TEST(d3d11)
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test_combined_clip_and_cull_distances();
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test_combined_clip_and_cull_distances();
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test_generate_mips();
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test_generate_mips();
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test_alpha_to_coverage();
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test_alpha_to_coverage();
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test_unbound_multisample_texture();
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}
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}
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