diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 163d1a2d8b4..0d16cc3315c 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -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();