d3d11/tests: Add test for SV_InstanceID.

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:
Józef Kucia 2017-11-01 22:08:48 +01:00 committed by Alexandre Julliard
parent 5b3b1aa238
commit dfbcc93da3
1 changed files with 256 additions and 12 deletions

View File

@ -626,9 +626,10 @@ static void check_uav_desc_(unsigned int line, const D3D11_UNORDERED_ACCESS_VIEW
}
}
#define create_buffer(a, b, c, d) create_buffer_(__LINE__, a, b, c, d)
#define create_buffer(a, b, c, d) create_buffer_(__LINE__, a, b, 0, c, d)
#define create_buffer_misc(a, b, c, d, e) create_buffer_(__LINE__, a, b, c, d, e)
static ID3D11Buffer *create_buffer_(unsigned int line, ID3D11Device *device,
unsigned int bind_flags, unsigned int size, const void *data)
unsigned int bind_flags, unsigned int misc_flags, unsigned int size, const void *data)
{
D3D11_SUBRESOURCE_DATA resource_data;
D3D11_BUFFER_DESC buffer_desc;
@ -639,7 +640,7 @@ static ID3D11Buffer *create_buffer_(unsigned int line, ID3D11Device *device,
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
buffer_desc.BindFlags = bind_flags;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_desc.MiscFlags = misc_flags;
buffer_desc.StructureByteStride = 0;
resource_data.pSysMem = data;
@ -791,27 +792,26 @@ static DWORD get_texture_color(ID3D11Texture2D *texture, unsigned int x, unsigne
return color;
}
#define check_texture_sub_resource_color(a, b, c, d, e) check_texture_sub_resource_color_(__LINE__, a, b, c, d, e)
static void check_texture_sub_resource_color_(unsigned int line, ID3D11Texture2D *texture,
unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
#define check_readback_data_color(a, b, c, d) check_readback_data_color_(__LINE__, a, b, c, d)
static void check_readback_data_color_(unsigned int line, struct resource_readback *rb,
const RECT *rect, DWORD expected_color, BYTE max_diff)
{
struct resource_readback rb;
unsigned int x = 0, y = 0;
BOOL all_match = TRUE;
RECT default_rect;
DWORD color = 0;
get_texture_readback(texture, sub_resource_idx, &rb);
if (!rect)
{
SetRect(&default_rect, 0, 0, rb.width, rb.height);
SetRect(&default_rect, 0, 0, rb->width, rb->height);
rect = &default_rect;
}
for (y = rect->top; y < rect->bottom; ++y)
{
for (x = rect->left; x < rect->right; ++x)
{
color = get_readback_color(&rb, x, y);
color = get_readback_color(rb, x, y);
if (!compare_color(color, expected_color, max_diff))
{
all_match = FALSE;
@ -821,10 +821,20 @@ static void check_texture_sub_resource_color_(unsigned int line, ID3D11Texture2D
if (!all_match)
break;
}
release_resource_readback(&rb);
ok_(__FILE__, line)(all_match,
"Got 0x%08x, expected 0x%08x at (%u, %u), sub-resource %u.\n",
color, expected_color, x, y, sub_resource_idx);
color, expected_color, x, y, rb->sub_resource_idx);
}
#define check_texture_sub_resource_color(a, b, c, d, e) check_texture_sub_resource_color_(__LINE__, a, b, c, d, e)
static void check_texture_sub_resource_color_(unsigned int line, ID3D11Texture2D *texture,
unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
{
struct resource_readback rb;
get_texture_readback(texture, sub_resource_idx, &rb);
check_readback_data_color_(line, &rb, rect, expected_color, max_diff);
release_resource_readback(&rb);
}
#define check_texture_color(t, c, d) check_texture_color_(__LINE__, t, c, d)
@ -9520,6 +9530,239 @@ static void test_il_append_aligned(void)
release_test_context(&test_context);
}
static void test_instance_id(void)
{
struct d3d11_test_context test_context;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11InputLayout *input_layout;
ID3D11RenderTargetView *rtvs[2];
ID3D11Texture2D *render_target;
ID3D11DeviceContext *context;
struct resource_readback rb;
unsigned int stride, offset;
ID3D11Buffer *args_buffer;
