[PATCH 5/8] d3d11/tests: Add test for resinfo instruction.
Józef Kucia
jkucia at codeweavers.com
Fri Feb 10 05:26:55 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
* resinfo and resinfo_uint are tested.
* The shader compiler doesn't allow to access the number of array faces for TextureCubeArray.
---
dlls/d3d11/tests/d3d11.c | 368 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 368 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index fb095e3..abb0c23 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -13053,6 +13053,372 @@ static void test_primitive_restart(void)
release_test_context(&test_context);
}
+static void test_resinfo_instruction(void)
+{
+ struct shader
+ {
+ const DWORD *code;
+ size_t size;
+ };
+
+ struct d3d11_test_context test_context;
+ D3D11_TEXTURE3D_DESC texture3d_desc;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ const struct shader *current_ps;
+ D3D_FEATURE_LEVEL feature_level;
+ ID3D11ShaderResourceView *srv;
+ ID3D11DeviceContext *context;
+ ID3D11Texture2D *rtv_texture;
+ ID3D11RenderTargetView *rtv;
+ ID3D11Resource *texture;
+ struct uvec4 constant;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ unsigned int i, type;
+ ID3D11Buffer *cb;
+ HRESULT hr;
+
+ static const DWORD ps_2d_code[] =
+ {
+#if 0
+ Texture2D t;
+
+ uint type;
+ uint level;
+
+ float4 main() : SV_TARGET
+ {
+ if (!type)
+ {
+ float width, height, miplevels;
+ t.GetDimensions(level, width, height, miplevels);
+ return float4(width, height, miplevels, 0);
+ }
+ else
+ {
+ uint width, height, miplevels;
+ t.GetDimensions(level, width, height, miplevels);
+ return float4(width, height, miplevels, 0);
+ }
+ }
+#endif
+ 0x43425844, 0x9c2db58d, 0x7218d757, 0x23255414, 0xaa86938e, 0x00000001, 0x00000168, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0800003d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
+ 0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082,
+ 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000,
+ 0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102072, 0x00000000,
+ 0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e,
+ 0x01000015, 0x0100003e,
+ };
+ static const struct shader ps_2d = {ps_2d_code, sizeof(ps_2d_code)};
+ static const DWORD ps_2d_array_code[] =
+ {
+#if 0
+ Texture2DArray t;
+
+ uint type;
+ uint level;
+
+ float4 main() : SV_TARGET
+ {
+ if (!type)
+ {
+ float width, height, elements, miplevels;
+ t.GetDimensions(level, width, height, elements, miplevels);
+ return float4(width, height, elements, miplevels);
+ }
+ else
+ {
+ uint width, height, elements, miplevels;
+ t.GetDimensions(level, width, height, elements, miplevels);
+ return float4(width, height, elements, miplevels);
+ }
+ }
+#endif
+ 0x43425844, 0x92cd8789, 0x38e359ac, 0xd65ab502, 0xa018a5ae, 0x00000001, 0x0000012c, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000b4, 0x00000040, 0x0000002d,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04004058, 0x00107000, 0x00000000, 0x00005555,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0800003d, 0x001020f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
+ 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000,
+ 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
+ 0x0100003e, 0x01000015, 0x0100003e,
+ };
+ static const struct shader ps_2d_array = {ps_2d_array_code, sizeof(ps_2d_array_code)};
+ static const DWORD ps_3d_code[] =
+ {
+#if 0
+ Texture3D t;
+
+ uint type;
+ uint level;
+
+ float4 main() : SV_TARGET
+ {
+ if (!type)
+ {
+ float width, height, depth, miplevels;
+ t.GetDimensions(level, width, height, depth, miplevels);
+ return float4(width, height, depth, miplevels);
+ }
+ else
+ {
+ uint width, height, depth, miplevels;
+ t.GetDimensions(level, width, height, depth, miplevels);
+ return float4(width, height, depth, miplevels);
+ }
+ }
+#endif
+ 0x43425844, 0xac1f73b9, 0x2bce1322, 0x82c599e6, 0xbff0d681, 0x00000001, 0x0000012c, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000b4, 0x00000040, 0x0000002d,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002858, 0x00107000, 0x00000000, 0x00005555,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0800003d, 0x001020f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
