[PATCH 9/9] d3d11/tests: Add test for typed UAV loads.
Józef Kucia
jkucia at codeweavers.com
Tue Nov 29 05:06:32 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 326 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 326 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index e38898b..1df3939 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -11256,6 +11256,331 @@ static void test_shader_input_registers_limits(void)
release_test_context(&test_context);
}
+static void test_uav_load(void)
+{
+ struct shader
+ {
+ const DWORD *code;
+ size_t size;
+ };
+ struct texture
+ {
+ UINT width;
+ UINT height;
+ UINT miplevel_count;
+ UINT array_size;
+ DXGI_FORMAT format;
+ D3D11_SUBRESOURCE_DATA data[1];
+ };
+
+ /* FIXME: Use a single R32_TYPELESS RT with multiple RTVs. */
+ ID3D11RenderTargetView *rtv_float, *rtv_uint, *rtv_sint;
+ ID3D11Texture2D *rt_float, *rt_uint, *rt_sint;
+ D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
+ struct d3d11_test_context test_context;
+ const struct texture *current_texture;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ const struct shader *current_ps;
+ ID3D11UnorderedAccessView *uav;
+ ID3D11DeviceContext *context;
+ struct resource_readback rb;
+ ID3D11Texture2D *texture;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ unsigned int i, x, y;
+ HRESULT hr;
+
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
+ static const DWORD ps_ld_2d_float_code[] =
+ {
+#if 0
+ RWTexture2D<float> u;
+
+ float main(float4 position : SV_Position) : SV_Target
+ {
+ float2 s;
+ u.GetDimensions(s.x, s.y);
+ return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
+ }
+#endif
+ 0x43425844, 0xd5996e04, 0x6bede909, 0x0a7ad18e, 0x5eb277fb, 0x00000001, 0x00000194, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
+ 0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00005555, 0x04002064, 0x00101032,
+ 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
+ 0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
+ 0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
+ 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
+ 0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
+ 0x00155543, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
+ 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
+ };
+ static const struct shader ps_ld_2d_float = {ps_ld_2d_float_code, sizeof(ps_ld_2d_float_code)};
+ static const DWORD ps_ld_2d_uint_code[] =
+ {
+#if 0
+ RWTexture2D<uint> u;
+
+ uint main(float4 position : SV_Position) : SV_Target
+ {
+ float2 s;
+ u.GetDimensions(s.x, s.y);
+ return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
+ }
+#endif
+ 0x43425844, 0x2cc0af18, 0xb28eca73, 0x9651215b, 0xebe3f361, 0x00000001, 0x00000194, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
+ 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
+ 0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00004444, 0x04002064, 0x00101032,
+ 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
+ 0x800000c2, 0x00111103, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
+ 0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
+ 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
+ 0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
+ 0x00111103, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
+ 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
+ };
+ static const struct shader ps_ld_2d_uint = {ps_ld_2d_uint_code, sizeof(ps_ld_2d_uint_code)};
+ static const DWORD ps_ld_2d_int_code[] =
+ {
+#if 0
+ RWTexture2D<int> u;
+
+ int main(float4 position : SV_Position) : SV_Target
+ {
+ float2 s;
+ u.GetDimensions(s.x, s.y);
+ return u[s * float2(position.x / 640.0f, position.y / 480.0f)];
+ }
+#endif
+ 0x43425844, 0x7deee248, 0xe7c48698, 0x9454db00, 0x921810e7, 0x00000001, 0x00000194, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000002,
+ 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000f8, 0x00000050,
+ 0x0000003e, 0x0100086a, 0x0400189c, 0x0011e000, 0x00000001, 0x00003333, 0x04002064, 0x00101032,
+ 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000001, 0x8900003d,
+ 0x800000c2, 0x000cccc3, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000001,
+ 0x07000038, 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00101546, 0x00000000, 0x0a000038,
+ 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3b088889,
+ 0x3b088889, 0x0500001c, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x890000a3, 0x800000c2,
+ 0x000cccc3, 0x00100012, 0x00000000, 0x00100e46, 0x00000000, 0x0011ee46, 0x00000001, 0x05000036,
+ 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
+ };
+ static const struct shader ps_ld_2d_int = {ps_ld_2d_int_code, sizeof(ps_ld_2d_int_code)};
+ static const float float_data[] =
+ {
+ 0.50f, 0.25f, 1.00f, 0.00f,
+ -1.00f, -2.00f, -3.00f, -4.00f,
+ -0.50f, -0.25f, -1.00f, -0.00f,
+ 1.00f, 2.00f, 3.00f, 4.00f,
+ };
+ static const unsigned int uint_data[] =
+ {
+ 0x00, 0x10, 0x20, 0x30,
+ 0x40, 0x50, 0x60, 0x70,
+ 0x80, 0x90, 0xa0, 0xb0,
+ 0xc0, 0xd0, 0xe0, 0xf0,
+ };
+ static const int int_data[] =
+ {
+ -1, 0x10, 0x20, 0x30,
+ 0x40, 0x50, 0x60, -777,
+ -666, 0x90, -555, 0xb0,
+ 0xc0, 0xd0, 0xe0, -101,
+ };
