[PATCH v3 9/9] d3d11/tests: Add tests for 1D textures.
Sven Hesse
shesse at codeweavers.com
Wed Feb 7 09:35:09 CST 2018
Signed-off-by: Sven Hesse <shesse at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 787 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 787 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index c0cb9a2400..77159c9e81 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -1824,6 +1824,790 @@ static void test_get_immediate_context(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_create_texture1d(void)
+{
+ ULONG refcount, expected_refcount;
+ D3D11_SUBRESOURCE_DATA data = {0};
+ ID3D11Device *device, *tmp;
+ D3D11_TEXTURE1D_DESC desc;
+ ID3D11Texture1D *texture;
+ unsigned int i;
+ HRESULT hr;
+
+ static const struct
+ {
+ DXGI_FORMAT format;
+ UINT array_size;
+ D3D11_BIND_FLAG bind_flags;
+ UINT misc_flags;
+ BOOL succeeds;
+ BOOL todo;
+ }
+ tests[] =
+ {
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 0, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 2, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 3, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ };
+
+ if (!(device = create_device(NULL)))
+ {
+ skip("Failed to create device.\n");
+ return;
+ }
+
+ desc.Width = 512;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ hr = ID3D11Device_CreateTexture1D(device, &desc, &data, &texture);
+ ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
+
+ expected_refcount = get_refcount(device) + 1;
+ hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr);
+ refcount = get_refcount(device);
+ ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
+ tmp = NULL;
+ expected_refcount = refcount + 1;
+ ID3D11Texture1D_GetDevice(texture, &tmp);
+ ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
+ refcount = get_refcount(device);
+ ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
+ ID3D11Device_Release(tmp);
+
+ check_interface(texture, &IID_IDXGISurface, TRUE, FALSE);
+ ID3D11Texture1D_Release(texture);
+
+ desc.MipLevels = 0;
+ expected_refcount = get_refcount(device) + 1;
+ hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr);
+ refcount = get_refcount(device);
+ ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
+ tmp = NULL;
+ expected_refcount = refcount + 1;
+ ID3D11Texture1D_GetDevice(texture, &tmp);
+ ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
+ refcount = get_refcount(device);
+ ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
+ ID3D11Device_Release(tmp);
+
+ ID3D11Texture1D_GetDesc(texture, &desc);
+ ok(desc.Width == 512, "Got unexpected Width %u.\n", desc.Width);
+ ok(desc.MipLevels == 10, "Got unexpected MipLevels %u.\n", desc.MipLevels);
+ ok(desc.ArraySize == 1, "Got unexpected ArraySize %u.\n", desc.ArraySize);
+ ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format);
+ ok(desc.Usage == D3D11_USAGE_DEFAULT, "Got unexpected Usage %u.\n", desc.Usage);
+ ok(desc.BindFlags == D3D11_BIND_SHADER_RESOURCE, "Got unexpected BindFlags %#x.\n", desc.BindFlags);
+ ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %#x.\n", desc.CPUAccessFlags);
+ ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %#x.\n", desc.MiscFlags);
+
+ check_interface(texture, &IID_IDXGISurface, FALSE, FALSE);
+ ID3D11Texture1D_Release(texture);
+
+ desc.MipLevels = 1;
+ desc.ArraySize = 2;
+ hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr);
+
+ check_interface(texture, &IID_IDXGISurface, FALSE, FALSE);
+ ID3D11Texture1D_Release(texture);
+
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ HRESULT expected_hr = tests[i].succeeds ? S_OK : E_INVALIDARG;
+ BOOL todo = tests[i].todo;
+
+ desc.ArraySize = tests[i].array_size;
+ desc.Format = tests[i].format;
+ desc.BindFlags = tests[i].bind_flags;
+ desc.MiscFlags = tests[i].misc_flags;
+ hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, (ID3D11Texture1D **)&texture);
+
+ todo_wine_if(todo)
