[PATCH 3/4] d3d11/tests: Add test for stream output components.
Józef Kucia
joseph.kucia at gmail.com
Tue Nov 7 07:29:16 CST 2017
From: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 280 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 280 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 75bff6433633..5474be43488e 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -21057,6 +21057,285 @@ static void test_stream_output_resume(void)
release_test_context(&test_context);
}
+static void test_stream_output_components(void)
+{
+ const D3D11_SO_DECLARATION_ENTRY *current_so_declaration;
+ struct d3d11_test_context test_context;
+ ID3D11InputLayout *input_layout[2];
+ ID3D11Buffer *vb[2], *so_buffer;
+ ID3D11DeviceContext *context;
+ struct resource_readback rb;
+ unsigned int stride, offset;
+ ID3D11GeometryShader *gs;
+ ID3D11VertexShader *vs;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ const float *result;
+ unsigned int i, j;
+ HRESULT hr;
+
+ static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
+ static const DWORD vs_code[] =
+ {
+#if 0
+ struct vertex
+ {
+ float4 position : POSITION;
+ float4 color : COLOR;
+ float4 color2 : COLOR2;
+ };
+
+ void main(in vertex i, out vertex o)
+ {
+ o = i;
+ }
+#endif
+ 0x43425844, 0x95991b76, 0x4898640b, 0xe36ad9d6, 0xfbfe78b4, 0x00000001, 0x00000194, 0x00000003,
+ 0x0000002c, 0x00000094, 0x000000fc, 0x4e475349, 0x00000060, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x00000059, 0x00000002, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x00000060, 0x00000003,
+ 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000059,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000059, 0x00000002, 0x00000000,
+ 0x00000003, 0x00000002, 0x0000000f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x52444853,
+ 0x00000090, 0x00010040, 0x00000024, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2,
+ 0x00000001, 0x0300005f, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x03000065,
+ 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x05000036, 0x001020f2, 0x00000000,
+ 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, 0x05000036,
+ 0x001020f2, 0x00000002, 0x00101e46, 0x00000002, 0x0100003e,
+ };
+ static const DWORD gs_code[] =
+ {
+#if 0
+ struct vertex
+ {
+ float4 position : POSITION;
+ float4 color : COLOR;
+ float4 color2 : COLOR2;
+ };
+
+ [maxvertexcount(1)]
+ void main(point vertex input[1], inout PointStream<vertex> output)
+ {
+ output.Append(input[0]);
+ }
+#endif
+ 0x43425844, 0x218f7d27, 0x555fa7f1, 0x282c545f, 0x3989c843, 0x00000001, 0x000001c0, 0x00000003,
+ 0x0000002c, 0x00000094, 0x000000fc, 0x4e475349, 0x00000060, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x00000059, 0x00000002, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x00000060, 0x00000003,
+ 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000059,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000059, 0x00000002, 0x00000000,
+ 0x00000003, 0x00000002, 0x0000000f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x52444853,
+ 0x000000bc, 0x00020040, 0x0000002f, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x0400005f,
+ 0x002010f2, 0x00000001, 0x00000001, 0x0400005f, 0x002010f2, 0x00000001, 0x00000002, 0x0100085d,
+ 0x0100085c, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x03000065,
+ 0x001020f2, 0x00000002, 0x0200005e, 0x00000001, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46,
+ 0x00000000, 0x00000000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000, 0x00000001,
+ 0x06000036, 0x001020f2, 0x00000002, 0x00201e46, 0x00000000, 0x00000002, 0x01000013, 0x0100003e,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ float4 main(float4 position : SV_Position,
