Zebediah Figura : d3d10core/tests: Add a test for 2D partial RTV slices of a 3D texture.
Alexandre Julliard
julliard at winehq.org
Tue May 24 15:54:59 CDT 2022
Module: wine
Branch: master
Commit: f371ae8f26b359ed6f27c766a663a6573b7657c6
URL: https://source.winehq.org/git/wine.git/?a=commit;h=f371ae8f26b359ed6f27c766a663a6573b7657c6
Author: Zebediah Figura <zfigura at codeweavers.com>
Date: Mon May 23 17:37:45 2022 -0500
d3d10core/tests: Add a test for 2D partial RTV slices of a 3D texture.
This succeeds with the Vulkan renderer.
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d10core/tests/d3d10core.c | 113 +++++++++++++++++++++++++++++++++++++++
1 file changed, 113 insertions(+)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index 49622bd0e26..15f306f9559 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -19217,6 +19217,118 @@ static void test_dynamic_map_synchronization(void)
release_test_context(&test_context);
}
+static void test_rtv_depth_slice(void)
+{
+ D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
+ struct d3d10core_test_context test_context;
+ ID3D10ShaderResourceView *srv;
+ struct resource_readback rb;
+ ID3D10Texture3D *texture;
+ unsigned int i, colour;
+ ID3D10PixelShader *ps;
+ ID3D10Device *device;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ Texture3D t;
+
+ float4 main(float4 pos : SV_Position) : SV_Target
+ {
+ return t[int3(pos.x / 640, pos.y / 480, pos.y * 4 / 480)];
+ }
+#endif
+ 0x43425844, 0xef9f40c6, 0xbc613d8c, 0x02b23c2b, 0xd2cfcfe7, 0x00000001, 0x00000148, 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, 0x000000ac, 0x00000040,
+ 0x0000002b, 0x04002858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100072,
+ 0x00000000, 0x00101146, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3c088889, 0x00000000,
+ 0x0500001b, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x05000036, 0x00100082, 0x00000000,
+ 0x00004001, 0x00000000, 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46,
+ 0x00000000, 0x0100003e,
+ };
+
+ static const struct
+ {
+ struct vec4 ps_colour;
+ unsigned int output;
+ }
+ colours[] =
+ {
+ {{1.0f, 0.0f, 0.0f, 1.0f}, 0xff0000ff},
+ {{0.0f, 1.0f, 0.0f, 1.0f}, 0xff00ff00},
+ {{0.0f, 0.0f, 1.0f, 1.0f}, 0xffff0000},
+ {{1.0f, 1.0f, 1.0f, 1.0f}, 0xffffffff},
+ };
+
+ static const D3D10_TEXTURE3D_DESC texture_desc =
+ {
+ .Width = 32,
+ .Height = 32,
+ .Depth = ARRAY_SIZE(colours),
+ .MipLevels = 1,
+ .Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
+ .Usage = D3D10_USAGE_DEFAULT,
+ .BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_RENDER_TARGET,
+ };
+
+ if (!init_test_context(&test_context))
+ return;
+ device = test_context.device;
+
+ hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+ ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateTexture3D(device, &texture_desc, NULL, &texture);
+ ok(hr == S_OK, "Got hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv);
+ ok(hr == S_OK, "Got hr %#x.\n", hr);
+
+ for (i = 0; i < texture_desc.Depth; ++i)
+ {
+ ID3D10RenderTargetView *rtv;
+
+ rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE3D;
+ rtv_desc.Format = texture_desc.Format;
+ rtv_desc.Texture3D.MipSlice = 0;
+ rtv_desc.Texture3D.FirstWSlice = i;
+ rtv_desc.Texture3D.WSize = 1;
+ hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv);
+ ok(hr == S_OK, "Got hr %#x.\n", hr);
+
+ ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
+ draw_color_quad(&test_context, &colours[i].ps_colour);
+
+ ID3D10RenderTargetView_Release(rtv);
+ }
+
+ ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, NULL);
+ ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
+ ID3D10Device_PSSetShader(device, ps);
+ draw_quad(&test_context);
+
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (i = 0; i < texture_desc.Depth; ++i)
+ {
+ unsigned int x = 320, y = 60 + i * 480 / 4;
+
+ colour = get_readback_color(&rb, x, y);
+ todo_wine ok(colour == colours[i].output, "Got unexpected colour 0x%08x at (%u, %u), expected 0x%08x.\n",
+ colour, x, y, colours[i].output);
+ }
+ release_resource_readback(&rb);
+
+ ID3D10ShaderResourceView_Release(srv);
+ ID3D10Texture3D_Release(texture);
+ ID3D10PixelShader_Release(ps);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d10core)
{
unsigned int argc, i;
@@ -19347,6 +19459,7 @@ START_TEST(d3d10core)
queue_test(test_unbound_streams);
queue_test(test_texture_compressed_3d);
queue_test(test_dynamic_map_synchronization);
+ queue_test(test_rtv_depth_slice);
run_queued_tests();
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