d3d11/tests: Run depth bias test on smaller render targets.
Makes the test much faster. 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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@ -92,7 +92,8 @@ struct device_desc
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struct swapchain_desc
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{
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BOOL windowed;
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UINT buffer_count;
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unsigned buffer_count;
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unsigned int width, height;
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DXGI_SWAP_EFFECT swap_effect;
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DWORD flags;
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};
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@ -1101,7 +1102,8 @@ static BOOL check_compute_shaders_via_sm4_support(ID3D11Device *device)
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return options.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
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}
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static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window, const struct swapchain_desc *swapchain_desc)
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static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window,
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const struct swapchain_desc *swapchain_desc)
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{
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DXGI_SWAP_CHAIN_DESC dxgi_desc;
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IDXGISwapChain *swapchain;
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@ -1140,6 +1142,10 @@ static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window, const
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dxgi_desc.Windowed = swapchain_desc->windowed;
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dxgi_desc.SwapEffect = swapchain_desc->swap_effect;
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dxgi_desc.BufferCount = swapchain_desc->buffer_count;
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if (swapchain_desc->width)
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dxgi_desc.BufferDesc.Width = swapchain_desc->width;
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if (swapchain_desc->height)
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dxgi_desc.BufferDesc.Height = swapchain_desc->height;
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if (swapchain_desc->flags & SWAPCHAIN_FLAG_SHADER_INPUT)
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dxgi_desc.BufferUsage |= DXGI_USAGE_SHADER_INPUT;
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@ -1170,10 +1176,12 @@ struct d3d11_test_context
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ID3D11Buffer *ps_cb;
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};
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#define init_test_context(c, l) init_test_context_(__LINE__, c, l)
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#define init_test_context(a, b) init_test_context_(__LINE__, a, b, NULL)
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#define init_test_context_ext(a, b, c) init_test_context_(__LINE__, a, b, c)
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static BOOL init_test_context_(unsigned int line, struct d3d11_test_context *context,
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const D3D_FEATURE_LEVEL *feature_level)
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const D3D_FEATURE_LEVEL *feature_level, const struct swapchain_desc *swapchain_desc)
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{
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unsigned int rt_width, rt_height;
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struct device_desc device_desc;
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D3D11_VIEWPORT vp;
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HRESULT hr;
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@ -1188,11 +1196,14 @@ static BOOL init_test_context_(unsigned int line, struct d3d11_test_context *con
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skip_(__FILE__, line)("Failed to create device.\n");
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return FALSE;
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}
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SetRect(&rect, 0, 0, 640, 480);
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rt_width = swapchain_desc && swapchain_desc->width ? swapchain_desc->width : 640;
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rt_height = swapchain_desc && swapchain_desc->height ? swapchain_desc->height : 480;
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SetRect(&rect, 0, 0, rt_width, rt_height);
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AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW | WS_VISIBLE, FALSE);
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context->window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
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context->swapchain = create_swapchain(context->device, context->window, NULL);
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context->swapchain = create_swapchain(context->device, context->window, swapchain_desc);
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hr = IDXGISwapChain_GetBuffer(context->swapchain, 0, &IID_ID3D11Texture2D, (void **)&context->backbuffer);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
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@ -1206,8 +1217,8 @@ static BOOL init_test_context_(unsigned int line, struct d3d11_test_context *con
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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vp.Width = 640.0f;
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vp.Height = 480.0f;
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vp.Width = rt_width;
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vp.Height = rt_height;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D11DeviceContext_RSSetViewports(context->immediate_context, 1, &vp);
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@ -11223,6 +11234,7 @@ static void test_swapchain_flip(void)
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window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
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desc.buffer_count = 3;
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desc.width = desc.height = 0;
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desc.swap_effect = DXGI_SWAP_EFFECT_SEQUENTIAL;
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desc.windowed = TRUE;
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desc.flags = SWAPCHAIN_FLAG_SHADER_INPUT;
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@ -22263,6 +22275,7 @@ static void test_depth_bias(void)
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};
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struct d3d11_test_context test_context;
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D3D11_RASTERIZER_DESC rasterizer_desc;
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struct swapchain_desc swapchain_desc;
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D3D11_TEXTURE2D_DESC texture_desc;
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double m, r, bias, depth, data;
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ID3D11DeviceContext *context;
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@ -22271,11 +22284,11 @@ static void test_depth_bias(void)
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unsigned int expected_value;
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ID3D11RasterizerState *rs;
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ID3D11Texture2D *texture;
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float depth_values[480];
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unsigned int format_idx;
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unsigned int x, y, i, j;
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unsigned int shift = 0;
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ID3D11Device *device;
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float *depth_values;
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DXGI_FORMAT format;
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const UINT32 *u32;
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const UINT16 *u16;
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@ -22314,7 +22327,13 @@ static void test_depth_bias(void)
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DXGI_FORMAT_D16_UNORM,
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};
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if (!init_test_context(&test_context, NULL))
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swapchain_desc.windowed = TRUE;
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swapchain_desc.buffer_count = 1;
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swapchain_desc.width = 200;
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swapchain_desc.height = 200;
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swapchain_desc.swap_effect = DXGI_SWAP_EFFECT_DISCARD;
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swapchain_desc.flags = 0;
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if (!init_test_context_ext(&test_context, NULL, &swapchain_desc))
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return;
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device = test_context.device;
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@ -22329,6 +22348,9 @@ static void test_depth_bias(void)
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rasterizer_desc.SlopeScaledDepthBias = 0.0f;
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rasterizer_desc.DepthClipEnable = TRUE;
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depth_values = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*depth_values) * swapchain_desc.height);
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ok(!!depth_values, "Failed to allocate memory.\n");
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for (format_idx = 0; format_idx < ARRAY_SIZE(formats); ++format_idx)
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{
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format = formats[format_idx];
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@ -22496,7 +22518,7 @@ static void test_depth_bias(void)
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{
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case DXGI_FORMAT_D32_FLOAT:
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data = get_readback_float(&rb, 0, y);
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ok(compare_float(data, depth, 140),
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ok(compare_float(data, depth, 64),
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"Got depth %.8e, expected %.8e.\n", data, depth);
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break;
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case DXGI_FORMAT_D24_UNORM_S8_UINT:
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@ -22528,6 +22550,7 @@ static void test_depth_bias(void)
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ID3D11DepthStencilView_Release(dsv);
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}
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HeapFree(GetProcessHeap(), 0, depth_values);
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release_test_context(&test_context);
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}
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