ID3D11VertexShader *vs;
ID3D11PixelShader *ps;
ID3D11Device *device;
ID3D11Buffer *vb[2];
unsigned int i;
HRESULT hr;
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
{
{"position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_VERTEX_DATA, 0},
{"color", 0, DXGI_FORMAT_R8_UNORM, 1, D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_INSTANCE_DATA, 1},
{"v_offset", 0, DXGI_FORMAT_R32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT,
D3D11_INPUT_PER_INSTANCE_DATA, 1},
};
static const DWORD vs_code[] =
{
#if 0
struct vs_in
{
float4 position : Position;
float color : Color;
float v_offset : V_Offset;
uint instance_id : SV_InstanceId;
};
struct vs_out
{
float4 position : SV_Position;
float color : Color;
uint instance_id : InstanceId;
};
void main(vs_in i, out vs_out o)
{
o.position = i.position;
o.position.x += i.v_offset;
o.color = i.color;
o.instance_id = i.instance_id;
}
#endif
0x43425844, 0xcde3cfbf, 0xe2e3d090, 0xe2eb1038, 0x7e5ad1cf, 0x00000001, 0x00000204, 0x00000003,
0x0000002c, 0x000000c4, 0x0000013c, 0x4e475349, 0x00000090, 0x00000004, 0x00000008, 0x00000068,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000101, 0x00000077, 0x00000000, 0x00000000, 0x00000003, 0x00000002,
0x00000101, 0x00000080, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x69736f50,
0x6e6f6974, 0x6c6f4300, 0x5600726f, 0x66664f5f, 0x00746573, 0x495f5653, 0x6174736e, 0x4965636e,
0xabab0064, 0x4e47534f, 0x00000070, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
0x00000e01, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x505f5653,
0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563, 0xababab00, 0x52444853,
0x000000c0, 0x00010040, 0x00000030, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012,
0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x04000060, 0x00101012, 0x00000003, 0x00000008,
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x03000065,
0x00102012, 0x00000002, 0x07000000, 0x00102012, 0x00000000, 0x0010100a, 0x00000000, 0x0010100a,
0x00000002, 0x05000036, 0x001020e2, 0x00000000, 0x00101e56, 0x00000000, 0x05000036, 0x00102012,
0x00000001, 0x0010100a, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010100a, 0x00000003,
0x0100003e,
};
static const DWORD ps_code[] =
{
#if 0
struct vs_out
{
float4 position : SV_Position;
float color : Color;
uint instance_id : InstanceId;
};
void main(vs_out i, out float4 o0 : SV_Target0, out uint4 o1 : SV_Target1)
{
o0 = float4(i.color, i.color, i.color, 1.0f);
o1 = i.instance_id;
}
#endif
0x43425844, 0xda0ad0bb, 0x4743f5f5, 0xfbc6d0b1, 0x7c8e7df5, 0x00000001, 0x00000170, 0x00000003,
0x0000002c, 0x000000a4, 0x000000f0, 0x4e475349, 0x00000070, 0x00000003, 0x00000008, 0x00000050,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000101, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002,
0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563,
0xababab00, 0x4e47534f, 0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x00000038, 0x00000001, 0x00000000, 0x00000001, 0x00000001,
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000078, 0x00000040, 0x0000001e,
0x03001062, 0x00101012, 0x00000001, 0x03000862, 0x00101012, 0x00000002, 0x03000065, 0x001020f2,
0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x00102072, 0x00000000, 0x00101006,
0x00000001, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x05000036, 0x001020f2,
0x00000001, 0x00101006, 0x00000002, 0x0100003e,
};
static const struct vec4 stream0[] =
{
{-1.00f, 0.0f, 0.0f, 1.0f},
{-1.00f, 1.0f, 0.0f, 1.0f},
{-0.75f, 0.0f, 0.0f, 1.0f},
{-0.75f, 1.0f, 0.0f, 1.0f},
/* indirect draws data */
{-1.00f, -1.0f, 0.0f, 1.0f},
{-1.00f, 0.0f, 0.0f, 1.0f},
{-0.75f, -1.0f, 0.0f, 1.0f},
{-0.75f, 0.0f, 0.0f, 1.0f},
};
static const struct
{
