diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index b4566299420..2a8ec0a8d88 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -26816,6 +26816,455 @@ static void test_multisample_resolve(void) release_test_context(&test_context); } +static void test_sample_shading(void) +{ + struct shader + { + const DWORD *code; + size_t size; + }; + + D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc; + struct d3d11_test_context test_context; + struct swapchain_desc swapchain_desc; + D3D11_TEXTURE2D_DESC texture_desc; + ID3D11UnorderedAccessView *uav; + D3D11_BUFFER_DESC buffer_desc; + ID3D11ShaderResourceView *srv; + ID3D11DeviceContext *context; + ID3D11RenderTargetView *rtv; + struct resource_readback rb; + ID3D11Buffer *buffer, *cb; + ID3D11Texture2D *texture; + struct uvec4 ps_constant; + ID3D11PixelShader *ps; + ID3D11Device *device; + unsigned int data; + unsigned int i; + HRESULT hr; + + static const DWORD ps_unused_sample_index_code[] = + { +#if 0 + RWByteAddressBuffer u; + + float4 main(uint id : SV_SampleIndex) : SV_Target + { + u.InterlockedAdd(0, 1); + return float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0x41e4574b, 0x1e6441d6, 0x5e756375, 0xacd5dc27, 0x00000001, 0x00000104, 0x00000003, + 0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x0000000a, 0x00000001, 0x00000000, 0x00000001, 0x535f5653, 0x6c706d61, 0x646e4965, + 0xab007865, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, + 0x00000050, 0x00000019, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, + 0x00000000, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000001, + 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, + 0x0100003e, + }; + static const struct shader ps_unused_sample_index + = {ps_unused_sample_index_code, sizeof(ps_unused_sample_index_code)}; + static const DWORD ps_sample_index_code[] = + { +#if 0 + RWByteAddressBuffer u; + + float4 main(uint id : SV_SampleIndex) : SV_Target + { + u.InterlockedAdd(0, 1); + u.InterlockedAdd(4, id); + return float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0x943ab9ed, 0x91520b4a, 0xb75df9d0, 0x692cd3e6, 0x00000001, 0x00000130, 0x00000003, + 0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x0000000a, 0x00000001, 0x00000000, 0x00000101, 0x535f5653, 0x6c706d61, 0x646e4965, + 0xab007865, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000090, + 0x00000050, 0x00000024, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x04000863, 0x00101012, + 0x00000000, 0x0000000a, 0x03000065, 0x001020f2, 0x00000000, 0x070000ad, 0x0011e000, 0x00000001, + 0x00004001, 0x00000000, 0x00004001, 0x00000001, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, + 0x00000004, 0x0010100a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, + 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, + }; + static const struct shader ps_sample_index = {ps_sample_index_code, sizeof(ps_sample_index_code)}; + static const DWORD ps_samplepos_code[] = + { +#if 0 + Texture2DMS t; + RWByteAddressBuffer u; + + float4 main() : SV_Target + { + float2 sample_position = t.GetSamplePosition(0); + u.InterlockedAdd(0, 1); + u.InterlockedAdd(4, sample_position.x + sample_position.y); + return float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0x9ec7f344, 0x588f5863, 0x436c0531, 0x69dc54bb, 0x00000001, 0x00000160, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000e8, 0x00000050, 0x0000003a, + 0x0100086a, 0x04002058, 0x00107000, 0x00000000, 0x00005555, 0x0300009d, 0x0011e000, 0x00000001, + 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x070000ad, 0x0011e000, 0x00000001, + 0x00004001, 0x00000000, 0x00004001, 0x00000001, 0x0800006e, 0x00100032, 0x00000000, 0x00107046, + 0x00000000, 0x00004001, 0x00000000, 0x00000000, 0x07000000, 0x00100012, 0x00000000, 0x0010001a, + 0x00000000, 0x0010000a, 0x00000000, 0x0500001c, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, + 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000004, 0x0010000a, 0x00000000, 0x08000036, + 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, + }; + static const struct shader ps_samplepos = {ps_samplepos_code, sizeof(ps_samplepos_code)}; + static const DWORD ps_samplepos_rasterizer_code[] = + { +#if 0 + RWByteAddressBuffer u; + + float4 main() : SV_Target + { + float2 sample_position = GetRenderTargetSamplePosition(0); + u.InterlockedAdd(0, 1); + u.InterlockedAdd(4, sample_position.x + sample_position.y); + return