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:
parent
5b3b1aa238
commit
dfbcc93da3
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@ -626,9 +626,10 @@ static void check_uav_desc_(unsigned int line, const D3D11_UNORDERED_ACCESS_VIEW
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}
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}
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}
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}
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#define create_buffer(a, b, c, d) create_buffer_(__LINE__, a, b, c, d)
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#define create_buffer(a, b, c, d) create_buffer_(__LINE__, a, b, 0, c, d)
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#define create_buffer_misc(a, b, c, d, e) create_buffer_(__LINE__, a, b, c, d, e)
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static ID3D11Buffer *create_buffer_(unsigned int line, ID3D11Device *device,
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static ID3D11Buffer *create_buffer_(unsigned int line, ID3D11Device *device,
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unsigned int bind_flags, unsigned int size, const void *data)
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unsigned int bind_flags, unsigned int misc_flags, unsigned int size, const void *data)
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{
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{
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_BUFFER_DESC buffer_desc;
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D3D11_BUFFER_DESC buffer_desc;
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@ -639,7 +640,7 @@ static ID3D11Buffer *create_buffer_(unsigned int line, ID3D11Device *device,
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = bind_flags;
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buffer_desc.BindFlags = bind_flags;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_desc.MiscFlags = misc_flags;
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buffer_desc.StructureByteStride = 0;
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buffer_desc.StructureByteStride = 0;
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resource_data.pSysMem = data;
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resource_data.pSysMem = data;
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@ -791,27 +792,26 @@ static DWORD get_texture_color(ID3D11Texture2D *texture, unsigned int x, unsigne
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return color;
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return color;
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}
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}
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#define check_texture_sub_resource_color(a, b, c, d, e) check_texture_sub_resource_color_(__LINE__, a, b, c, d, e)
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#define check_readback_data_color(a, b, c, d) check_readback_data_color_(__LINE__, a, b, c, d)
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static void check_texture_sub_resource_color_(unsigned int line, ID3D11Texture2D *texture,
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static void check_readback_data_color_(unsigned int line, struct resource_readback *rb,
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unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
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const RECT *rect, DWORD expected_color, BYTE max_diff)
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{
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{
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struct resource_readback rb;
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unsigned int x = 0, y = 0;
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unsigned int x = 0, y = 0;
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BOOL all_match = TRUE;
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BOOL all_match = TRUE;
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RECT default_rect;
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RECT default_rect;
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DWORD color = 0;
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DWORD color = 0;
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get_texture_readback(texture, sub_resource_idx, &rb);
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if (!rect)
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if (!rect)
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{
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{
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SetRect(&default_rect, 0, 0, rb.width, rb.height);
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SetRect(&default_rect, 0, 0, rb->width, rb->height);
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rect = &default_rect;
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rect = &default_rect;
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}
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}
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for (y = rect->top; y < rect->bottom; ++y)
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for (y = rect->top; y < rect->bottom; ++y)
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{
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{
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for (x = rect->left; x < rect->right; ++x)
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for (x = rect->left; x < rect->right; ++x)
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{
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{
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color = get_readback_color(&rb, x, y);
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color = get_readback_color(rb, x, y);
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if (!compare_color(color, expected_color, max_diff))
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if (!compare_color(color, expected_color, max_diff))
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{
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{
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all_match = FALSE;
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all_match = FALSE;
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@ -821,10 +821,20 @@ static void check_texture_sub_resource_color_(unsigned int line, ID3D11Texture2D
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if (!all_match)
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if (!all_match)
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break;
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break;
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}
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}
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release_resource_readback(&rb);
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ok_(__FILE__, line)(all_match,
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ok_(__FILE__, line)(all_match,
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"Got 0x%08x, expected 0x%08x at (%u, %u), sub-resource %u.\n",
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"Got 0x%08x, expected 0x%08x at (%u, %u), sub-resource %u.\n",
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color, expected_color, x, y, sub_resource_idx);
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color, expected_color, x, y, rb->sub_resource_idx);
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}
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#define check_texture_sub_resource_color(a, b, c, d, e) check_texture_sub_resource_color_(__LINE__, a, b, c, d, e)
