d3d11/tests: Add additional tests for shader input/output matching.
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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@ -14017,6 +14017,7 @@ static void test_shader_interstage_interface(void)
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ID3D11Device *device;
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UINT stride, offset;
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ID3D11Buffer *vb;
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unsigned int i;
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HRESULT hr;
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static const DWORD vs_code[] =
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@ -14089,6 +14090,56 @@ static void test_shader_interstage_interface(void)
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0x0010000a, 0x00000000, 0x07000000, 0x00102012, 0x00000000, 0x0010101a, 0x00000001, 0x0010100a,
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0x00000002, 0x05000036, 0x001020c2, 0x00000000, 0x001012a6, 0x00000001, 0x0100003e,
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};
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static const DWORD ps_partial_input_code[] =
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{
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#if 0
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void main(float4 position : SV_Position, float2 t0 : TEXCOORD0,
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nointerpolation float t1 : TEXCOORD1, uint t2 : TEXCOORD2,
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uint t3 : TEXCOORD3, out float4 o : SV_Target)
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{
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o.x = t0.y + t1;
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o.y = t2 + t3;
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o.z = 0.0f;
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o.w = t0.x;
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}
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#endif
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0x43425844, 0x5b1db356, 0xaa5a5e9d, 0xb916a081, 0x61e6dcb1, 0x00000001, 0x000001cc, 0x00000003,
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0x0000002c, 0x000000cc, 0x00000100, 0x4e475349, 0x00000098, 0x00000005, 0x00000008, 0x00000080,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000008c, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x0000008c, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
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0x00000101, 0x0000008c, 0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x00000202, 0x0000008c,
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0x00000003, 0x00000000, 0x00000001, 0x00000002, 0x00000404, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x43584554, 0x44524f4f, 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074,
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0x52444853, 0x000000c4, 0x00000040, 0x00000031, 0x03001062, 0x00101032, 0x00000001, 0x03000862,
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0x00101012, 0x00000002, 0x03000862, 0x00101022, 0x00000002, 0x03000862, 0x00101042, 0x00000002,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700001e, 0x00100012, 0x00000000,
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0x0010102a, 0x00000002, 0x0010101a, 0x00000002, 0x05000056, 0x00102022, 0x00000000, 0x0010000a,
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0x00000000, 0x07000000, 0x00102012, 0x00000000, 0x0010101a, 0x00000001, 0x0010100a, 0x00000002,
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0x05000036, 0x00102042, 0x00000000, 0x00004001, 0x00000000, 0x05000036, 0x00102082, 0x00000000,
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0x0010100a, 0x00000001, 0x0100003e,
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};
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static const DWORD ps_single_input_code[] =
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{
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#if 0
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void main(float4 position : SV_Position, float2 t0 : TEXCOORD0, out float4 o : SV_Target)
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{
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o.x = t0.x;
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o.y = t0.y;
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o.z = 1.0f;
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o.w = 2.0f;
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}
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#endif
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0x43425844, 0x7cc601b6, 0xc65b8bdb, 0x54d0f606, 0x9cc74d3d, 0x00000001, 0x00000118, 0x00000003,
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0x0000002c, 0x00000084, 0x000000b8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
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0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058,
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0x00000040, 0x00000016, 0x03001062, 0x00101032, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x05000036, 0x00102032, 0x00000000, 0x00101046, 0x00000001, 0x08000036, 0x001020c2, 0x00000000,
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0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x40000000, 0x0100003e,
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};
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"SV_POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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@ -14115,7 +14166,18 @@ static void test_shader_interstage_interface(void)
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{{ 1.0f, 1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
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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 struct vec4 expected_result = {10.0f, 8.0f, 7.0f, 3.0f};
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static const struct
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{
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const DWORD *ps_code;
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size_t ps_size;
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struct vec4 expected_result;
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}
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tests[] =
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{
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{ps_code, sizeof(ps_code), {10.0f, 8.0f, 7.0f, 3.0f}},
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{ps_partial_input_code, sizeof(ps_partial_input_code), {10.0f, 8.0f, 0.0f, 3.0f}},
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{ps_single_input_code, sizeof(ps_single_input_code), {3.0f, 5.0f, 1.0f, 2.0f}},
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};
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if (!init_test_context(&test_context, NULL))
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return;
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@ -14125,8 +14187,6 @@ static void test_shader_interstage_interface(void)
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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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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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@ -14145,21 +14205,26 @@ static void test_shader_interstage_interface(void)
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ID3D11DeviceContext_ClearRenderTargetView(context, rtv, white);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_VSSetShader(context, vs, 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(*quad);
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ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
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ID3D11DeviceContext_Draw(context, 4, 0);
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check_texture_vec4(render_target, &expected_result, 0);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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hr = ID3D11Device_CreatePixelShader(device, tests[i].ps_code, tests[i].ps_size, 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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ID3D11DeviceContext_Draw(context, 4, 0);
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check_texture_vec4(render_target, &tests[i].expected_result, 0);
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ID3D11PixelShader_Release(ps);
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}
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ID3D11InputLayout_Release(input_layout);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11Texture2D_Release(render_target);
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ID3D11PixelShader_Release(ps);
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ID3D11VertexShader_Release(vs);
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ID3D11Buffer_Release(vb);
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release_test_context(&test_context);
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