float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0xe31795d9, 0x4e9951da, 0xc1713913, 0xfb12da31, 0x00000001, 0x00000148, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000d0, 0x00000050, 0x00000034, + 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000001, + 0x0600006e, 0x00100032, 0x00000000, 0x0000e046, 0x00004001, 0x00000000, 0x07000000, 0x00100012, + 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0500001c, 0x00100012, 0x00000000, + 0x0010000a, 0x00000000, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000004, 0x0010000a, + 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, + 0x3f800000, 0x0100003e, + }; + static const struct shader ps_samplepos_rasterizer + = {ps_samplepos_rasterizer_code, sizeof(ps_samplepos_rasterizer_code)}; + static const DWORD ps_samplepos_indexed_code[] = + { +#if 0 + RWByteAddressBuffer u; + + float4 main(uint id : SV_SampleIndex) : SV_Target + { + float2 sample_position = GetRenderTargetSamplePosition(id); + u.InterlockedAdd(0, 1); + u.InterlockedAdd(4, sample_position.x + sample_position.y); + return float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0x4b501464, 0x0cd4f636, 0x36428677, 0x6db6b4fb, 0x00000001, 0x00000180, 0x00000003, + 0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x0000000a, 0x00000001, 0x00000000, 0x00000101, 0x535f5653, 0x6c706d61, 0x646e4965, + 0xab007865, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000e0, + 0x00000050, 0x00000038, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x04000863, 0x00101012, + 0x00000000, 0x0000000a, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x070000ad, + 0x0011e000, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000001, 0x0600006e, 0x00100032, + 0x00000000, 0x0000e046, 0x0010100a, 0x00000000, 0x07000000, 0x00100012, 0x00000000, 0x0010001a, + 0x00000000, 0x0010000a, 0x00000000, 0x0500001c, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, + 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000004, 0x0010000a, 0x00000000, 0x08000036, + 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, + }; + static const struct shader ps_samplepos_indexed + = {ps_samplepos_indexed_code, sizeof(ps_samplepos_indexed_code)}; + static const DWORD ps_sampleinfo_code[] = + { +#if 0 + Texture2DMS t; + RWByteAddressBuffer u; + + float4 main() : SV_Target + { + uint width, height, sample_count; + t.GetDimensions(width, height, sample_count); + u.InterlockedAdd(0, 1); + u.InterlockedAdd(4, sample_count); + return float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0x4e4f4065, 0x20d88902, 0xd4750e8c, 0x652b8c04, 0x00000001, 0x00000124, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000ac, 0x00000050, 0x0000002b, + 0x0100086a, 0x04002058, 0x00107000, 0x00000000, 0x00005555, 0x0300009d, 0x0011e000, 0x00000001, + 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x070000ad, 0x0011e000, 0x00000001, + 0x00004001, 0x00000000, 0x00004001, 0x00000001, 0x0500086f, 0x00100012, 0x00000000, 0x0010700a, + 0x00000000, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000004, 0x0010000a, 0x00000000, + 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, + 0x0100003e, + }; + static const struct shader ps_sampleinfo = {ps_sampleinfo_code, sizeof(ps_sampleinfo_code)}; + static const DWORD ps_sampleinfo_rasterizer_code[] = + { +#if 0 + RWByteAddressBuffer u; + + float4 main() : SV_Target + { + uint sample_count = GetRenderTargetSampleCount(); + u.InterlockedAdd(0, 1); + u.InterlockedAdd(4, sample_count); + return float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0xfbbd8619, 0x9c2654c8, 0xb385363a, 0x4aacd10f, 0x00000001, 0x00000110, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000098, 0x00000050, 0x00000026, + 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000001, + 0x0400086f, 0x00100012, 0x00000000, 0x0000e00a, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, + 0x00000004, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, + 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, + }; + static const struct shader ps_sampleinfo_rasterizer + = {ps_sampleinfo_rasterizer_code, sizeof(ps_sampleinfo_rasterizer_code)}; + static const DWORD ps_sample_code[] = + { +#if 0 + RWByteAddressBuffer u; + + float4 main(sample float4 position : SV_Position) : SV_Target + { + u.InterlockedAdd(0, 1); + u.InterlockedAdd(4, position.x); + return