d3d11/tests: Add test for sample shading.
Verifies if pixel shader is executed per sample or per pixel. 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
087730c057
commit
e9488b0490
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@ -26816,6 +26816,455 @@ static void test_multisample_resolve(void)
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release_test_context(&test_context);
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}
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static void test_sample_shading(void)
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{
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struct shader
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{
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const DWORD *code;
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size_t size;
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};
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D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
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struct d3d11_test_context test_context;
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struct swapchain_desc swapchain_desc;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11UnorderedAccessView *uav;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11ShaderResourceView *srv;
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ID3D11DeviceContext *context;
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ID3D11RenderTargetView *rtv;
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struct resource_readback rb;
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ID3D11Buffer *buffer, *cb;
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ID3D11Texture2D *texture;
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struct uvec4 ps_constant;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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unsigned int data;
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unsigned int i;
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HRESULT hr;
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static const DWORD ps_unused_sample_index_code[] =
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{
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#if 0
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RWByteAddressBuffer u;
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float4 main(uint id : SV_SampleIndex) : SV_Target
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{
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u.InterlockedAdd(0, 1);
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x41e4574b, 0x1e6441d6, 0x5e756375, 0xacd5dc27, 0x00000001, 0x00000104, 0x00000003,
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0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x0000000a, 0x00000001, 0x00000000, 0x00000001, 0x535f5653, 0x6c706d61, 0x646e4965,
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0xab007865, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064,
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0x00000050, 0x00000019, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2,
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0x00000000, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000001,
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0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000,
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0x0100003e,
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};
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static const struct shader ps_unused_sample_index
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= {ps_unused_sample_index_code, sizeof(ps_unused_sample_index_code)};
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static const DWORD ps_sample_index_code[] =
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{
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#if 0
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RWByteAddressBuffer u;
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float4 main(uint id : SV_SampleIndex) : SV_Target
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{
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u.InterlockedAdd(0, 1);
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u.InterlockedAdd(4, id);
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x943ab9ed, 0x91520b4a, 0xb75df9d0, 0x692cd3e6, 0x00000001, 0x00000130, 0x00000003,
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0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x0000000a, 0x00000001, 0x00000000, 0x00000101, 0x535f5653, 0x6c706d61, 0x646e4965,
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0xab007865, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000090,
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0x00000050, 0x00000024, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x04000863, 0x00101012,
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0x00000000, 0x0000000a, 0x03000065, 0x001020f2, 0x00000000, 0x070000ad, 0x0011e000, 0x00000001,
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0x00004001, 0x00000000, 0x00004001, 0x00000001, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001,
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0x00000004, 0x0010100a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
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0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const struct shader ps_sample_index = {ps_sample_index_code, sizeof(ps_sample_index_code)};
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static const DWORD ps_samplepos_code[] =
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{
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#if 0
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Texture2DMS<float> t;
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RWByteAddressBuffer u;
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float4 main() : SV_Target
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{
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float2 sample_position = t.GetSamplePosition(0);
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u.InterlockedAdd(0, 1);
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u.InterlockedAdd(4, sample_position.x + sample_position.y);
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x9ec7f344, 0x588f5863, 0x436c0531, 0x69dc54bb, 0x00000001, 0x00000160, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000e8, 0x00000050, 0x0000003a,
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0x0100086a, 0x04002058, 0x00107000, 0x00000000, 0x00005555, 0x0300009d, 0x0011e000, 0x00000001,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x070000ad, 0x0011e000, 0x00000001,
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0x00004001, 0x00000000, 0x00004001, 0x00000001, 0x0800006e, 0x00100032, 0x00000000, 0x00107046,
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0x00000000, 0x00004001, 0x00000000, 0x00000000, 0x07000000, 0x00100012, 0x00000000, 0x0010001a,
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0x00000000, 0x0010000a, 0x00000000, 0x0500001c, 0x00100012, 0x00000000, 0x0010000a, 0x00000000,
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0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000004, 0x0010000a, 0x00000000, 0x08000036,
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0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const struct shader ps_samplepos = {ps_samplepos_code, sizeof(ps_samplepos_code)};
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static const DWORD ps_samplepos_rasterizer_code[] =
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{
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#if 0
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RWByteAddressBuffer u;
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float4 main() : SV_Target
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{
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float2 sample_position = GetRenderTargetSamplePosition(0);
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u.InterlockedAdd(0, 1);
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u.InterlockedAdd(4, sample_position.x + sample_position.y);
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0xe31795d9, 0x4e9951da, 0xc1713913, 0xfb12da31, 0x00000001, 0x00000148, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000d0, 0x00000050, 0x00000034,
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0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000001,
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0x0600006e, 0x00100032, 0x00000000, 0x0000e046, 0x00004001, 0x00000000, 0x07000000, 0x00100012,
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0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0500001c, 0x00100012, 0x00000000,
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0x0010000a, 0x00000000, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000004, 0x0010000a,
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0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000,
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0x3f800000, 0x0100003e,
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};
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static const struct shader ps_samplepos_rasterizer
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= {ps_samplepos_rasterizer_code, sizeof(ps_samplepos_rasterizer_code)};
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static const DWORD ps_samplepos_indexed_code[] =
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{
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#if 0
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RWByteAddressBuffer u;
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float4 main(uint id : SV_SampleIndex) : SV_Target
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{
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float2 sample_position = GetRenderTargetSamplePosition(id);
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u.InterlockedAdd(0, 1);