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static void check_texture_sub_resource_color_(unsigned int line, ID3D11Texture2D *texture,
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unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
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{
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struct resource_readback rb;
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get_texture_readback(texture, sub_resource_idx, &rb);
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check_readback_data_color_(line, &rb, rect, expected_color, max_diff);
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release_resource_readback(&rb);
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}
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}
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#define check_texture_color(t, c, d) check_texture_color_(__LINE__, t, c, d)
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#define check_texture_color(t, c, d) check_texture_color_(__LINE__, t, c, d)
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@ -9520,6 +9530,239 @@ static void test_il_append_aligned(void)
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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_instance_id(void)
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{
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struct d3d11_test_context test_context;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11InputLayout *input_layout;
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ID3D11RenderTargetView *rtvs[2];
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ID3D11Texture2D *render_target;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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unsigned int stride, offset;
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ID3D11Buffer *args_buffer;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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ID3D11Buffer *vb[2];
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unsigned int i;
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HRESULT hr;
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT,
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D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"color", 0, DXGI_FORMAT_R8_UNORM, 1, D3D11_APPEND_ALIGNED_ELEMENT,
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D3D11_INPUT_PER_INSTANCE_DATA, 1},
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{"v_offset", 0, DXGI_FORMAT_R32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT,
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D3D11_INPUT_PER_INSTANCE_DATA, 1},
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};
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static const DWORD vs_code[] =
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{
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#if 0
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struct vs_in
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{
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float4 position : Position;
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float color : Color;
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float v_offset : V_Offset;
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uint instance_id : SV_InstanceId;
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};
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struct vs_out
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{
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float4 position : SV_Position;
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float color : Color;
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uint instance_id : InstanceId;
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};
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void main(vs_in i, out vs_out o)
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{
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o.position = i.position;
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o.position.x += i.v_offset;
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o.color = i.color;
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o.instance_id = i.instance_id;
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}
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#endif
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0x43425844, 0xcde3cfbf, 0xe2e3d090, 0xe2eb1038, 0x7e5ad1cf, 0x00000001, 0x00000204, 0x00000003,
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0x0000002c, 0x000000c4, 0x0000013c, 0x4e475349, 0x00000090, 0x00000004, 0x00000008, 0x00000068,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000101, 0x00000077, 0x00000000, 0x00000000, 0x00000003, 0x00000002,
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0x00000101, 0x00000080, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x69736f50,
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0x6e6f6974, 0x6c6f4300, 0x5600726f, 0x66664f5f, 0x00746573, 0x495f5653, 0x6174736e, 0x4965636e,
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0xabab0064, 0x4e47534f, 0x00000070, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
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0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
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0x00000e01, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x505f5653,
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0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563, 0xababab00, 0x52444853,
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0x000000c0, 0x00010040, 0x00000030, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012,
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0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x04000060, 0x00101012, 0x00000003, 0x00000008,
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0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x03000065,
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0x00102012, 0x00000002, 0x07000000, 0x00102012, 0x00000000, 0x0010100a, 0x00000000, 0x0010100a,
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0x00000002, 0x05000036, 0x001020e2, 0x00000000, 0x00101e56, 0x00000000, 0x05000036, 0x00102012,
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0x00000001, 0x0010100a, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010100a, 0x00000003,
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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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struct vs_out
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{
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float4 position : SV_Position;
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float color : Color;
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uint instance_id : InstanceId;
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};
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void main(vs_out i, out float4 o0 : SV_Target0, out uint4 o1 : SV_Target1)
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{
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o0 = float4(i.color, i.color, i.color, 1.0f);
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o1 = i.instance_id;
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}
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#endif
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0x43425844, 0xda0ad0bb, 0x4743f5f5, 0xfbc6d0b1, 0x7c8e7df5, 0x00000001, 0x00000170, 0x00000003,
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0x0000002c, 0x000000a4, 0x000000f0, 0x4e475349, 0x00000070, 0x00000003, 0x00000008, 0x00000050,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000101, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002,
