diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index a595bec4d43..22de6d59342 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -17729,6 +17729,174 @@ done: release_test_context(&test_context); } +static void test_fractional_viewports(void) +{ + struct d3d11_test_context test_context; + D3D11_TEXTURE2D_DESC texture_desc; + ID3D11InputLayout *input_layout; + ID3D11DeviceContext *context; + struct resource_readback rb; + ID3D11RenderTargetView *rtv; + ID3D11VertexShader *vs; + ID3D11PixelShader *ps; + unsigned int i, x, y; + ID3D11Device *device; + ID3D11Texture2D *rt; + UINT offset, stride; + D3D11_VIEWPORT vp; + ID3D11Buffer *vb; + HRESULT hr; + + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + static const DWORD vs_code[] = + { +#if 0 + void main(in float4 in_position : POSITION, + in float2 in_texcoord : TEXCOORD, + out float4 position : SV_Position, + out float2 texcoord : TEXCOORD) + { + position = in_position; + texcoord = in_texcoord; + } +#endif + 0x43425844, 0x4df282ca, 0x85c8bbfc, 0xd44ad19f, 0x1158be97, 0x00000001, 0x00000148, 0x00000003, + 0x0000002c, 0x00000080, 0x000000d8, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000303, 0x49534f50, 0x4e4f4954, 0x58455400, 0x524f4f43, 0xabab0044, + 0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, + 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, 0xababab00, 0x52444853, 0x00000068, + 0x00010040, 0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101032, 0x00000001, + 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x05000036, + 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046, + 0x00000001, 0x0100003e, + }; + static const DWORD ps_code[] = + { +#if 0 + float4 main(float4 position : SV_Position, + float2 texcoord : TEXCOORD) : SV_Target + { + return float4(position.xy, texcoord); + } +#endif + 0x43425844, 0xa15616bc, 0x6862ab1c, 0x28b915c0, 0xdb0df67c, 0x00000001, 0x0000011c, 0x00000003, + 0x0000002c, 0x00000084, 0x000000b8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, + 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000005c, + 0x00000040, 0x00000017, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03001062, 0x00101032, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x00102032, 0x00000000, 0x00101046, + 0x00000000, 0x05000036, 0x001020c2, 0x00000000, 0x00101406, 0x00000001, 0x0100003e, + }; + static const D3D11_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0}, + }; + static const struct + { + struct vec2 position; + struct vec2 texcoord; + } + quad[] = + { + {{-1.0f, -1.0f}, {0.0f, 0.0f}}, + {{-1.0f, 1.0f}, {0.0f, 1.0f}}, + {{ 1.0f, -1.0f}, {1.0f, 0.0f}}, + {{ 1.0f, 1.0f}, {1.0f, 1.0f}}, + }; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const float viewport_offsets[] = + { + 0.0f, 0.5f, 0.25f, 0.125f, 0.0625f, 0.03125f, 0.015625f, 0.0078125f, 0.00390625f, + 1.0f / 128.0f, 63.0f / 128.0f, + }; + + if (!init_test_context(&test_context, &feature_level)) + return; + device = test_context.device; + context = test_context.immediate_context; + + texture_desc.Width = 4; + texture_desc.Height = 4; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D11_USAGE_DEFAULT; + texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL); + + 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); + vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad); + + ID3D11DeviceContext_IASetInputLayout(context, input_layout); + ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + stride = sizeof(*quad); + offset = 0; + ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset); + + hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); + + hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + for (i = 0; i < ARRAY_SIZE(viewport_offsets); ++i) + { + vp.TopLeftX = viewport_offsets[i]; + vp.TopLeftY = viewport_offsets[i]; + vp.Width = texture_desc.Width; + vp.Height = texture_desc.Height; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + ID3D11DeviceContext_RSSetViewports(context, 1, &vp); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, white); + ID3D11DeviceContext_Draw(context, 4, 0); + get_texture_readback(rt, 0, &rb); + for (y = 0; y < texture_desc.Height; ++y) + { + for (x = 0; x < texture_desc.Width; ++x) + { + const struct vec4 *v = get_readback_vec4(&rb, x, y); + struct vec4 expected = {x + 0.5f, y + 0.5f, + (x + 0.5f - viewport_offsets[i]) / texture_desc.Width, + 1.0f - (y + 0.5f - viewport_offsets[i]) / texture_desc.Height}; + ok(compare_float(v->x, expected.x, 0) && compare_float(v->y, expected.y, 0), + "Got fragcoord {%.8e, %.8e}, expected {%.8e, %.8e} at (%u, %u), offset %.8e.\n", + v->x, v->y, expected.x, expected.y, x, y, viewport_offsets[i]); + todo_wine + ok(compare_float(v->z, expected.z, 2) && compare_float(v->w, expected.w, 2), + "Got texcoord {%.8e, %.8e}, expected {%.8e, %.8e} at (%u, %u), offset %.8e.\n", + v->z, v->w, expected.z, expected.w, x, y, viewport_offsets[i]); + } + } + release_resource_readback(&rb); + } + + ID3D11InputLayout_Release(input_layout); + ID3D11Buffer_Release(vb); + ID3D11VertexShader_Release(vs); + ID3D11PixelShader_Release(ps); + ID3D11RenderTargetView_Release(rtv); + ID3D11Texture2D_Release(rt); + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -17818,4 +17986,5 @@ START_TEST(d3d11) test_fl10_stream_output_desc(); test_stream_output_resume(); test_gather(); + test_fractional_viewports(); }