float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0x46ecbadb, 0xedccbea6, 0x236d7923, 0x0c356c8c, 0x00000001, 0x00000148, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000ac, 0x00000050, + 0x0000002b, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x04003864, 0x00101012, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x070000ad, 0x0011e000, + 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000001, 0x0500001c, 0x00100012, 0x00000000, + 0x0010100a, 0x00000000, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000004, 0x0010000a, + 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, + 0x3f800000, 0x0100003e, + }; + static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)}; + static const DWORD ps_color_code[] = + { +#if 0 + float4 main(uint id : SV_SampleIndex) : SV_Target + { + switch (id) + { + case 0: return float4(1.0f, 0.0f, 0.0f, 1.0f); + case 1: return float4(0.0f, 1.0f, 0.0f, 1.0f); + case 2: return float4(0.0f, 0.0f, 1.0f, 1.0f); + default: return float4(0.0f, 0.0f, 0.0f, 1.0f); + } + } +#endif + 0x43425844, 0x94c35f48, 0x04c6b0f7, 0x407d8214, 0xc24f01e5, 0x00000001, 0x00000194, 0x00000003, + 0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x0000000a, 0x00000001, 0x00000000, 0x00000101, 0x535f5653, 0x6c706d61, 0x646e4965, + 0xab007865, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f4, + 0x00000050, 0x0000003d, 0x0100086a, 0x04000863, 0x00101012, 0x00000000, 0x0000000a, 0x03000065, + 0x001020f2, 0x00000000, 0x0300004c, 0x0010100a, 0x00000000, 0x03000006, 0x00004001, 0x00000000, + 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, + 0x0100003e, 0x03000006, 0x00004001, 0x00000001, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, + 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x03000006, 0x00004001, 0x00000002, + 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, + 0x0100003e, 0x0100000a, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, + 0x00000000, 0x3f800000, 0x0100003e, 0x01000017, 0x0100003e, + }; + static const DWORD ps_resolve_code[] = + { +#if 0 + Texture2DMS t; + + uint sample; + uint rt_size; + + float4 main(float4 position : SV_Position) : SV_Target + { + float3 p; + t.GetDimensions(p.x, p.y, p.z); + p *= float3(position.x / rt_size, position.y / rt_size, 0); + return t.Load((int2)p.xy, sample); + } +#endif + 0x43425844, 0x68a4590b, 0xc1ec3070, 0x1b957c43, 0x0c080741, 0x00000001, 0x000001c8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x0000012c, 0x00000050, + 0x0000004b, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002058, 0x00107000, + 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, + 0x00000000, 0x02000068, 0x00000001, 0x06000056, 0x00100012, 0x00000000, 0x0020801a, 0x00000000, + 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00100006, 0x00000000, + 0x8900003d, 0x80000102, 0x00155543, 0x001000c2, 0x00000000, 0x00004001, 0x00000000, 0x001074e6, + 0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00100ae6, 0x00000000, + 0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, + 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8c00002e, 0x80000102, 0x00155543, + 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0020800a, 0x00000000, + 0x00000000, 0x0100003e, + }; + static const struct + { + const struct shader *ps; + BOOL sample_shading; + BOOL todo; + BOOL broken; + } + tests[] = + { + {&ps_unused_sample_index, FALSE, FALSE, TRUE /* broken on Nvidia */}, + {&ps_sample_index, TRUE}, + {&ps_samplepos, FALSE}, + {&ps_samplepos_rasterizer, FALSE}, + {&ps_samplepos_indexed, TRUE, TRUE}, + {&ps_sampleinfo, FALSE}, + {&ps_sampleinfo_rasterizer, FALSE}, + {&ps_sample, TRUE, TRUE, TRUE /* broken on Intel */}, + }; + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const unsigned int zero[4] = {0}; + + swapchain_desc.windowed = TRUE; + swapchain_desc.buffer_count = 1; + swapchain_desc.width = 32; + swapchain_desc.height = 32; + swapchain_desc.swap_effect = DXGI_SWAP_EFFECT_DISCARD; + swapchain_desc.flags = 0; + if (!init_test_context_ext(&test_context, &feature_level, &swapchain_desc)) + return; + device = test_context.device; + context = test_context.immediate_context; + + ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + texture_desc.SampleDesc.Count = 4; + texture_desc.SampleDesc.Quality = 0; + texture_desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv); + ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr); + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv); + ok(hr == S_OK, "Failed to create shader resource view, hr %#x.