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0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563,
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0xababab00, 0x4e47534f, 0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x00000038, 0x00000001, 0x00000000, 0x00000001, 0x00000001,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000078, 0x00000040, 0x0000001e,
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0x03001062, 0x00101012, 0x00000001, 0x03000862, 0x00101012, 0x00000002, 0x03000065, 0x001020f2,
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0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x00102072, 0x00000000, 0x00101006,
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0x00000001, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x05000036, 0x001020f2,
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0x00000001, 0x00101006, 0x00000002, 0x0100003e,
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};
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static const struct vec4 stream0[] =
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{
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{-1.00f, 0.0f, 0.0f, 1.0f},
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{-1.00f, 1.0f, 0.0f, 1.0f},
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{-0.75f, 0.0f, 0.0f, 1.0f},
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{-0.75f, 1.0f, 0.0f, 1.0f},
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/* indirect draws data */
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{-1.00f, -1.0f, 0.0f, 1.0f},
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{-1.00f, 0.0f, 0.0f, 1.0f},
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{-0.75f, -1.0f, 0.0f, 1.0f},
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{-0.75f, 0.0f, 0.0f, 1.0f},
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};
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static const struct
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{
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BYTE color;
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float v_offset;
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}
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stream1[] =
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{
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{0xf0, 0.00f},
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{0x80, 0.25f},
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{0x10, 0.50f},
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{0x40, 0.75f},
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{0xaa, 1.00f},
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{0xbb, 1.25f},
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{0xcc, 1.50f},
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{0x90, 1.75f},
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};
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static const D3D11_DRAW_INSTANCED_INDIRECT_ARGS argument_data[] =
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{
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{4, 4, 4, 0},
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{4, 4, 4, 4},
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};
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static const struct
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{
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RECT rect;
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unsigned int color;
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unsigned int instance_id;
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}
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expected_results[] =
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{
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{{ 0, 0, 80, 240}, 0xfff0f0f0, 0},
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{{ 80, 0, 160, 240}, 0xff808080, 1},
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{{160, 0, 240, 240}, 0xff101010, 2},
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{{240, 0, 320, 240}, 0xff404040, 3},
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{{320, 0, 400, 240}, 0xffaaaaaa, 0},
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{{400, 0, 480, 240}, 0xffbbbbbb, 1},
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{{480, 0, 560, 240}, 0xffcccccc, 2},
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{{560, 0, 640, 240}, 0xff909090, 3},
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/* indirect draws results */
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{{ 0, 240, 80, 480}, 0xfff0f0f0, 0},
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{{ 80, 240, 160, 480}, 0xff808080, 1},
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{{160, 240, 240, 480}, 0xff101010, 2},
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{{240, 240, 320, 480}, 0xff404040, 3},
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{{320, 240, 400, 480}, 0xffaaaaaa, 0},
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{{400, 240, 480, 480}, 0xffbbbbbb, 1},
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{{480, 240, 560, 480}, 0xffcccccc, 2},
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{{560, 240, 640, 480}, 0xff909090, 3},
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};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
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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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rtvs[0] = test_context.backbuffer_rtv;
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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_R32_UINT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &render_target);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)render_target, NULL, &rtvs[1]);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
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vs_code, sizeof(vs_code), &input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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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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vb[0] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(stream0), stream0);
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vb[1] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(stream1), stream1);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_IASetInputLayout(context, input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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offset = 0;
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stride = sizeof(*stream0);
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ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb[0], &stride, &offset);
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stride = sizeof(*stream1);
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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)
|
static void test_fragment_coords(void)
|
||||||
{
|
{
|
||||||
struct d3d11_test_context test_context;
|
struct d3d11_test_context test_context;
|
||||||
|
@ -21486,6 +21729,7 @@ START_TEST(d3d11)
|
||||||
test_scissor();
|
test_scissor();
|
||||||
test_clear_state();
|
test_clear_state();
|
||||||
test_il_append_aligned();
|
test_il_append_aligned();
|
||||||
|
test_instance_id();
|
||||||
test_fragment_coords();
|
test_fragment_coords();
|
||||||
test_update_subresource();
|
test_update_subresource();
|
||||||
test_copy_subresource_region();
|
test_copy_subresource_region();
|
||||||
|
|
Loading…
Reference in New Issue