+ float2 texcoord : TEXCOORD) : SV_Target
+ {
+ return float4(position.xy, texcoord);
+ }
+#endif
+ 0x43425844, 0xa15616bc, 0x6862ab1c, 0x28b915c0, 0xdb0df67c, 0x00000001, 0x0000011c, 0x00000003,
+ 0x0000002c, 0x00000084, 0x000000b8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
+ 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000005c,
+ 0x00000040, 0x00000017, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03001062, 0x00101032,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x00102032, 0x00000000, 0x00101046,
+ 0x00000000, 0x05000036, 0x001020c2, 0x00000000, 0x00101406, 0x00000001, 0x0100003e,
+ };
+ static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"COLOR", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+ static const D3D11_INPUT_ELEMENT_DESC layout_desc2[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"COLOR", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+ static const D3D11_SO_DECLARATION_ENTRY so_declaration[] =
+ {
+ {0, "POSITION", 0, 0, 4, 0},
+ {0, "COLOR", 0, 0, 3, 0},
+ {0, "COLOR", 2, 0, 2, 0},
+ };
+ static const D3D11_SO_DECLARATION_ENTRY so_declaration2[] =
+ {
+ {0, "POSITION", 0, 0, 1, 0},
+ {0, "POSITION", 0, 1, 1, 0},
+ {0, "POSITION", 0, 2, 1, 0},
+ {0, "POSITION", 0, 3, 1, 0},
+ {0, "COLOR", 0, 0, 1, 0},
+ {0, "COLOR", 0, 1, 1, 0},
+ {0, "COLOR", 0, 2, 1, 0},
+ {0, "COLOR", 2, 0, 1, 0},
+ {0, "COLOR", 2, 1, 1, 0},
+ };
+ static const D3D11_SO_DECLARATION_ENTRY so_declaration3[] =
+ {
+ {0, "COLOR", 0, 2, 2, 0},
+ {0, "COLOR", 2, 3, 1, 0},
+ };
+ static const struct
+ {
+ struct vec4 position;
+ struct vec3 color;
+ struct vec2 color2;
+ }
+ vb_data[] =
+ {
+ {{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, {0.5f, 1.0f}},
+ {{-1.0f, 1.0f, 0.0f, 1.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
+ {{ 1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 1.0f}, {0.5f, 0.4f}},
+ {{ 1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f}, {0.1f, 0.6f}},
+ };
+ static const struct
+ {
+ struct vec4 position;
+ struct vec4 color;
+ struct vec4 color2;
+ }
+ vb_data2[] =
+ {
+ {{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 2.0f, 3.0f, 4.0f}, {5.0f, 6.0f, 7.0f, 8.0f}},
+ {{-1.0f, 1.0f, 0.0f, 1.0f}, {9.0f, 1.1f, 1.2f, 1.3f}, {1.4f, 1.5f, 1.6f, 1.7f}},
+ {{ 1.0f, -1.0f, 0.0f, 1.0f}, {1.8f, 1.9f, 2.0f, 2.1f}, {2.2f, 2.3f, 2.4f, 2.5f}},
+ {{ 1.0f, 1.0f, 0.0f, 1.0f}, {2.5f, 2.6f, 2.7f, 2.8f}, {2.9f, 3.0f, 3.1f, 3.2f}},
+ };
+ static const unsigned int vb_stride[] = {sizeof(*vb_data), sizeof(*vb_data2)};
+ static const float expected_data[] =
+ {
+ -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f,
+ -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.5f, 0.4f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.1f, 0.6f,
+ };
+ static const float expected_data2[] =
+ {
+ -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 2.0f, 3.0f, 5.0f, 6.0f,
+ -1.0f, 1.0f, 0.0f, 1.0f, 9.0f, 1.1f, 1.2f, 1.4f, 1.5f,
+ 1.0f, -1.0f, 0.0f, 1.0f, 1.8f, 1.9f, 2.0f, 2.2f, 2.3f,
+ 1.0f, 1.0f, 0.0f, 1.0f, 2.5f, 2.6f, 2.7f, 2.9f, 3.0f,
+ };
+ static const float expected_data3[] =
+ {
+ 3.0f, 4.0f, 8.0f, 1.2f, 1.3f, 1.7f, 2.0f, 2.1f, 2.5f, 2.7f, 2.8f, 3.2f,
+ };
+ static const struct
+ {
+ BOOL with_ps;
+ unsigned int vb_idx;
+ const D3D11_SO_DECLARATION_ENTRY *so_declaration;
+ unsigned int so_entry_count;
+ const float *expected_data;
+ unsigned int expected_data_size;
+ }
+ tests[] =
+ {
+ {TRUE, 0, so_declaration, ARRAY_SIZE(so_declaration), expected_data, ARRAY_SIZE(expected_data)},
+ {TRUE, 1, so_declaration, ARRAY_SIZE(so_declaration), expected_data2, ARRAY_SIZE(expected_data2)},
