=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11/tests: Test render to depth texture.
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Mar 22 10:55:12 CDT 2016
Module: wine
Branch: master
Commit: 329dfee70c35184329d0820a5e9edbbed8b49b37
URL: http://source.winehq.org/git/wine.git/?a=commit;h=329dfee70c35184329d0820a5e9edbbed8b49b37
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Tue Mar 22 13:41:50 2016 +0100
d3d11/tests: Test render to depth texture.
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 | 188 ++++++++++++++++++++++++++++++++++++++++++++---
1 file changed, 178 insertions(+), 10 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 819c547..4953675 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -4139,20 +4139,13 @@ static void test_scissor(void)
return float4(0.0, 1.0, 0.0, 1.0);
}
#endif
- 0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005,
- 0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000,
- 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
- 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
- 0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
- 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002,
- 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
};
if (!init_test_context(&test_context, NULL))
@@ -5362,6 +5355,180 @@ static void test_clear_depth_stencil_view(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_draw_depth_only(void)
+{
+ ID3D11DepthStencilState *depth_stencil_state;
+ D3D11_DEPTH_STENCIL_DESC depth_stencil_desc;
+ struct d3d11_test_context test_context;
+ ID3D11PixelShader *ps_color, *ps_depth;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ D3D11_BUFFER_DESC buffer_desc;
+ ID3D11DeviceContext *context;
+ ID3D11DepthStencilView *dsv;
+ struct texture_readback rb;
+ ID3D11Texture2D *texture;
+ ID3D11Device *device;
+ unsigned int i, j;
+ D3D11_VIEWPORT vp;
+ struct vec4 depth;
+ ID3D11Buffer *cb;
+ HRESULT hr;
+
+ static const DWORD ps_color_code[] =
+ {
+#if 0
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ return float4(0.0, 1.0, 0.0, 1.0);
+ }
+#endif
+ 0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
+ 0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
+ 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
+ };
+ static const DWORD ps_depth_code[] =
+ {
+#if 0
+ float depth;
+
+ float main() : SV_Depth
+ {
+ return depth;
+ }
+#endif
+ 0x43425844, 0x91af6cd0, 0x7e884502, 0xcede4f54, 0x6f2c9326, 0x00000001, 0x000000b0, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0xffffffff,
+ 0x00000e01, 0x445f5653, 0x68747065, 0xababab00, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065, 0x0000c001, 0x05000036, 0x0000c001,
+ 0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
+ };
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ buffer_desc.ByteWidth = sizeof(depth);
+ buffer_desc.Usage = D3D11_USAGE_DEFAULT;
+ buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+ buffer_desc.StructureByteStride = 0;
+
+ hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
+ ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+
+ texture_desc.Width = 640;
+ texture_desc.Height = 480;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, NULL, &dsv);
+ ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
+
+ depth_stencil_desc.DepthEnable = TRUE;
+ depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depth_stencil_desc.DepthFunc = D3D11_COMPARISON_LESS;
+ depth_stencil_desc.StencilEnable = FALSE;
+
+ hr = ID3D11Device_CreateDepthStencilState(device, &depth_stencil_desc, &depth_stencil_state);
+ ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), NULL, &ps_color);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ hr = ID3D11Device_CreatePixelShader(device, ps_depth_code, sizeof(ps_depth_code), NULL, &ps_depth);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
+ ID3D11DeviceContext_PSSetShader(context, ps_color, NULL, 0);
+ ID3D11DeviceContext_OMSetRenderTargets(context, 0, NULL, dsv);
+ ID3D11DeviceContext_OMSetDepthStencilState(context, depth_stencil_state, 0);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
+ check_texture_float(texture, 1.0f, 1);
+ draw_quad(&test_context);
+ check_texture_float(texture, 0.0f, 1);
+
+ ID3D11DeviceContext_PSSetShader(context, ps_depth, NULL, 0);
+
+ depth.x = 0.7f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &depth, 0, 0);
+ draw_quad(&test_context);
+ check_texture_float(texture, 0.0f, 1);
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
+ check_texture_float(texture, 1.0f, 1);
+ draw_quad(&test_context);
+ check_texture_float(texture, 0.7f, 1);
+ depth.x = 0.8f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &depth, 0, 0);
+ draw_quad(&test_context);
+ check_texture_float(texture, 0.7f, 1);
+ depth.x = 0.5f;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &depth, 0, 0);
+ draw_quad(&test_context);
+ check_texture_float(texture, 0.5f, 1);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
+ depth.x = 0.1f;
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < 4; ++j)
+ {
+ depth.x = 1.0f / 16.0f * (j + 4 * i);
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &depth, 0, 0);
+
+ vp.TopLeftX = 160.0f * j;
+ vp.TopLeftY = 120.0f * i;
+ vp.Width = 160.0f;
+ vp.Height = 120.0f;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
+
+ draw_quad(&test_context);
+ }
+ }
+ get_texture_readback(texture, &rb);
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < 4; ++j)
+ {
+ float obtained_depth, expected_depth;
+
+ obtained_depth = get_readback_float(&rb, 80 + j * 160, 60 + i * 120);
+ expected_depth = 1.0f / 16.0f * (j + 4 * i);
+ ok(compare_float(obtained_depth, expected_depth, 1),
+ "Got unexpected depth %.8e at (%u, %u), expected %.8e.\n",
+ obtained_depth, j, i, expected_depth);
+ }
+ }
+ release_texture_readback(&rb);
+
+ ID3D11Buffer_Release(cb);
+ ID3D11PixelShader_Release(ps_color);
+ ID3D11PixelShader_Release(ps_depth);
+ ID3D11DepthStencilView_Release(dsv);
+ ID3D11DepthStencilState_Release(depth_stencil_state);
+ ID3D11Texture2D_Release(texture);
+ release_test_context(&test_context);
+}
+
static void test_cb_relative_addressing(void)
{
struct d3d11_test_context test_context;
@@ -5594,5 +5761,6 @@ START_TEST(d3d11)
test_multisample_init();
test_check_multisample_quality_levels();
test_clear_depth_stencil_view();
+ test_draw_depth_only();
test_cb_relative_addressing();
}
More information about the wine-cvs
mailing list