=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11/tests: Add test for SM4 sample_b instruction.
Alexandre Julliard
julliard at wine.codeweavers.com
Wed Feb 3 10:23:54 CST 2016
Module: wine
Branch: master
Commit: f972350678a4eed4a9c8ee6e4564f72e7e5e9d37
URL: http://source.winehq.org/git/wine.git/?a=commit;h=f972350678a4eed4a9c8ee6e4564f72e7e5e9d37
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Wed Feb 3 11:49:12 2016 +0100
d3d11/tests: Add test for SM4 sample_b instruction.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d11/tests/d3d11.c | 42 ++++++++++++++++++++++++++++++++++++++++++
1 file changed, 42 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index ba9cc52..8ea0a76 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -3039,6 +3039,35 @@ static void test_texture(void)
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
+ static const DWORD ps_sample_b_code[] =
+ {
+#if 0
+ Texture2D t;
+ SamplerState s;
+
+ float bias;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ float2 p;
+
+ p.x = position.x / 640.0f;
+ p.y = position.y / 480.0f;
+ return t.SampleBias(s, p, bias);
+ }
+#endif
+ 0x43425844, 0xc39b0686, 0x8244a7fc, 0x14c0b97a, 0x2900b3b7, 0x00000001, 0x00000150, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040,
+ 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
+ 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000,
+ 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c00004a,
+ 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
+ 0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
+ };
static const DWORD ps_sample_l_code[] =
{
#if 0
@@ -3072,6 +3101,7 @@ static void test_texture(void)
static const struct shader ps_ld_sint8 = {ps_ld_sint8_code, sizeof(ps_ld_sint8_code)};
static const struct shader ps_ld_uint8 = {ps_ld_uint8_code, sizeof(ps_ld_uint8_code)};
static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
+ static const struct shader ps_sample_b = {ps_sample_b_code, sizeof(ps_sample_b_code)};
static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)};
static const struct
{
@@ -3205,6 +3235,18 @@ static void test_texture(void)
{&ps_sample, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
{&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
{&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0},
+ {&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0},
+ {&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 8.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_1_colors},
+ {&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0},
+ {&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 8.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_1_colors},
+ {&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 8.0f, level_1_colors},
+ {&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 8.4f, level_1_colors},
+ {&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 8.5f, level_2_colors},
+ {&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 9.0f, level_2_colors},
+ {&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 2.0f, 1.0f, rgba_level_0},
+ {&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 2.0f, 9.0f, level_2_colors},
+ {&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 1.0f, 9.0f, level_1_colors},
+ {&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 9.0f, rgba_level_0},
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, rgba_level_0},
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0},
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.4f, rgba_level_0},
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