d3d11/tests: Add test for interleaved Draw() and Dispatch() calls.
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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2249527922
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dc92de848b
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@ -12631,6 +12631,187 @@ static void test_cs_uav_store(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_ps_cs_uav_binding(void)
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{
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static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
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ID3D11UnorderedAccessView *cs_uav, *ps_uav;
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D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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ID3D11Texture2D *cs_texture, *ps_texture;
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struct d3d11_test_context test_context;
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static const float zero[4] = {0.0f};
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11DeviceContext *context;
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ID3D11Buffer *cs_cb, *ps_cb;
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struct vec4 input = {1.0f};
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ID3D11ComputeShader *cs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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HRESULT hr;
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static const DWORD cs_code[] =
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{
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#if 0
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RWTexture2D<float> u;
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float value;
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[numthreads(1, 1, 1)]
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void main()
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{
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uint x, y, width, height;
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u.GetDimensions(width, height);
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for (y = 0; y < height; ++y)
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{
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for (x = 0; x < width; ++x)
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u[uint2(x, y)] = value;
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}
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}
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#endif
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0x43425844, 0x6503503a, 0x4cd524e6, 0x2473915d, 0x93cf1201, 0x00000001, 0x000001c8, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000174, 0x00050050, 0x0000005d, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555,
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0x02000068, 0x00000003, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x8900103d, 0x800000c2,
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0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000000, 0x05000036,
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0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100082, 0x00000000,
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0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x03040003, 0x0010003a, 0x00000000, 0x05000036,
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0x001000e2, 0x00000001, 0x00100aa6, 0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x00004001,
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0x00000000, 0x01000030, 0x07000050, 0x00100012, 0x00000002, 0x0010003a, 0x00000000, 0x0010000a,
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0x00000000, 0x03040003, 0x0010000a, 0x00000002, 0x05000036, 0x00100012, 0x00000001, 0x0010003a,
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0x00000000, 0x080000a4, 0x0011e0f2, 0x00000000, 0x00100e46, 0x00000001, 0x00208006, 0x00000000,
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0x00000000, 0x0700001e, 0x00100082, 0x00000000, 0x0010003a, 0x00000000, 0x00004001, 0x00000001,
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0x01000016, 0x0700001e, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000001,
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0x01000016, 0x0100003e,
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};
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static const DWORD ps_code[] =
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{
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#if 0
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RWTexture2D<float> u : register(u1);
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float value;
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void main()
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{
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uint x, y, width, height;
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u.GetDimensions(width, height);
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for (y = 0; y < height; ++y)
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{
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for (x = 0; x < width; ++x)
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u[uint2(x, y)] = value;
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}
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}
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#endif
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0x43425844, 0x2e14423b, 0x62c015c8, 0x5ea5ab9f, 0x514f1e22, 0x00000001, 0x000001b8, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000164, 0x00000050, 0x00000059, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000001, 0x00005555,
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0x02000068, 0x00000003, 0x8900103d, 0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001,
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0x00000000, 0x0011ee46, 0x00000001, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x00000000,
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0x01000030, 0x07000050, 0x00100082, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000,
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0x03040003, 0x0010003a, 0x00000000, 0x05000036, 0x001000e2, 0x00000001, 0x00100aa6, 0x00000000,
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0x05000036, 0x00100082, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100012,
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0x00000002, 0x0010003a, 0x00000000, 0x0010000a, 0x00000000, 0x03040003, 0x0010000a, 0x00000002,
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0x05000036, 0x00100012, 0x00000001, 0x0010003a, 0x00000000, 0x080000a4, 0x0011e0f2, 0x00000001,
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0x00100e46, 0x00000001, 0x00208006, 0x00000000, 0x00000000, 0x0700001e, 0x00100082, 0x00000000,
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0x0010003a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100042, 0x00000000,
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0x0010002a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0100003e,
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};
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if (!init_test_context(&test_context, &feature_level))
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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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ps_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(input), &input.x);
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cs_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(input), &input.x);
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texture_desc.Width = 64;
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texture_desc.Height = 64;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R32_FLOAT;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &cs_texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &ps_texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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uav_desc.Format = texture_desc.Format;
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uav_desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
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U(uav_desc).Texture2D.MipSlice = 0;
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hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)cs_texture, &uav_desc, &cs_uav);
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ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr);
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hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)ps_texture, &uav_desc, &ps_uav);
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ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr);
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ID3D11Device_GetImmediateContext(device, &context);
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ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cs_cb);
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ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &cs_uav, NULL);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
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/* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */
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ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context,
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1, &test_context.backbuffer_rtv, NULL, 1, 1, &ps_uav, NULL);
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ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, cs_uav, zero);
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check_texture_float(cs_texture, 0.0f, 2);
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ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, ps_uav, zero);
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check_texture_float(ps_texture, 0.0f, 2);
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hr = ID3D11Device_CreateComputeShader(device, cs_code, sizeof(cs_code), NULL, &cs);
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ok(SUCCEEDED(hr), "Failed to create compute shader, hr %#x.\n", hr);
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ID3D11DeviceContext_CSSetShader(context, cs, NULL, 0);
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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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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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todo_wine check_texture_float(cs_texture, 1.0f, 2);
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check_texture_float(ps_texture, 0.0f, 2);
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draw_quad(&test_context);
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todo_wine check_texture_float(cs_texture, 1.0f, 2);
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todo_wine check_texture_float(ps_texture, 1.0f, 2);
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input.x = 0.5f;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cs_cb, 0, NULL, &input, 0, 0);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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todo_wine check_texture_float(cs_texture, 0.5f, 2);
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todo_wine check_texture_float(ps_texture, 1.0f, 2);
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input.x = 2.0f;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)ps_cb, 0, NULL, &input, 0, 0);
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draw_quad(&test_context);
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todo_wine check_texture_float(cs_texture, 0.5f, 2);
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todo_wine check_texture_float(ps_texture, 2.0f, 2);
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input.x = 8.0f;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cs_cb, 0, NULL, &input, 0, 0);
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input.x = 4.0f;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)ps_cb, 0, NULL, &input, 0, 0);
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ID3D11DeviceContext_Dispatch(context, 1, 1, 1);
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todo_wine check_texture_float(cs_texture, 8.0f, 2);
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todo_wine check_texture_float(ps_texture, 2.0f, 2);
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draw_quad(&test_context);
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todo_wine check_texture_float(cs_texture, 8.0f, 2);
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todo_wine check_texture_float(ps_texture, 4.0f, 2);
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ID3D11ComputeShader_Release(cs);
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ID3D11PixelShader_Release(ps);
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ID3D11Buffer_Release(cs_cb);
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ID3D11Buffer_Release(ps_cb);
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ID3D11Texture2D_Release(cs_texture);
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ID3D11Texture2D_Release(ps_texture);
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ID3D11UnorderedAccessView_Release(cs_uav);
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ID3D11UnorderedAccessView_Release(ps_uav);
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ID3D11DeviceContext_Release(context);
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release_test_context(&test_context);
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}
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static void test_sm4_ret_instruction(void)
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{
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struct d3d11_test_context test_context;
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@ -13440,6 +13621,7 @@ START_TEST(d3d11)
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test_stencil_separate();
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test_uav_load();
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test_cs_uav_store();
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test_ps_cs_uav_binding();
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test_sm4_ret_instruction();
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test_primitive_restart();
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test_sm5_bufinfo_instruction();
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