BYTE color;
float v_offset;
}
stream1[] =
{
{0xf0, 0.00f},
{0x80, 0.25f},
{0x10, 0.50f},
{0x40, 0.75f},
{0xaa, 1.00f},
{0xbb, 1.25f},
{0xcc, 1.50f},
{0x90, 1.75f},
};
static const D3D11_DRAW_INSTANCED_INDIRECT_ARGS argument_data[] =
{
{4, 4, 4, 0},
{4, 4, 4, 4},
};
static const struct
{
RECT rect;
unsigned int color;
unsigned int instance_id;
}
expected_results[] =
{
{{ 0, 0, 80, 240}, 0xfff0f0f0, 0},
{{ 80, 0, 160, 240}, 0xff808080, 1},
{{160, 0, 240, 240}, 0xff101010, 2},
{{240, 0, 320, 240}, 0xff404040, 3},
{{320, 0, 400, 240}, 0xffaaaaaa, 0},
{{400, 0, 480, 240}, 0xffbbbbbb, 1},
{{480, 0, 560, 240}, 0xffcccccc, 2},
{{560, 0, 640, 240}, 0xff909090, 3},
/* indirect draws results */
{{ 0, 240, 80, 480}, 0xfff0f0f0, 0},
{{ 80, 240, 160, 480}, 0xff808080, 1},
{{160, 240, 240, 480}, 0xff101010, 2},
{{240, 240, 320, 480}, 0xff404040, 3},
{{320, 240, 400, 480}, 0xffaaaaaa, 0},
{{400, 240, 480, 480}, 0xffbbbbbb, 1},
{{480, 240, 560, 480}, 0xffcccccc, 2},
{{560, 240, 640, 480}, 0xff909090, 3},
};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
if (!init_test_context(&test_context, &feature_level))
return;
device = test_context.device;
context = test_context.immediate_context;
rtvs[0] = test_context.backbuffer_rtv;
ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
texture_desc.Format = DXGI_FORMAT_R32_UINT;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &render_target);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)render_target, NULL, &rtvs[1]);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
vs_code, sizeof(vs_code), &input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
vb[0] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(stream0), stream0);
vb[1] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(stream1), stream1);
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
offset = 0;
stride = sizeof(*stream0);
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb[0], &stride, &offset);
stride = sizeof(*stream1);
ID3D11DeviceContext_IASetVertexBuffers(context, 1, 1, &vb[1], &stride, &offset);
ID3D11DeviceContext_ClearRenderTargetView(context, rtvs[0], white);
ID3D11DeviceContext_ClearRenderTargetView(context, rtvs[1], white);
ID3D11DeviceContext_OMSetRenderTargets(context, ARRAY_SIZE(rtvs), rtvs, NULL);
ID3D11DeviceContext_DrawInstanced(context, 4, 4, 0, 0);
ID3D11DeviceContext_DrawInstanced(context, 4, 4, 0, 4);
args_buffer = create_buffer_misc(device, 0, D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS,
sizeof(argument_data), &argument_data);
ID3D11DeviceContext_DrawInstancedIndirect(context, args_buffer, 0);
ID3D11DeviceContext_DrawInstancedIndirect(context, args_buffer, sizeof(*argument_data));
get_texture_readback(test_context.backbuffer, 0, &rb);
for (i = 0; i < ARRAY_SIZE(expected_results); ++i)
check_readback_data_color(&rb, &expected_results[i].rect, expected_results[i].color, 1);
release_resource_readback(&rb);
get_texture_readback(render_target, 0, &rb);
for (i = 0; i < ARRAY_SIZE(expected_results); ++i)
check_readback_data_color(&rb, &expected_results[i].rect, expected_results[i].instance_id, 0);
release_resource_readback(&rb);
ID3D11Buffer_Release(vb[0]);
ID3D11Buffer_Release(vb[1]);
ID3D11Buffer_Release(args_buffer);
ID3D11RenderTargetView_Release(rtvs[1]);
ID3D11Texture2D_Release(render_target);
ID3D11VertexShader_Release(vs);
ID3D11PixelShader_Release(ps);
ID3D11InputLayout_Release(input_layout);
release_test_context(&test_context);
}
static void test_fragment_coords(void)
{
struct d3d11_test_context test_context;
@ -21486,6 +21729,7 @@ START_TEST(d3d11)
test_scissor();
test_clear_state();
test_il_append_aligned();
test_instance_id();
test_fragment_coords();
test_update_subresource();
test_copy_subresource_region();