Zebediah Figura : tests: Test depth comparison sampling with cubemap array textures.
Alexandre Julliard
julliard at winehq.org
Tue Apr 26 16:24:09 CDT 2022
Module: vkd3d
Branch: master
Commit: eb2c3b0b900419385cc00bb3daf60bbd986bc858
URL: https://source.winehq.org/git/vkd3d.git/?a=commit;h=eb2c3b0b900419385cc00bb3daf60bbd986bc858
Author: Zebediah Figura <zfigura at codeweavers.com>
Date: Mon Apr 25 15:36:59 2022 -0500
tests: Test depth comparison sampling with cubemap array textures.
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
tests/d3d12.c | 149 +++++++++++++++++++++++++++++++++++++++++++++++++++++++---
1 file changed, 142 insertions(+), 7 deletions(-)
diff --git a/tests/d3d12.c b/tests/d3d12.c
index c992c6de..015c3122 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -14588,7 +14588,82 @@ static void test_sample_c_lz(void)
0x00000000, 0x0100003e,
};
static const D3D12_SHADER_BYTECODE ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
- static const float depth_values[] = {1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f};
+ static const DWORD ps_cube_array_code[] =
+ {
+#if 0
+ TextureCubeArray t;
+ SamplerComparisonState s;
+
+ float ref;
+ float layer;
+
+ float4 main(float4 position : SV_Position) : SV_Target
+ {
+ float2 p;
+ p.x = position.x / 640.0f;
+ p.y = position.y / 480.0f;
+
+ float3 coord;
+ switch ((uint)layer % 6)
+ {
+ case 0:
+ coord = float3(1.0f, p.x, p.y);
+ break;
+ case 1:
+ coord = float3(-1.0f, p.x, p.y);
+ break;
+ case 2:
+ coord = float3(p.x, 1.0f, p.y);
+ break;
+ case 3:
+ coord = float3(p.x, -1.0f, p.y);
+ break;
+ case 4:
+ coord = float3(p.x, p.y, 1.0f);
+ break;
+ case 5:
+ default:
+ coord = float3(p.x, p.y, -1.0f);
+ break;
+ }
+
+ return t.SampleCmpLevelZero(s, float4(coord, (uint)layer / 6), ref);
+ }
+#endif
+ 0x43425844, 0xafbb850b, 0x724ab414, 0x56cdc3a8, 0x6b9fd1af, 0x00000001, 0x00000360, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000002c4, 0x00000041,
+ 0x000000b1, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000,
+ 0x00000000, 0x04005058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0600001c, 0x00100012,
+ 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0900004e, 0x00100012, 0x00000000, 0x00100012,
+ 0x00000001, 0x0010000a, 0x00000000, 0x00004001, 0x00000006, 0x0300004c, 0x0010000a, 0x00000001,
+ 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000001, 0x00004001, 0x3f800000,
+ 0x0a000038, 0x00100062, 0x00000001, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd,
+ 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036, 0x00100012,
+ 0x00000001, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000001, 0x00101106, 0x00000000,
+ 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001,
+ 0x00000002, 0x0a000038, 0x00100052, 0x00000001, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd,
+ 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000001, 0x00004001, 0x3f800000,
+ 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000001, 0x00101106,
+ 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022,
+ 0x00000001, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004, 0x0a000038,
+ 0x00100032, 0x00000001, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000,
+ 0x00000000, 0x05000036, 0x00100042, 0x00000001, 0x00004001, 0x3f800000, 0x01000002, 0x0100000a,
+ 0x0a000038, 0x00100032, 0x00000001, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889,
+ 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000001, 0x00004001, 0xbf800000, 0x01000002,
+ 0x01000017, 0x05000056, 0x00100082, 0x00000001, 0x0010000a, 0x00000000, 0x0c000047, 0x00100012,
+ 0x00000000, 0x00100e46, 0x00000001, 0x00107006, 0x00000000, 0x00106000, 0x00000000, 0x0020800a,
+ 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
+ };
+ static const D3D12_SHADER_BYTECODE ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)};
+ static const float depth_values[] =
+ {
+ 1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f,
+ 0.2f, 0.9f, 0.0f, 1.0f, 0.8f, 0.3f,
+ };
static const struct
{
unsigned int layer;
@@ -14597,12 +14672,18 @@ static void test_sample_c_lz(void)
}
tests[] =
{
- {0, 0.5f, 0.0f},
- {1, 0.5f, 1.0f},
- {2, 0.5f, 0.0f},
- {3, 0.5f, 0.0f},
- {4, 0.5f, 1.0f},
- {5, 0.5f, 1.0f},
+ { 0, 0.5f, 0.0f},
+ { 1, 0.5f, 1.0f},
+ { 2, 0.5f, 0.0f},
+ { 3, 0.5f, 0.0f},
+ { 4, 0.5f, 1.0f},
+ { 5, 0.5f, 1.0f},
+ { 6, 0.5f, 1.0f},
+ { 7, 0.5f, 0.0f},
+ { 8, 0.5f, 1.0f},
+ { 9, 0.5f, 0.0f},
+ {10, 0.5f, 0.0f},
+ {11, 0.5f, 1.0f},
{0, 0.0f, 0.0f},
{1, 0.0f, 0.0f},
@@ -14737,6 +14818,60 @@ static void test_sample_c_lz(void)
srv_desc.TextureCube.MipLevels = 2;
ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle);
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ if (tests[i].layer >= 6)
+ continue;
+
+ vkd3d_test_set_context("test %u", i);
+
+ ps_constant.x = tests[i].d_ref;
+ ps_constant.y = tests[i].layer;
+
+ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 0, NULL);
+ ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
+ ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
+ ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
+ ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
+ ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
+ get_gpu_descriptor_handle(&context, heap, 0));
+ ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_constant.x, 0);
+ ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+ ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+ ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
+
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
+
+ get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
+ /* Avoid testing values affected by seamless cube map filtering. */
+ set_rect(&rect, 100, 100, 540, 380);
+ check_readback_data_float(&rb, &rect, tests[i].expected, 2);
+ release_resource_readback(&rb);
+
+ reset_command_list(command_list, context.allocator);
+ transition_resource_state(command_list, context.render_target,
+ D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
+ }
+ vkd3d_test_set_context(NULL);
+
+ ID3D12PipelineState_Release(context.pipeline_state);
+
+ /* cube array texture */
+ context.pipeline_state = create_pipeline_state(context.device,
+ context.root_signature, context.render_target_desc.Format, NULL, &ps_cube_array, NULL);
+
+ memset(&srv_desc, 0, sizeof(srv_desc));
+ srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
+ srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
+ srv_desc.TextureCubeArray.MostDetailedMip = 0;
+ srv_desc.TextureCubeArray.MipLevels = 2;
+ srv_desc.TextureCubeArray.First2DArrayFace = 0;
+ srv_desc.TextureCubeArray.NumCubes = ARRAY_SIZE(depth_values) / 6;
+ ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle);
+
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
vkd3d_test_set_context("test %u", i);
More information about the wine-cvs
mailing list