+ static const DWORD zero_data[4 * 4] = {0};
+ static const struct texture float_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_FLOAT,
+ {{float_data, 4 * sizeof(*float_data), 0}}};
+ static const struct texture uint_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_UINT,
+ {{uint_data, 4 * sizeof(*uint_data), 0}}};
+ static const struct texture int_2d = {4, 4, 1, 1, DXGI_FORMAT_R32_SINT,
+ {{int_data, 4 * sizeof(*int_data), 0}}};
+
+ static const struct test
+ {
+ const struct shader *ps;
+ const struct texture *texture;
+ struct uav_desc uav_desc;
+ const DWORD *expected_colors;
+ }
+ tests[] =
+ {
+#define TEX_2D D3D11_UAV_DIMENSION_TEXTURE2D
+#define R32_FLOAT DXGI_FORMAT_R32_FLOAT
+#define R32_UINT DXGI_FORMAT_R32_UINT
+#define R32_SINT DXGI_FORMAT_R32_SINT
+ {&ps_ld_2d_float, &float_2d, {R32_FLOAT, TEX_2D, 0}, (const DWORD *)float_data},
+ {&ps_ld_2d_float, NULL, {}, zero_data},
+ {&ps_ld_2d_uint, &uint_2d, {R32_UINT, TEX_2D, 0}, (const DWORD *)uint_data},
+ {&ps_ld_2d_uint, NULL, {}, zero_data},
+ {&ps_ld_2d_int, &int_2d, {R32_SINT, TEX_2D, 0}, (const DWORD *)int_data},
+ {&ps_ld_2d_int, NULL, {}, zero_data},
+#undef TEX_2D
+#undef R32_FLOAT
+#undef R32_UINT
+#undef R32_SINT
+ };
+
+ if (!init_test_context(&test_context, &feature_level))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ texture_desc.Width = 640;
+ texture_desc.Height = 480;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ texture_desc.Format = DXGI_FORMAT_R32_FLOAT;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_float);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_float, NULL, &rtv_float);
+ ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+ texture_desc.Format = DXGI_FORMAT_R32_UINT;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_uint);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_uint, NULL, &rtv_uint);
+ ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+ texture_desc.Format = DXGI_FORMAT_R32_SINT;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_sint);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_sint, NULL, &rtv_sint);
+ ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+ texture_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
+
+ ps = NULL;
+ uav = NULL;
+ texture = NULL;
+ current_ps = NULL;
+ current_texture = NULL;
+ for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
+ {
+ const struct test *test = &tests[i];
+ ID3D11RenderTargetView *current_rtv;
+ ID3D11Texture2D *current_rt;
+
+ if (current_ps != test->ps)
+ {
+ if (ps)
+ ID3D11PixelShader_Release(ps);
+
+ current_ps = test->ps;
+
+ hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+ }
+
+ if (current_texture != test->texture)
+ {
+ if (texture)
+ ID3D11Texture2D_Release(texture);
+
+ if ((current_texture = test->texture))
+ {
+ texture_desc.Width = current_texture->width;
+ texture_desc.Height = current_texture->height;
+ texture_desc.MipLevels = current_texture->miplevel_count;
+ texture_desc.ArraySize = current_texture->array_size;
+ texture_desc.Format = current_texture->format;
+
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create texture, hr %#x.\n", i, hr);
+ }
+ else
+ {
+ texture = NULL;
+ }
+ }
+
+ if (uav)
+ ID3D11UnorderedAccessView_Release(uav);
+
+ if (texture)
+ {
+ get_uav_desc(&uav_desc, &test->uav_desc);
+ hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)texture, &uav_desc, &uav);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create unordered access view, hr %#x.\n", i, hr);
+ }
+ else
+ {
+ uav = NULL;
+ }
+
+ switch (uav_desc.Format)
+ {
+ case DXGI_FORMAT_R32_FLOAT:
+ current_rtv = rtv_float;
+ current_rt = rt_float;
+ break;
+ case DXGI_FORMAT_R32_UINT:
+ current_rtv = rtv_uint;
+ current_rt = rt_uint;
+ break;
+ case DXGI_FORMAT_R32_SINT:
+ current_rtv = rtv_sint;
+ current_rt = rt_sint;
+ break;
+ default:
+ trace("Unhandled format %#x.\n", uav_desc.Format);
+ current_rtv = NULL;
+ current_rt = NULL;
+ break;
+ }
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, current_rtv, white);
+
+ ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, ¤t_rtv, NULL,
+ 1, 1, &uav, NULL);
+
+ draw_quad(&test_context);
+
+ get_texture_readback(current_rt, 0, &rb);
+ for (y = 0; y < 4; ++y)
+ {
+ for (x = 0; x < 4; ++x)
+ {
+ DWORD expected = test->expected_colors[y * 4 + x];
+ DWORD color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120);
+ ok(compare_color(color, expected, 0),
+ "Test %u: Got 0x%08x, expected 0x%08x at (%u, %u).\n",
+ i, color, expected, x, y);
+ }
+ }
+ release_resource_readback(&rb);
+ }
+ ID3D11PixelShader_Release(ps);
+ if (texture)
+ ID3D11Texture2D_Release(texture);
+ if (uav)
+ ID3D11UnorderedAccessView_Release(uav);
+
+ ID3D11RenderTargetView_Release(rtv_float);
+ ID3D11RenderTargetView_Release(rtv_sint);
+ ID3D11RenderTargetView_Release(rtv_uint);
+ ID3D11Texture2D_Release(rt_float);
+ ID3D11Texture2D_Release(rt_sint);
+ ID3D11Texture2D_Release(rt_uint);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -11318,4 +11643,5 @@ START_TEST(d3d11)
run_for_each_9_x_feature_level(test_fl9_draw);
test_ddy();
test_shader_input_registers_limits();
+ test_uav_load();
}
--
2.7.3
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