+ ok(hr == expected_hr, "Test %u: Got unexpected hr %#x (format %#x).\n",
+ i, hr, desc.Format);
+
+ if (SUCCEEDED(hr))
+ ID3D11Texture1D_Release(texture);
+ }
+
+ refcount = ID3D11Device_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
+static void test_texture1d_interfaces(void)
+{
+ ID3D10Texture1D *d3d10_texture;
+ D3D11_TEXTURE1D_DESC desc;
+ ID3D11Texture1D *texture;
+ ID3D11Device *device;
+ unsigned int i;
+ ULONG refcount;
+ HRESULT hr;
+
+ static const struct test
+ {
+ BOOL implements_d3d10_interfaces;
+ UINT bind_flags;
+ UINT misc_flags;
+ UINT expected_bind_flags;
+ UINT expected_misc_flags;
+ }
+ desc_conversion_tests[] =
+ {
+ {
+ TRUE,
+ D3D11_BIND_SHADER_RESOURCE, 0,
+ D3D10_BIND_SHADER_RESOURCE, 0
+ },
+ {
+ TRUE,
+ D3D11_BIND_UNORDERED_ACCESS, 0,
+ D3D11_BIND_UNORDERED_ACCESS, 0
+ },
+ {
+ FALSE,
+ 0, D3D11_RESOURCE_MISC_RESOURCE_CLAMP,
+ 0, 0
+ },
+ {
+ TRUE,
+ 0, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX,
+ 0, D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX
+ },
+ };
+
+ if (!(device = create_device(NULL)))
+ {
+ skip("Failed to create ID3D11Device, skipping tests.\n");
+ return;
+ }
+
+ desc.Width = 512;
+ desc.MipLevels = 0;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_RENDER_TARGET;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr);
+ check_interface(texture, &IID_IDXGISurface, FALSE, FALSE);
+ hr = check_interface(texture, &IID_ID3D10Texture1D, TRUE, TRUE); /* Not available on all Windows versions. */
+ ID3D11Texture1D_Release(texture);
+ if (FAILED(hr))
+ {
+ win_skip("1D textures do not implement ID3D10Texture1D, skipping tests.\n");
+ ID3D11Device_Release(device);
+ return;
+ }
+
+ for (i = 0; i < ARRAY_SIZE(desc_conversion_tests); ++i)
+ {
+ const struct test *current = &desc_conversion_tests[i];
+ D3D10_TEXTURE1D_DESC d3d10_desc;
+ ID3D10Device *d3d10_device;
+
+ desc.Width = 512;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = current->bind_flags;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = current->misc_flags;
+
+ hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, &texture);
+ /* Shared resources are not supported by REF and WARP devices. */
+ ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY),
+ "Test %u: Failed to create a 1d texture, hr %#x.\n", i, hr);
+ if (FAILED(hr))
+ {
+ win_skip("Failed to create ID3D11Texture1D, skipping test %u.\n", i);
+ continue;
+ }
+
+ check_interface(texture, &IID_IDXGISurface, TRUE, FALSE);
+
+ hr = ID3D11Texture1D_QueryInterface(texture, &IID_ID3D10Texture1D, (void **)&d3d10_texture);
+ ID3D11Texture1D_Release(texture);
+
+ if (current->implements_d3d10_interfaces)
+ {
+ ok(SUCCEEDED(hr), "Test %u: Texture should implement ID3D10Texture1D.\n", i);
+ }
+ else
+ {
+ todo_wine ok(hr == E_NOINTERFACE, "Test %u: Texture should not implement ID3D10Texture1D.\n", i);
+ if (SUCCEEDED(hr)) ID3D10Texture1D_Release(d3d10_texture);
+ continue;
+ }
+
+ ID3D10Texture1D_GetDesc(d3d10_texture, &d3d10_desc);
+
+ ok(d3d10_desc.Width == desc.Width,
+ "Test %u: Got unexpected Width %u.\n", i, d3d10_desc.Width);
+ ok(d3d10_desc.MipLevels == desc.MipLevels,
+ "Test %u: Got unexpected MipLevels %u.\n", i, d3d10_desc.MipLevels);
+ ok(d3d10_desc.ArraySize == desc.ArraySize,
+ "Test %u: Got unexpected ArraySize %u.\n", i, d3d10_desc.ArraySize);
+ ok(d3d10_desc.Format == desc.Format,
+ "Test %u: Got unexpected Format %u.\n", i, d3d10_desc.Format);
+ ok(d3d10_desc.BindFlags == current->expected_bind_flags,
+ "Test %u: Got unexpected BindFlags %#x.\n", i, d3d10_desc.BindFlags);
+ ok(d3d10_desc.CPUAccessFlags == desc.CPUAccessFlags,
+ "Test %u: Got unexpected CPUAccessFlags %#x.\n", i, d3d10_desc.CPUAccessFlags);
+ ok(d3d10_desc.MiscFlags == current->expected_misc_flags,
+ "Test %u: Got unexpected MiscFlags %#x.\n", i, d3d10_desc.MiscFlags);
+
+ d3d10_device = (ID3D10Device *)0xdeadbeef;
+ ID3D10Texture1D_GetDevice(d3d10_texture, &d3d10_device);
