[PATCH 10/11] d3d11/tests: Add test for 2D texture UAV in pixel shader.
Józef Kucia
jkucia at codeweavers.com
Wed Nov 23 07:36:11 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
This test passes on compatibility and core profile with Mesa drivers.
---
dlls/d3d11/tests/d3d11.c | 85 ++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 85 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 6640db0..496b715 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -8350,6 +8350,90 @@ static void test_draw_depth_only(void)
release_test_context(&test_context);
}
+static void test_draw_uav_only(void)
+{
+ struct d3d11_test_context test_context;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11UnorderedAccessView *uav;
+ ID3D11DeviceContext *context;
+ ID3D11Texture2D *texture;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ D3D11_VIEWPORT vp;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ RWTexture2D<int> u;
+
+ void main()
+ {
+ InterlockedAdd(u[uint2(0, 0)], 1);
+ }
+#endif
+ 0x43425844, 0x237a8398, 0xe7b34c17, 0xa28c91a4, 0xb3614d73, 0x00000001, 0x0000009c, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000048, 0x00000050, 0x00000012, 0x0100086a,
+ 0x0400189c, 0x0011e000, 0x00000000, 0x00003333, 0x0a0000ad, 0x0011e000, 0x00000000, 0x00004002,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004001, 0x00000001, 0x0100003e,
+ };
+ static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
+ static const UINT values[4] = {0};
+
+ if (!init_test_context(&test_context, &feature_level))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ texture_desc.Width = 1;
+ texture_desc.Height = 1;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_R32_SINT;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)texture, NULL, &uav);
+ ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+ /* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */
+ ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &test_context.backbuffer_rtv, NULL,
+ 0, 1, &uav, NULL);
+
+ ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
+ memset(&vp, 0, sizeof(vp));
+ vp.Width = 1.0f;
+ vp.Height = 100.0f;
+ ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
+ ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
+ draw_quad(&test_context);
+ check_texture_color(texture, 100, 1);
+
+ draw_quad(&test_context);
+ draw_quad(&test_context);
+ draw_quad(&test_context);
+ draw_quad(&test_context);
+ check_texture_color(texture, 500, 1);
+
+ ID3D11PixelShader_Release(ps);
+ ID3D11Texture2D_Release(texture);
+ ID3D11UnorderedAccessView_Release(uav);
+ release_test_context(&test_context);
+}
+
static void test_cb_relative_addressing(void)
{
struct d3d11_test_context test_context;
@@ -11114,6 +11198,7 @@ START_TEST(d3d11)
test_clear_render_target_view();
test_clear_depth_stencil_view();
test_draw_depth_only();
+ test_draw_uav_only();
test_cb_relative_addressing();
test_getdc();
test_shader_stage_input_output_matching();
--
2.7.3
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