+ 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000,
+ 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
+ 0x0100003e, 0x01000015, 0x0100003e,
+ };
+ static const struct shader ps_3d = {ps_3d_code, sizeof(ps_3d_code)};
+ static const DWORD ps_cube_code[] =
+ {
+#if 0
+ TextureCube t;
+
+ uint type;
+ uint level;
+
+ float4 main() : SV_TARGET
+ {
+ if (!type)
+ {
+ float width, height, miplevels;
+ t.GetDimensions(level, width, height, miplevels);
+ return float4(width, height, miplevels, 0);
+ }
+ else
+ {
+ uint width, height, miplevels;
+ t.GetDimensions(level, width, height, miplevels);
+ return float4(width, height, miplevels, 0);
+ }
+ }
+#endif
+ 0x43425844, 0x795eb161, 0xb8291400, 0xcc531086, 0x2a8143ce, 0x00000001, 0x00000168, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04003058, 0x00107000, 0x00000000, 0x00005555,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0800003d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
+ 0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082,
+ 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000,
+ 0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102072, 0x00000000,
+ 0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e,
+ 0x01000015, 0x0100003e,
+ };
+ static const struct shader ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
+ static const DWORD ps_cube_array_code[] =
+ {
+#if 0
+ TextureCubeArray t;
+
+ uint type;
+ uint level;
+
+ float4 main() : SV_TARGET
+ {
+ if (!type)
+ {
+ float width, height, elements, miplevels;
+ t.GetDimensions(level, width, height, elements, miplevels);
+ return float4(width, height, miplevels, 0);
+ }
+ else
+ {
+ uint width, height, elements, miplevels;
+ t.GetDimensions(level, width, height, elements, miplevels);
+ return float4(width, height, miplevels, 0);
+ }
+ }
+#endif
+ 0x43425844, 0x894d136f, 0xa1f5c746, 0xd771ac09, 0x6914e044, 0x00000001, 0x0000016c, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f4, 0x00000041, 0x0000003d,
+ 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04005058, 0x00107000, 0x00000000,
+ 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a,
+ 0x00000000, 0x00000000, 0x0800003d, 0x00100072, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
+ 0x00107b46, 0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100246, 0x00000000, 0x05000036,
+ 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x00100072,
+ 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107b46, 0x00000000, 0x05000056, 0x00102072,
+ 0x00000000, 0x00100246, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000,
+ 0x0100003e, 0x01000015, 0x0100003e,
+ };
+ static const struct shader ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)};
+ static const struct ps_test
+ {
+ const struct shader *ps;
+ struct
+ {
+ unsigned int width;
+ unsigned int height;
+ unsigned int depth;
+ unsigned int miplevel_count;
+ unsigned int array_size;
+ unsigned int cube_count;
+ } texture_desc;
+ unsigned int miplevel;
+ struct vec4 expected_result;
+ }
+ ps_tests[] =
+ {
+ {&ps_2d, {64, 64, 1, 1, 1, 0}, 0, {64.0f, 64.0f, 1.0f, 0.0f}},
+ {&ps_2d, {32, 16, 1, 3, 1, 0}, 0, {32.0f, 16.0f, 3.0f, 0.0f}},
+ {&ps_2d, {32, 16, 1, 3, 1, 0}, 1, {16.0f, 8.0f, 3.0f, 0.0f}},
+ {&ps_2d, {32, 16, 1, 3, 1, 0}, 2, { 8.0f, 4.0f, 3.0f, 0.0f}},
+
+ {&ps_2d_array, {64, 64, 1, 1, 6, 0}, 0, {64.0f, 64.0f, 6.0f, 1.0f}},
+ {&ps_2d_array, {32, 16, 1, 3, 9, 0}, 0, {32.0f, 16.0f, 9.0f, 3.0f}},
+ {&ps_2d_array, {32, 16, 1, 3, 7, 0}, 1, {16.0f, 8.0f, 7.0f, 3.0f}},
+ {&ps_2d_array, {32, 16, 1, 3, 3, 0}, 2, { 8.0f, 4.0f, 3.0f, 3.0f}},
+
+ {&ps_3d, {64, 64, 2, 1, 1, 0}, 0, {64.0f, 64.0f, 2.0f, 1.0f}},
+ {&ps_3d, {64, 64, 2, 2, 1, 0}, 1, {32.0f, 32.0f, 1.0f, 2.0f}},
+ {&ps_3d, {64, 64, 4, 1, 1, 0}, 0, {64.0f, 64.0f, 4.0f, 1.0f}},
+ {&ps_3d, {64, 64, 4, 2, 1, 0}, 1, {32.0f, 32.0f, 2.0f, 2.0f}},
+ {&ps_3d, { 8, 8, 8, 1, 1, 0}, 0, { 8.0f, 8.0f, 8.0f, 1.0f}},
+ {&ps_3d, { 8, 8, 8, 4, 1, 0}, 0, { 8.0f, 8.0f, 8.0f, 4.0f}},
+ {&ps_3d, { 8, 8, 8, 4, 1, 0}, 1, { 4.0f, 4.0f, 4.0f, 4.0f}},