+ {TRUE, 0, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data, ARRAY_SIZE(expected_data)},
+ {TRUE, 1, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data2, ARRAY_SIZE(expected_data2)},
+ {TRUE, 1, so_declaration3, ARRAY_SIZE(so_declaration3), expected_data3, ARRAY_SIZE(expected_data3)},
+
+ {FALSE, 0, so_declaration, ARRAY_SIZE(so_declaration), expected_data, ARRAY_SIZE(expected_data)},
+ {FALSE, 1, so_declaration, ARRAY_SIZE(so_declaration), expected_data2, ARRAY_SIZE(expected_data2)},
+ {FALSE, 0, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data, ARRAY_SIZE(expected_data)},
+ {FALSE, 1, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data2, ARRAY_SIZE(expected_data2)},
+ {FALSE, 1, so_declaration3, ARRAY_SIZE(so_declaration3), expected_data3, ARRAY_SIZE(expected_data3)},
+ };
+
+ if (!init_test_context(&test_context, &feature_level))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ vb[0] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vb_data), vb_data);
+ vb[1] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vb_data2), vb_data2);
+
+ hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
+ vs_code, sizeof(vs_code), &input_layout[0]);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateInputLayout(device, layout_desc2, ARRAY_SIZE(layout_desc2),
+ vs_code, sizeof(vs_code), &input_layout[1]);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, 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_VSSetShader(context, vs, NULL, 0);
+ ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+
+ so_buffer = create_buffer(device, D3D11_BIND_STREAM_OUTPUT, 1024, NULL);
+
+ gs = NULL;
+ current_so_declaration = NULL;
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ ID3D11DeviceContext_PSSetShader(context, tests[i].with_ps ? ps : NULL, NULL, 0);
+
+ if (current_so_declaration != tests[i].so_declaration)
+ {
+ if (gs)
+ ID3D11GeometryShader_Release(gs);
+
+ hr = ID3D11Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code),
+ tests[i].so_declaration, tests[i].so_entry_count, NULL, 0,
+ D3D11_SO_NO_RASTERIZED_STREAM, NULL, &gs);
+ ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
+ ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0);
+ current_so_declaration = tests[i].so_declaration;
+ }
+
+ ID3D11DeviceContext_IASetInputLayout(context, input_layout[tests[i].vb_idx]);
+ stride = vb_stride[tests[i].vb_idx];
+ offset = 0;
+ ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb[tests[i].vb_idx], &stride, &offset);
+
+ offset = 0;
+ ID3D11DeviceContext_SOSetTargets(context, 1, &so_buffer, &offset);
+
+ ID3D11DeviceContext_Draw(context, 4, 0);
+
+ get_buffer_readback(so_buffer, &rb);
+ result = rb.map_desc.pData;
+ for (j = 0; j < tests[i].expected_data_size; ++j)
+ {
+ float expected_value = tests[i].expected_data[j];
+ ok(compare_float(result[j], expected_value, 2),
+ "Test %u: Got %.8e, expected %.8e at %u.\n",
+ i, result[j], expected_value, j);
+ }
+ release_resource_readback(&rb);
+ }
+
+ for (i = 0; i < ARRAY_SIZE(vb); ++i)
+ ID3D11Buffer_Release(vb[i]);
+ ID3D11Buffer_Release(so_buffer);
+ ID3D11VertexShader_Release(vs);
+ ID3D11GeometryShader_Release(gs);
+ ID3D11PixelShader_Release(ps);
+ for (i = 0; i < ARRAY_SIZE(input_layout); ++i)
+ ID3D11InputLayout_Release(input_layout[i]);
+ release_test_context(&test_context);
+}
+
static void test_gather(void)
{
struct
@@ -22135,6 +22414,7 @@ START_TEST(d3d11)
test_stream_output();
test_fl10_stream_output_desc();
test_stream_output_resume();
+ test_stream_output_components();
test_gather();
test_gather_c();
test_fractional_viewports();
--
2.13.6
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