d3d11/tests: Add test for compute shader input registers.
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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@ -14627,6 +14627,157 @@ done:
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release_test_context(&test_context);
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}
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static void test_compute_shader_registers(void)
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{
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struct data
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{
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unsigned int group_id[3];
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unsigned int group_index;
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unsigned int dispatch_id[3];
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unsigned int thread_id[3];
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};
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struct d3d11_test_context test_context;
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unsigned int i, x, y, group_x, group_y;
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ID3D11UnorderedAccessView *uav;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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ID3D11Buffer *cb, *buffer;
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struct uvec4 dimensions;
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ID3D11ComputeShader *cs;
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const struct data *data;
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ID3D11Device *device;
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HRESULT hr;
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static const DWORD cs_code[] =
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{
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#if 0
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struct data
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{
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uint3 group_id;
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uint group_index;
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uint3 dispatch_id;
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uint3 group_thread_id;
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};
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RWStructuredBuffer<data> u;
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uint2 dim;
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[numthreads(3, 2, 1)]
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void main(uint3 group_id : SV_GroupID,
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uint group_index : SV_GroupIndex,
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uint3 dispatch_id : SV_DispatchThreadID,
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uint3 group_thread_id : SV_GroupThreadID)
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{
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uint i = dispatch_id.x + dispatch_id.y * 3 * dim.x;
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u[i].group_id = group_id;
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u[i].group_index = group_index;
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u[i].dispatch_id = dispatch_id;
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u[i].group_thread_id = group_thread_id;
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}
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#endif
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0x43425844, 0xf0bce218, 0xfc1e8267, 0xe6d57544, 0x342df592, 0x00000001, 0x000001a4, 0x00000003,
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0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000150, 0x00050050, 0x00000054, 0x0100086a,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400009e, 0x0011e000, 0x00000000, 0x00000028,
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0x0200005f, 0x00024000, 0x0200005f, 0x00021072, 0x0200005f, 0x00022072, 0x0200005f, 0x00020072,
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0x02000068, 0x00000002, 0x0400009b, 0x00000003, 0x00000002, 0x00000001, 0x04000036, 0x00100072,
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0x00000000, 0x00021246, 0x04000036, 0x00100082, 0x00000000, 0x0002400a, 0x08000026, 0x0000d000,
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0x00100012, 0x00000001, 0x0002001a, 0x0020800a, 0x00000000, 0x00000000, 0x08000023, 0x00100012,
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0x00000001, 0x0010000a, 0x00000001, 0x00004001, 0x00000003, 0x0002000a, 0x090000a8, 0x0011e0f2,
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0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000000, 0x00100e46, 0x00000000, 0x04000036,
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0x00100072, 0x00000000, 0x00020246, 0x04000036, 0x00100082, 0x00000000, 0x0002200a, 0x090000a8,
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0x0011e0f2, 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000010, 0x00100e46, 0x00000000,
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0x080000a8, 0x0011e032, 0x00000000, 0x0010000a, 0x00000001, 0x00004001, 0x00000020, 0x00022596,
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0x0100003e,
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};
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static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
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if (!init_test_context(&test_context, &feature_level))
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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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buffer_desc.ByteWidth = 10240;
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
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buffer_desc.StructureByteStride = 40;
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assert(sizeof(struct data) == buffer_desc.StructureByteStride);
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
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ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)buffer, NULL, &uav);
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ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr);
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(dimensions), NULL);
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hr = ID3D11Device_CreateComputeShader(device, cs_code, sizeof(cs_code), NULL, &cs);
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ok(SUCCEEDED(hr), "Failed to create compute shader, hr %#x.\n", hr);
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ID3D11DeviceContext_CSSetShader(context, cs, NULL, 0);
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ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &uav, NULL);
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dimensions.x = 2;
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dimensions.y = 3;
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dimensions.z = 1;
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dimensions.w = 0;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0,
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NULL, &dimensions, 0, 0);
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ID3D11DeviceContext_Dispatch(context, dimensions.x, dimensions.y, dimensions.z);
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get_buffer_readback(buffer, &rb);
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i = 0;
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data = rb.map_desc.pData;
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for (y = 0; y < dimensions.y; ++y)
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{
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for (group_y = 0; group_y < 2; ++group_y)
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{
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for (x = 0; x < dimensions.x; ++x)
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{
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for (group_x = 0; group_x < 3; ++group_x)
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{
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const unsigned int dispatch_id[2] = {x * 3 + group_x, y * 2 + group_y};
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const unsigned int group_index = group_y * 3 + group_x;
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const struct data *d = &data[i];
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ok(d->group_id[0] == x && d->group_id[1] == y && !d->group_id[2],
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"Got group id (%u, %u, %u), expected (%u, %u, %u) at %u (%u, %u, %u, %u).\n",
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d->group_id[0], d->group_id[1], d->group_id[2], x, y, 0,
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i, x, y, group_x, group_y);
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ok(d->group_index == group_index,
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"Got group index %u, expected %u at %u (%u, %u, %u, %u).\n",
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d->group_index, group_index, i, x, y, group_x, group_y);
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ok(d->dispatch_id[0] == dispatch_id[0] && d->dispatch_id[1] == dispatch_id[1]
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&& !d->dispatch_id[2],
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"Got dispatch id (%u, %u, %u), expected (%u, %u, %u) "
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"at %u (%u, %u, %u, %u).\n",
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d->dispatch_id[0], d->dispatch_id[1], d->dispatch_id[2],
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dispatch_id[0], dispatch_id[1], 0,
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i, x, y, group_x, group_y);
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ok(d->thread_id[0] == group_x && d->thread_id[1] == group_y && !d->thread_id[2],
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"Got group thread id (%u, %u, %u), expected (%u, %u, %u) "
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"at %u (%u, %u, %u, %u).\n",
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d->thread_id[0], d->thread_id[1], d->thread_id[2], group_x, group_y, 0,
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i, x, y, group_x, group_y);
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++i;
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}
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}
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}
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}
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release_resource_readback(&rb);
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ID3D11Buffer_Release(cb);
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ID3D11Buffer_Release(buffer);
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ID3D11ComputeShader_Release(cs);
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ID3D11UnorderedAccessView_Release(uav);
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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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@ -14703,4 +14854,5 @@ START_TEST(d3d11)
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test_buffer_srv();
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run_for_each_feature_level_in_range(D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_11_0,
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test_unaligned_raw_buffer_access);
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test_compute_shader_registers();
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}
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