+ todo_wine ok(!d3d10_device, "Test %u: Got unexpected device pointer %p, expected NULL.\n", i, d3d10_device);
+ if (d3d10_device) ID3D10Device_Release(d3d10_device);
+
+ ID3D10Texture1D_Release(d3d10_texture);
+ }
+
+ refcount = ID3D11Device_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
+static void test_texture1d(void)
+{
+ struct shader
+ {
+ const DWORD *code;
+ size_t size;
+ };
+ struct texture
+ {
+ UINT width;
+ UINT miplevel_count;
+ UINT array_size;
+ DXGI_FORMAT format;
+ D3D11_SUBRESOURCE_DATA data[3];
+ };
+
+ D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
+ struct d3d11_test_context test_context;
+ const struct texture *current_texture;
+ D3D11_TEXTURE1D_DESC texture_desc;
+ D3D11_SAMPLER_DESC sampler_desc;
+ const struct shader *current_ps;
+ D3D_FEATURE_LEVEL feature_level;
+ ID3D11ShaderResourceView *srv;
+ ID3D11DeviceContext *context;
+ ID3D11SamplerState *sampler;
+ struct resource_readback rb;
+ ID3D11Texture1D *texture;
+ struct vec4 ps_constant;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ unsigned int i, x;
+ ID3D11Buffer *cb;
+ DWORD color;
+ HRESULT hr;
+
+ static const DWORD ps_ld_code[] =
+ {
+#if 0
+ Texture1D t;
+
+ float miplevel;
+
+ float4 main(float4 position : SV_POSITION) : SV_TARGET
+ {
+ float2 p;
+ t.GetDimensions(miplevel, p.x, p.y);
+ p.y = miplevel;
+ p *= float2(position.x / 640.0f, 1.0f);
+ return t.Load(int2(p));
+ }
+#endif
+ 0x43425844, 0x7b0c6359, 0x598178f6, 0xef2ddbdb, 0x88fc794c, 0x00000001, 0x000001ac, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000110, 0x00000040,
+ 0x00000044, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001058, 0x00107000, 0x00000000,
+ 0x00005555, 0x04002064, 0x00101012, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+ 0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000,
+ 0x0700003d, 0x001000f2, 0x00000000, 0x0010000a, 0x00000000, 0x00107e46, 0x00000000, 0x07000038,
+ 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010100a, 0x00000000, 0x06000036, 0x001000e2,
+ 0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46,
+ 0x00000000, 0x00004002, 0x3acccccd, 0x3f800000, 0x3f800000, 0x3f800000, 0x0500001b, 0x001000f2,
+ 0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
+ 0x00107e46, 0x00000000, 0x0100003e,
+ };
+ static const struct shader ps_ld = {ps_ld_code, sizeof(ps_ld_code)};
+ static const DWORD ps_ld_sint8_code[] =
+ {
+#if 0
+ Texture1D<int4> t;
+
+ float4 main(float4 position : SV_POSITION) : SV_TARGET
+ {
+ float2 p, s;
+ int4 c;
+
+ p = float2(position.x / 640.0f, 0.0f);
+ t.GetDimensions(0, s.x, s.y);
+ p *= s;
+
+ c = t.Load(int2(p));
+ return (max(c / (float4)127, (float4)-1) + (float4)1) / 2.0f;
+ }
+#endif
+ 0x43425844, 0x65a13d1e, 0x8a0bfc92, 0xa2f2708a, 0x0bafafb6, 0x00000001, 0x00000234, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000198, 0x00000040,
+ 0x00000066, 0x04001058, 0x00107000, 0x00000000, 0x00003333, 0x04002064, 0x00101012, 0x00000000,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2,
+ 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100012, 0x00000001,
+ 0x0010100a, 0x00000000, 0x00004001, 0x3acccccd, 0x08000036, 0x001000e2, 0x00000001, 0x00004002,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038, 0x001000f2, 0x00000000, 0x00100fc6,
+ 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
+ 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0500002b,
+ 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46,
+ 0x00000000, 0x00004002, 0x3c010204, 0x3c010204, 0x3c010204, 0x3c010204, 0x0a000034, 0x001000f2,
+ 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0xbf800000, 0xbf800000, 0xbf800000, 0xbf800000,
+ 0x0a000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000,
+ 0x3f800000, 0x3f800000, 0x0a000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002,
+ 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, 0x0100003e,
+ };
+ static const struct shader ps_ld_sint8 = {ps_ld_sint8_code, sizeof(ps_ld_sint8_code)};
