Matteo Bruni : d3d11/tests: Add a test for output sampler mask.
Alexandre Julliard
julliard at winehq.org
Thu May 17 19:10:58 CDT 2018
Module: wine
Branch: master
Commit: b8f5dd96a5c8514ead5f6cf869298cc12ab271b0
URL: https://source.winehq.org/git/wine.git/?a=commit;h=b8f5dd96a5c8514ead5f6cf869298cc12ab271b0
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Thu May 17 13:17:38 2018 +0200
d3d11/tests: Add a test for output sampler mask.
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 | 73 ++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 73 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 9e673ee..b456629 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -26816,6 +26816,78 @@ static void test_multisample_resolve(void)
release_test_context(&test_context);
}
+static void test_sample_mask(void)
+{
+ static const DWORD ps_code[] =
+ {
+#if 0
+ float4 main(in float4 pos : SV_Position, out uint sample_mask : SV_Coverage) : SV_Target
+ {
+ sample_mask = 0x5;
+ return float4(1.0, 1.0, 1.0, 1.0);
+ }
+#endif
+ 0x43425844, 0x196779a9, 0xda85988a, 0xb7f0a0b6, 0xb30dd6ba, 0x00000001, 0x00000114, 0x00000003,
+ 0x0000002c, 0x00000060, 0x000000b8, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000042, 0x00000000, 0x00000000, 0x00000001, 0xffffffff, 0x00000e01,
+ 0x545f5653, 0x65677261, 0x56530074, 0x766f435f, 0x67617265, 0xabab0065, 0x58454853, 0x00000054,
+ 0x00000050, 0x00000015, 0x0100086a, 0x03000065, 0x001020f2, 0x00000000, 0x02000065, 0x0000f000,
+ 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
+ 0x04000036, 0x0000f001, 0x00004001, 0x00000005, 0x0100003e,
+ };
+ static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
+ static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
+ struct d3d11_test_context test_context;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11DeviceContext *context;
+ ID3D11RenderTargetView *rtv;
+ ID3D11Texture2D *texture;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ UINT quality_levels;
+ HRESULT hr;
+
+ if (!init_test_context(&test_context, &feature_level))
+ return;
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ hr = ID3D11Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &quality_levels);
+ ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
+ if (!quality_levels)
+ {
+ skip("4xMSAA not supported.\n");
+ release_test_context(&test_context);
+ return;
+ }
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+ ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+
+ ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+ texture_desc.SampleDesc.Count = 4;
+ texture_desc.SampleDesc.Quality = 0;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
+ ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
+ ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black);
+ draw_quad(&test_context);
+ ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0,
+ (ID3D11Resource *)texture, 0, texture_desc.Format);
+ check_texture_color(test_context.backbuffer, 0x7f7f7f7f, 1);
+
+ ID3D11RenderTargetView_Release(rtv);
+ ID3D11Texture2D_Release(texture);
+ ID3D11PixelShader_Release(ps);
+ release_test_context(&test_context);
+}
+
static void test_depth_clip(void)
{
struct d3d11_test_context test_context;
@@ -27027,5 +27099,6 @@ START_TEST(d3d11)
test_unbound_multisample_texture();
test_multiple_viewports();
test_multisample_resolve();
+ test_sample_mask();
test_depth_clip();
}
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