d3d11/tests: Add test for shader input register limits.
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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@ -11163,6 +11163,105 @@ float4 main(struct ps_data ps_input) : SV_Target
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release_test_context(&test_context);
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}
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static void test_shader_input_registers_limits(void)
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{
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struct d3d11_test_context test_context;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_TEXTURE2D_DESC texture_desc;
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D3D11_SAMPLER_DESC sampler_desc;
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ID3D11ShaderResourceView *srv;
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ID3D11DeviceContext *context;
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ID3D11SamplerState *sampler;
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ID3D11Texture2D *texture;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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HRESULT hr;
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static const DWORD ps_last_register_code[] =
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{
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#if 0
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Texture2D t : register(t127);
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SamplerState s : register(s15);
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void main(out float4 target : SV_Target)
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{
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target = t.Sample(s, float2(0, 0));
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}
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#endif
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0x43425844, 0xd81ff2f8, 0x8c704b9c, 0x8c6f4857, 0xd02949ac, 0x00000001, 0x000000dc, 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, 0x52444853, 0x00000064, 0x00000040, 0x00000019,
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0x0300005a, 0x00106000, 0x0000000f, 0x04001858, 0x00107000, 0x0000007f, 0x00005555, 0x03000065,
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0x001020f2, 0x00000000, 0x0c000045, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00107e46, 0x0000007f, 0x00106000, 0x0000000f, 0x0100003e,
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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 DWORD texture_data[] = {0xff00ff00};
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if (!init_test_context(&test_context, NULL))
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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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texture_desc.Width = 1;
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texture_desc.Height = 1;
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texture_desc.MipLevels = 0;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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resource_data.pSysMem = texture_data;
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resource_data.SysMemPitch = sizeof(texture_data);
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.MipLODBias = 0.0f;
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sampler_desc.MaxAnisotropy = 0;
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sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
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sampler_desc.BorderColor[0] = 0.0f;
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sampler_desc.BorderColor[1] = 0.0f;
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sampler_desc.BorderColor[2] = 0.0f;
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sampler_desc.BorderColor[3] = 0.0f;
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sampler_desc.MinLOD = 0.0f;
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sampler_desc.MaxLOD = 0.0f;
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hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler);
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ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_last_register_code, sizeof(ps_last_register_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_PSSetShaderResources(context,
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D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT - 1, 1, &srv);
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ID3D11DeviceContext_PSSetSamplers(context, D3D11_COMMONSHADER_SAMPLER_REGISTER_COUNT - 1, 1, &sampler);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
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ID3D11PixelShader_Release(ps);
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ID3D11SamplerState_Release(sampler);
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ID3D11ShaderResourceView_Release(srv);
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ID3D11Texture2D_Release(texture);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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test_create_device();
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@ -11224,4 +11323,5 @@ START_TEST(d3d11)
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run_for_each_feature_level(test_required_format_support);
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run_for_each_9_x_feature_level(test_fl9_draw);
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test_ddy();
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test_shader_input_registers_limits();
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}
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