+ static const DWORD ps_ld_uint8_code[] =
+ {
+#if 0
+ Texture1D<uint4> t;
+
+ float4 main(float4 position : SV_POSITION) : SV_TARGET
+ {
+ float2 p, s;
+
+ p = float2(position.x / 640.0f, 0.0f);
+ t.GetDimensions(0, s.x, s.y);
+ p *= s;
+
+ return t.Load(int2(p)) / (float4)255;
+ }
+#endif
+ 0x43425844, 0x35186c1f, 0x55bad4fd, 0xb7c97a57, 0x99c060e7, 0x00000001, 0x000001bc, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000120, 0x00000040,
+ 0x00000048, 0x04001058, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101012, 0x00000000,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2,
+ 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100012, 0x00000001,
+ 0x0010100a, 0x00000000, 0x00004001, 0x3acccccd, 0x08000036, 0x001000e2, 0x00000001, 0x00004002,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038, 0x001000f2, 0x00000000, 0x00100fc6,
+ 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
+ 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x05000056,
+ 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0a000038, 0x001020f2, 0x00000000, 0x00100e46,
+ 0x00000000, 0x00004002, 0x3b808081, 0x3b808081, 0x3b808081, 0x3b808081, 0x0100003e,
+ };
+ static const struct shader ps_ld_uint8 = {ps_ld_uint8_code, sizeof(ps_ld_uint8_code)};
+ static DWORD ps_ld_array_code[] =
+ {
+#if 0
+ Texture1DArray t;
+
+ float miplevel;
+
+ float4 main(float4 position : SV_POSITION) : SV_TARGET
+ {
+ float3 p;
+ t.GetDimensions(miplevel, p.x, p.y, p.z);
+ p.y = 1;
+ p.z = miplevel;
+ p *= float3(position.x / 640.0f, 1.0f, 1.0f);
+ return t.Load(int3(p));
+ }
+#endif
+ 0x43425844, 0xbfccadc4, 0xc00ff13d, 0x2ba75365, 0xf747cbee, 0x00000001, 0x000001c0, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000124, 0x00000040,
+ 0x00000049, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04003858, 0x00107000, 0x00000000,
+ 0x00005555, 0x04002064, 0x00101012, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+ 0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000,
+ 0x0700003d, 0x001000f2, 0x00000000, 0x0010000a, 0x00000000, 0x00107e46, 0x00000000, 0x07000038,
+ 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010100a, 0x00000000, 0x06000036, 0x001000c2,
+ 0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x0a000038, 0x00100072, 0x00000000, 0x00100386,
+ 0x00000000, 0x00004002, 0x3acccccd, 0x3f800000, 0x3f800000, 0x00000000, 0x0500001b, 0x001000d2,
+ 0x00000000, 0x00100906, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000001,
+ 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e,
+ };
+ static const struct shader ps_ld_array = {ps_ld_array_code, sizeof(ps_ld_array_code)};
+
+ static const DWORD rgba_level_0[] =
+ {
+ 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
+ };
+ static const DWORD rgba_level_1[] =
+ {
+ 0xffffffff, 0xff0000ff,
+ };
+ static const DWORD rgba_level_2[] =
+ {
+ 0xffff0000,
+ };
+ static const DWORD srgb_data[] =
+ {
+ 0x00000000, 0xffffffff, 0xff000000, 0x7f7f7f7f,
+ };
+ static const DWORD r32_uint[] =
+ {
+ 0, 1, 2, 3,
+ };
+ static const DWORD r9g9b9e5_data[] =
+ {
+ 0x80000100, 0x80020000, 0x84000000, 0x84000100,
+ };
+ static const DWORD array_data0[] =
+ {
+ 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
+ };
+ static const DWORD array_data1[] =
+ {
+ 0x00ffff00, 0xff000000, 0x00ff0000, 0x000000ff,
+ };
+ static const DWORD array_data2[] =
+ {
+ 0x000000ff, 0xffff00ff, 0x0000ff00, 0xff000000,
+ };
+ static const struct texture rgba_texture =
+ {
+ 4, 3, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
+ {
+ {rgba_level_0, 4 * sizeof(*rgba_level_0), 0},
+ {rgba_level_1, 2 * sizeof(*rgba_level_1), 0},
+ {rgba_level_2, sizeof(*rgba_level_2), 0},
+ }
+ };
+ static const struct texture srgb_texture = {4, 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
+ {{srgb_data, 4 * sizeof(*srgb_data)}}};
+ static const struct texture sint8_texture = {4, 1, 1, DXGI_FORMAT_R8G8B8A8_SINT,