+ {&ps_3d, { 8, 8, 8, 4, 1, 0}, 2, { 2.0f, 2.0f, 2.0f, 4.0f}},
+ {&ps_3d, { 8, 8, 8, 4, 1, 0}, 3, { 1.0f, 1.0f, 1.0f, 4.0f}},
+
+ {&ps_cube, { 4, 4, 1, 1, 6, 1}, 0, { 4.0f, 4.0f, 1.0f, 0.0f}},
+ {&ps_cube, {32, 32, 1, 1, 6, 1}, 0, {32.0f, 32.0f, 1.0f, 0.0f}},
+ {&ps_cube, {32, 32, 1, 3, 6, 1}, 0, {32.0f, 32.0f, 3.0f, 0.0f}},
+ {&ps_cube, {32, 32, 1, 3, 6, 1}, 1, {16.0f, 16.0f, 3.0f, 0.0f}},
+ {&ps_cube, {32, 32, 1, 3, 6, 1}, 2, { 8.0f, 8.0f, 3.0f, 0.0f}},
+
+ {&ps_cube_array, { 4, 4, 1, 1, 12, 2}, 0, { 4.0f, 4.0f, 1.0f, 0.0f}},
+ {&ps_cube_array, {32, 32, 1, 1, 12, 2}, 0, {32.0f, 32.0f, 1.0f, 0.0f}},
+ {&ps_cube_array, {32, 32, 1, 3, 12, 2}, 0, {32.0f, 32.0f, 3.0f, 0.0f}},
+ };
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+ feature_level = ID3D11Device_GetFeatureLevel(device);
+
+ texture_desc.Width = 64;
+ texture_desc.Height = 64;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
+ 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;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rtv_texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rtv_texture, NULL, &rtv);
+ ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+ memset(&constant, 0, sizeof(constant));
+ cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
+ ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
+
+ ps = NULL;
+ current_ps = NULL;
+ for (i = 0; i < sizeof(ps_tests) / sizeof(*ps_tests); ++i)
+ {
+ const struct ps_test *test = &ps_tests[i];
+
+ if (test->texture_desc.cube_count > 1 && feature_level < D3D_FEATURE_LEVEL_10_1)
+ {
+ skip("Test %u: Cube map array textures require feature level 10_1.\n", i);
+ continue;
+ }
+
+ 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 (test->texture_desc.depth != 1)
+ {
+ texture3d_desc.Width = test->texture_desc.width;
+ texture3d_desc.Height = test->texture_desc.height;
+ texture3d_desc.Depth = test->texture_desc.depth;
+ texture3d_desc.MipLevels = test->texture_desc.miplevel_count;
+ texture3d_desc.Format = DXGI_FORMAT_R8_UNORM;
+ texture3d_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture3d_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ texture3d_desc.CPUAccessFlags = 0;
+ texture3d_desc.MiscFlags = 0;
+ hr = ID3D11Device_CreateTexture3D(device, &texture3d_desc, NULL, (ID3D11Texture3D **)&texture);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr);
+ }
+ else
+ {
+ texture_desc.Width = test->texture_desc.width;
+ texture_desc.Height = test->texture_desc.height;
+ texture_desc.MipLevels = test->texture_desc.miplevel_count;
+ texture_desc.ArraySize = test->texture_desc.array_size;
+ texture_desc.Format = DXGI_FORMAT_R8_UNORM;
+ texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ texture_desc.MiscFlags = 0;
+ if (test->texture_desc.cube_count)
+ texture_desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D11Texture2D **)&texture);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
+ }
+
+ hr = ID3D11Device_CreateShaderResourceView(device, texture, NULL, &srv);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+
+ for (type = 0; type < 2; ++type)
+ {
+ constant.x = type;
+ constant.y = test->miplevel;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
+
+ draw_quad(&test_context);
+ check_texture_vec4(rtv_texture, &test->expected_result, 0);
+ }
+
+ ID3D11Resource_Release(texture);
+ ID3D11ShaderResourceView_Release(srv);
+ }
+ ID3D11PixelShader_Release(ps);
+
+ ID3D11Buffer_Release(cb);
+ ID3D11RenderTargetView_Release(rtv);
+ ID3D11Texture2D_Release(rtv_texture);
+ release_test_context(&test_context);
+}
+
static void test_sm5_bufinfo_instruction(void)
{
struct shader
@@ -13330,6 +13696,7 @@ static void test_sm5_bufinfo_instruction(void)
uav = NULL;
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+ ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
}
draw_quad(&test_context);
@@ -13634,6 +14001,7 @@ START_TEST(d3d11)
test_ps_cs_uav_binding();
test_sm4_ret_instruction();
test_primitive_restart();
+ test_resinfo_instruction();
test_sm5_bufinfo_instruction();
test_render_target_device_mismatch();
test_buffer_srv();
--
2.10.2
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