\n", hr); + + buffer_desc.ByteWidth = 1024; + buffer_desc.Usage = D3D11_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS; + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer); + ok(hr == S_OK, "Failed to create buffer, hr %#x.\n", hr); + uav_desc.Format = DXGI_FORMAT_R32_TYPELESS; + uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; + U(uav_desc).Buffer.FirstElement = 0; + U(uav_desc).Buffer.NumElements = 256; + U(uav_desc).Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW; + hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)buffer, &uav_desc, &uav); + ok(hr == S_OK, "Failed to create unordered access view, hr %#x.\n", hr); + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + hr = ID3D11Device_CreatePixelShader(device, tests[i].ps->code, tests[i].ps->size, NULL, &ps); + ok(hr == S_OK, "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, zero); + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); + ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, + 1, &test_context.backbuffer_rtv, NULL, 1, 1, &uav, NULL); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0xff00ff00, 0); + get_buffer_readback(buffer, &rb); + data = get_readback_color(&rb, 0, 0); + ok(1024 <= data && data <= 1056, "Test %u: Got unexpected value %u.\n", i, data); + release_resource_readback(&rb); + + ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, zero); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, white); + ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, + 1, &rtv, NULL, 1, 1, &uav, NULL); + draw_quad(&test_context); + get_buffer_readback(buffer, &rb); + data = get_readback_color(&rb, 0, 0); + todo_wine_if(tests[i].todo) + { + if (tests[i].sample_shading) + { + ok(4096 <= data || broken(tests[i].broken && data >= 1024), + "Test %u: Got unexpected value %u.\n", i, data); + } + else + { + ok((1024 <= data && data <= 1056) || broken(tests[i].broken && data >= 4096), + "Test %u: Got unexpected value %u.\n", i, data); + } + } + release_resource_readback(&rb); + + ID3D11PixelShader_Release(ps); + } + + if (is_warp_device(device)) + { + skip("Sample shading tests fail on WARP.\n"); + goto done; + } + + hr = ID3D11Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), NULL, &ps); + ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + ID3D11PixelShader_Release(ps); + + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, white); + ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL); + draw_quad(&test_context); + ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0, + (ID3D11Resource *)texture, 0, texture_desc.Format); + check_texture_color(test_context.backbuffer, 0xff404040, 2); + + hr = ID3D11Device_CreatePixelShader(device, ps_resolve_code, sizeof(ps_resolve_code), NULL, &ps); + ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + ID3D11PixelShader_Release(ps); + ps_constant.x = 0; + ps_constant.y = texture_desc.Width; + cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(ps_constant), &ps_constant); + ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); + + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); + ID3D11DeviceContext_OMSetRenderTargets(context, 1, &test_context.backbuffer_rtv, NULL); + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0xff0000ff, 0); + ps_constant.x = 1; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &ps_constant, 0, 0); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0xff00ff00, 0); + ps_constant.x = 2; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &ps_constant, 0, 0); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0xffff0000, 0); + ps_constant.x = 3; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &ps_constant, 0, 0); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0xff000000, 0); + + ID3D11Buffer_Release(cb); +done: + ID3D11Buffer_Release(buffer); + ID3D11UnorderedAccessView_Release(uav); + ID3D11RenderTargetView_Release(rtv); + ID3D11ShaderResourceView_Release(srv); + ID3D11Texture2D_Release(texture); + release_test_context(&test_context); +} + static void test_sample_mask(void) { static const DWORD ps_code[] = @@ -27099,6 +27548,7 @@ START_TEST(d3d11) test_unbound_multisample_texture(); test_multiple_viewports(); test_multisample_resolve(); + test_sample_shading(); test_sample_mask(); test_depth_clip(); }