=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11/tests: Add test for shaders interstage interface.
Alexandre Julliard
julliard at winehq.org
Wed Oct 18 15:16:28 CDT 2017
Module: wine
Branch: master
Commit: 9a5e0bdb3d660f2ee2a6e5ea38ed5af3d0d4bcc6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9a5e0bdb3d660f2ee2a6e5ea38ed5af3d0d4bcc6
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Wed Oct 18 00:25:10 2017 +0200
d3d11/tests: Add test for shaders interstage interface.
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 | 162 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 162 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 8df683e..163d1a2 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -11970,6 +11970,167 @@ static void test_shader_stage_input_output_matching(void)
release_test_context(&test_context);
}
+static void test_shader_interstage_interface(void)
+{
+ struct d3d11_test_context test_context;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11InputLayout *input_layout;
+ ID3D11Texture2D *render_target;
+ ID3D11DeviceContext *context;
+ ID3D11RenderTargetView *rtv;
+ ID3D11VertexShader *vs;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ UINT stride, offset;
+ ID3D11Buffer *vb;
+ HRESULT hr;
+
+ static const DWORD vs_code[] =
+ {
+#if 0
+ struct vertex
+ {
+ float4 position : SV_Position;
+ float2 t0 : TEXCOORD0;
+ nointerpolation float t1 : TEXCOORD1;
+ uint t2 : TEXCOORD2;
+ uint t3 : TEXCOORD3;
+ float t4 : TEXCOORD4;
+ };
+
+ void main(in vertex vin, out vertex vout)
+ {
+ vout = vin;
+ }
+#endif
+ 0x43425844, 0xd55780bf, 0x76866b06, 0x45d697a2, 0xafac2ecd, 0x00000001, 0x000002bc, 0x00000003,
+ 0x0000002c, 0x000000e4, 0x0000019c, 0x4e475349, 0x000000b0, 0x00000006, 0x00000008, 0x00000098,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x000000a4, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000303, 0x000000a4, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000101, 0x000000a4, 0x00000002, 0x00000000, 0x00000001, 0x00000003, 0x00000101, 0x000000a4,
+ 0x00000003, 0x00000000, 0x00000001, 0x00000004, 0x00000101, 0x000000a4, 0x00000004, 0x00000000,
+ 0x00000003, 0x00000005, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
+ 0xababab00, 0x4e47534f, 0x000000b0, 0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x00000001,
+ 0x00000003, 0x00000000, 0x0000000f, 0x000000a4, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
+ 0x00000c03, 0x000000a4, 0x00000004, 0x00000000, 0x00000003, 0x00000001, 0x00000b04, 0x000000a4,
+ 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000e01, 0x000000a4, 0x00000002, 0x00000000,
+ 0x00000001, 0x00000002, 0x00000d02, 0x000000a4, 0x00000003, 0x00000000, 0x00000001, 0x00000002,
+ 0x00000b04, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, 0xababab00, 0x52444853,
+ 0x00000118, 0x00010040, 0x00000046, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101032,
+ 0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x0300005f, 0x00101012, 0x00000003, 0x0300005f,
+ 0x00101012, 0x00000004, 0x0300005f, 0x00101012, 0x00000005, 0x04000067, 0x001020f2, 0x00000000,
+ 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x03000065, 0x00102042, 0x00000001, 0x03000065,
+ 0x00102012, 0x00000002, 0x03000065, 0x00102022, 0x00000002, 0x03000065, 0x00102042, 0x00000002,
+ 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102032, 0x00000001,
+ 0x00101046, 0x00000001, 0x05000036, 0x00102042, 0x00000001, 0x0010100a, 0x00000005, 0x05000036,
+ 0x00102012, 0x00000002, 0x0010100a, 0x00000002, 0x05000036, 0x00102022, 0x00000002, 0x0010100a,
+ 0x00000003, 0x05000036, 0x00102042, 0x00000002, 0x0010100a, 0x00000004, 0x0100003e,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ void main(float4 position : SV_Position, float2 t0 : TEXCOORD0,
+ nointerpolation float t1 : TEXCOORD1, uint t2 : TEXCOORD2,
+ uint t3 : TEXCOORD3, float t4 : TEXCOORD4, out float4 o : SV_Target)
+ {
+ o.x = t0.y + t1;
+ o.y = t2 + t3;
+ o.z = t4;
+ o.w = t0.x;
+ }
+#endif
+ 0x43425844, 0x8a7ef706, 0xc8f2cbf1, 0x83a05df1, 0xfab8e613, 0x00000001, 0x000001dc, 0x00000003,
+ 0x0000002c, 0x000000e4, 0x00000118, 0x4e475349, 0x000000b0, 0x00000006, 0x00000008, 0x00000098,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x000000a4, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000303, 0x000000a4, 0x00000004, 0x00000000, 0x00000003, 0x00000001,
+ 0x00000404, 0x000000a4, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000101, 0x000000a4,
+ 0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x00000202, 0x000000a4, 0x00000003, 0x00000000,
+ 0x00000001, 0x00000002, 0x00000404, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
+ 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000bc,
+ 0x00000040, 0x0000002f, 0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x00101042, 0x00000001,
+ 0x03000862, 0x00101012, 0x00000002, 0x03000862, 0x00101022, 0x00000002, 0x03000862, 0x00101042,
+ 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700001e, 0x00100012,
+ 0x00000000, 0x0010101a, 0x00000002, 0x0010102a, 0x00000002, 0x05000056, 0x00102022, 0x00000000,
+ 0x0010000a, 0x00000000, 0x07000000, 0x00102012, 0x00000000, 0x0010101a, 0x00000001, 0x0010100a,
+ 0x00000002, 0x05000036, 0x001020c2, 0x00000000, 0x001012a6, 0x00000001, 0x0100003e,
+ };
+ static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"SV_POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TEXCOORD", 2, DXGI_FORMAT_R32_UINT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TEXCOORD", 3, DXGI_FORMAT_R32_UINT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TEXCOORD", 4, DXGI_FORMAT_R32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+ static const struct
+ {
+ struct vec2 position;
+ struct vec2 t0;
+ float t1;
+ unsigned int t2;
+ unsigned int t3;
+ float t4;
+ }
+ quad[] =
+ {
+ {{-1.0f, -1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
+ {{-1.0f, 1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
+ {{ 1.0f, -1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
+ {{ 1.0f, 1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
+ };
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const struct vec4 expected_result = {10.0f, 8.0f, 7.0f, 3.0f};
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ 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);
+
+ ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+ texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &render_target);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)render_target, NULL, &rtv);
+ ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
+ vs_code, sizeof(vs_code), &input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, rtv, white);
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+ ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
+ ID3D11DeviceContext_IASetInputLayout(context, input_layout);
+ ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ offset = 0;
+ stride = sizeof(*quad);
+ ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ check_texture_vec4(render_target, &expected_result, 0);
+
+ ID3D11InputLayout_Release(input_layout);
+ ID3D11RenderTargetView_Release(rtv);
+ ID3D11Texture2D_Release(render_target);
+ ID3D11PixelShader_Release(ps);
+ ID3D11VertexShader_Release(vs);
+ ID3D11Buffer_Release(vb);
+ release_test_context(&test_context);
+}
+
static void test_sm4_if_instruction(void)
{
struct d3d11_test_context test_context;
@@ -21341,6 +21502,7 @@ START_TEST(d3d11)
test_cb_relative_addressing();
test_getdc();
test_shader_stage_input_output_matching();
+ test_shader_interstage_interface();
test_sm4_if_instruction();
test_sm4_breakc_instruction();
test_sm4_continuec_instruction();
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