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u.InterlockedAdd(4, sample_position.x + sample_position.y);
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x4b501464, 0x0cd4f636, 0x36428677, 0x6db6b4fb, 0x00000001, 0x00000180, 0x00000003,
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0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x0000000a, 0x00000001, 0x00000000, 0x00000101, 0x535f5653, 0x6c706d61, 0x646e4965,
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0xab007865, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000e0,
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0x00000050, 0x00000038, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x04000863, 0x00101012,
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0x00000000, 0x0000000a, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x070000ad,
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0x0011e000, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000001, 0x0600006e, 0x00100032,
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0x00000000, 0x0000e046, 0x0010100a, 0x00000000, 0x07000000, 0x00100012, 0x00000000, 0x0010001a,
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0x00000000, 0x0010000a, 0x00000000, 0x0500001c, 0x00100012, 0x00000000, 0x0010000a, 0x00000000,
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0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000004, 0x0010000a, 0x00000000, 0x08000036,
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0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const struct shader ps_samplepos_indexed
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= {ps_samplepos_indexed_code, sizeof(ps_samplepos_indexed_code)};
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static const DWORD ps_sampleinfo_code[] =
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{
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#if 0
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Texture2DMS<float> t;
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RWByteAddressBuffer u;
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float4 main() : SV_Target
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{
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uint width, height, sample_count;
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t.GetDimensions(width, height, sample_count);
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u.InterlockedAdd(0, 1);
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u.InterlockedAdd(4, sample_count);
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x4e4f4065, 0x20d88902, 0xd4750e8c, 0x652b8c04, 0x00000001, 0x00000124, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000ac, 0x00000050, 0x0000002b,
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0x0100086a, 0x04002058, 0x00107000, 0x00000000, 0x00005555, 0x0300009d, 0x0011e000, 0x00000001,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x070000ad, 0x0011e000, 0x00000001,
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0x00004001, 0x00000000, 0x00004001, 0x00000001, 0x0500086f, 0x00100012, 0x00000000, 0x0010700a,
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0x00000000, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000004, 0x0010000a, 0x00000000,
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0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000,
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0x0100003e,
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};
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static const struct shader ps_sampleinfo = {ps_sampleinfo_code, sizeof(ps_sampleinfo_code)};
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static const DWORD ps_sampleinfo_rasterizer_code[] =
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{
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#if 0
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RWByteAddressBuffer u;
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float4 main() : SV_Target
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{
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uint sample_count = GetRenderTargetSampleCount();
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u.InterlockedAdd(0, 1);
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u.InterlockedAdd(4, sample_count);
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0xfbbd8619, 0x9c2654c8, 0xb385363a, 0x4aacd10f, 0x00000001, 0x00000110, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000098, 0x00000050, 0x00000026,
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0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000001,
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0x0400086f, 0x00100012, 0x00000000, 0x0000e00a, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001,
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0x00000004, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
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0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const struct shader ps_sampleinfo_rasterizer
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= {ps_sampleinfo_rasterizer_code, sizeof(ps_sampleinfo_rasterizer_code)};
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static const DWORD ps_sample_code[] =
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{
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#if 0
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RWByteAddressBuffer u;
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float4 main(sample float4 position : SV_Position) : SV_Target
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{
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u.InterlockedAdd(0, 1);
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u.InterlockedAdd(4, position.x);
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return float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x46ecbadb, 0xedccbea6, 0x236d7923, 0x0c356c8c, 0x00000001, 0x00000148, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000ac, 0x00000050,
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0x0000002b, 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x04003864, 0x00101012, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x070000ad, 0x0011e000,
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0x00000001, 0x00004001, 0x00000000, 0x00004001, 0x00000001, 0x0500001c, 0x00100012, 0x00000000,
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0x0010100a, 0x00000000, 0x070000ad, 0x0011e000, 0x00000001, 0x00004001, 0x00000004, 0x0010000a,
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0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000,
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0x3f800000, 0x0100003e,
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};
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static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
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static const DWORD ps_color_code[] =
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{
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#if 0
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float4 main(uint id : SV_SampleIndex) : SV_Target
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{
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switch (id)
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{
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case 0: return float4(1.0f, 0.0f, 0.0f, 1.0f);
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case 1: return float4(0.0f, 1.0f, 0.0f, 1.0f);
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case 2: return float4(0.0f, 0.0f, 1.0f, 1.0f);
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default: return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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}
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#endif
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0x43425844, 0x94c35f48, 0x04c6b0f7, 0x407d8214, 0xc24f01e5, 0x00000001, 0x00000194, 0x00000003,
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0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x0000000a, 0x00000001, 0x00000000, 0x00000101, 0x535f5653, 0x6c706d61, 0x646e4965,
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0xab007865, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f4,
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0x00000050, 0x0000003d, 0x0100086a, 0x04000863, 0x00101012, 0x00000000, 0x0000000a, 0x03000065,
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0x001020f2, 0x00000000, 0x0300004c, 0x0010100a, 0x00000000, 0x03000006, 0x00004001, 0x00000000,
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0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000,
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0x0100003e, 0x03000006, 0x00004001, 0x00000001, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x03000006, 0x00004001, 0x00000002,
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0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000,
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0x0100003e, 0x0100000a, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
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0x00000000, 0x3f800000, 0x0100003e, 0x01000017, 0x0100003e,
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};
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static const DWORD ps_resolve_code[] =
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{
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#if 0
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Texture2DMS<float4> t;
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uint sample;
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uint rt_size;
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float4 main(float4 position : SV_Position) : SV_Target
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{
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float3 p;
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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();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue