[PATCH 1/9] d3d11/tests: Add test for shader input register limits.
Józef Kucia
jkucia at codeweavers.com
Tue Nov 29 05:06:24 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
Version 2: Do not test more than 16 samplers.
---
dlls/d3d11/tests/d3d11.c | 100 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 100 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 496b715..e38898b 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -11157,6 +11157,105 @@ float4 main(struct ps_data ps_input) : SV_Target
release_test_context(&test_context);
}
+static void test_shader_input_registers_limits(void)
+{
+ struct d3d11_test_context test_context;
+ D3D11_SUBRESOURCE_DATA resource_data;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ D3D11_SAMPLER_DESC sampler_desc;
+ ID3D11ShaderResourceView *srv;
+ ID3D11DeviceContext *context;
+ ID3D11SamplerState *sampler;
+ ID3D11Texture2D *texture;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ HRESULT hr;
+
+ static const DWORD ps_last_register_code[] =
+ {
+#if 0
+ Texture2D t : register(t127);
+ SamplerState s : register(s15);
+
+ void main(out float4 target : SV_Target)
+ {
+ target = t.Sample(s, float2(0, 0));
+ }
+#endif
+ 0x43425844, 0xd81ff2f8, 0x8c704b9c, 0x8c6f4857, 0xd02949ac, 0x00000001, 0x000000dc, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000064, 0x00000040, 0x00000019,
+ 0x0300005a, 0x00106000, 0x0000000f, 0x04001858, 0x00107000, 0x0000007f, 0x00005555, 0x03000065,
+ 0x001020f2, 0x00000000, 0x0c000045, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00107e46, 0x0000007f, 0x00106000, 0x0000000f, 0x0100003e,
+ };
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const DWORD texture_data[] = {0xff00ff00};
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ texture_desc.Width = 1;
+ texture_desc.Height = 1;
+ texture_desc.MipLevels = 0;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ resource_data.pSysMem = texture_data;
+ resource_data.SysMemPitch = sizeof(texture_data);
+ resource_data.SysMemSlicePitch = 0;
+
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
+ ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
+ ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
+
+ sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MaxAnisotropy = 0;
+ sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ sampler_desc.BorderColor[0] = 0.0f;
+ sampler_desc.BorderColor[1] = 0.0f;
+ sampler_desc.BorderColor[2] = 0.0f;
+ sampler_desc.BorderColor[3] = 0.0f;
+ sampler_desc.MinLOD = 0.0f;
+ sampler_desc.MaxLOD = 0.0f;
+
+ hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler);
+ ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_last_register_code, sizeof(ps_last_register_code), NULL, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+
+ ID3D11DeviceContext_PSSetShaderResources(context,
+ D3D11_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT - 1, 1, &srv);
+ ID3D11DeviceContext_PSSetSamplers(context, D3D11_COMMONSHADER_SAMPLER_REGISTER_COUNT - 1, 1, &sampler);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ draw_quad(&test_context);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+ ID3D11PixelShader_Release(ps);
+ ID3D11SamplerState_Release(sampler);
+ ID3D11ShaderResourceView_Release(srv);
+ ID3D11Texture2D_Release(texture);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -11218,4 +11317,5 @@ START_TEST(d3d11)
run_for_each_feature_level(test_required_format_support);
run_for_each_9_x_feature_level(test_fl9_draw);
test_ddy();
+ test_shader_input_registers_limits();
}
--
2.7.3
More information about the wine-patches
mailing list