+ {{rgba_level_0, 4 * sizeof(*rgba_level_0)}}};
+ static const struct texture uint8_texture = {4, 1, 1, DXGI_FORMAT_R8G8B8A8_UINT,
+ {{rgba_level_0, 4 * sizeof(*rgba_level_0)}}};
+ static const struct texture r32u_typeless = {4, 1, 1, DXGI_FORMAT_R32_TYPELESS,
+ {{r32_uint, 4 * sizeof(*r32_uint)}}};
+ static const struct texture r9g9b9e5_texture = {4, 1, 1, DXGI_FORMAT_R9G9B9E5_SHAREDEXP,
+ {{r9g9b9e5_data, 4 * sizeof(*r9g9b9e5_data)}}};
+ static const struct texture array_texture = {4, 1, 3, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
+ {
+ {array_data0, 4 * sizeof(*array_data0)},
+ {array_data1, 4 * sizeof(*array_data1)},
+ {array_data2, 4 * sizeof(*array_data2)},
+ }
+ };
+
+ static const DWORD level_1_colors[] =
+ {
+ 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
+ };
+ static const DWORD level_2_colors[] =
+ {
+ 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
+ };
+ static const DWORD srgb_colors[] =
+ {
+ 0x00000001, 0xffffffff, 0xff000000, 0x7f363636,
+ };
+ static const DWORD sint8_colors[] =
+ {
+ 0x7e80807e, 0x7e807e7e, 0x7e807e80, 0x7e7e7e80,
+ };
+ static const DWORD r32u_colors[4] =
+ {
+ 0x01000000, 0x01000001, 0x01000002, 0x01000003,
+ };
+ static const DWORD r9g9b9e5_colors[4] =
+ {
+ 0xff0000ff, 0xff00ff00, 0xffff0000, 0xffff00ff,
+ };
+ static const DWORD zero_colors[4] = {0};
+ static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+ static const struct texture_test
+ {
+ const struct shader *ps;
+ const struct texture *texture;
+ D3D11_FILTER filter;
+ float lod_bias;
+ float min_lod;
+ float max_lod;
+ float ps_constant;
+ const DWORD *expected_colors;
+ }
+ texture_tests[] =
+ {
+#define POINT D3D11_FILTER_MIN_MAG_MIP_POINT
+#define POINT_LINEAR D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR
+#define MIP_MAX D3D11_FLOAT32_MAX
+ {&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
+ {&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 1.0f, level_1_colors},
+ {&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 2.0f, level_2_colors},
+ {&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 3.0f, zero_colors},
+ {&ps_ld, &srgb_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, srgb_colors},
+ {&ps_ld, &r9g9b9e5_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, r9g9b9e5_colors},
+ {&ps_ld, NULL, POINT, 0.0f, 0.0f, 0.0f, 0.0f, zero_colors},
+ {&ps_ld, NULL, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, zero_colors},
+ {&ps_ld_sint8, &sint8_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, sint8_colors},
+ {&ps_ld_uint8, &uint8_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
+ {&ps_ld_array, &array_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, array_data1},
+ };
+#undef POINT
+#undef POINT_LINEAR
+#undef MIP_MAX
+ static const struct srv_test
+ {
+ const struct shader *ps;
+ const struct texture *texture;
+ struct srv_desc srv_desc;
+ float ps_constant;
+ const DWORD *expected_colors;
+ }
+ srv_tests[] =
+ {
+#define TEX_1D D3D11_SRV_DIMENSION_TEXTURE1D
+#define R32_UINT DXGI_FORMAT_R32_UINT
+ {&ps_ld_uint8, &r32u_typeless, {R32_UINT, TEX_1D, 0, 1}, 0.0f, r32u_colors},
+#undef TEX_1D
+#undef R32_UINT
+#undef FMT_UNKNOWN
+ };
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+ feature_level = ID3D11Device_GetFeatureLevel(device);
+
+ cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(ps_constant), NULL);
+
+ ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
+
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MaxAnisotropy = 0;
+ sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ sampler_desc.BorderColor[0] = 0.0f;
+ sampler_desc.BorderColor[1] = 0.0f;
+ sampler_desc.BorderColor[2] = 0.0f;
+ sampler_desc.BorderColor[3] = 0.0f;
+ sampler_desc.MinLOD = 0.0f;
+ sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ ps = NULL;
+ srv = NULL;
+ sampler = NULL;
+ texture = NULL;
+ current_ps = NULL;
+ current_texture = NULL;
+ for (i = 0; i < ARRAY_SIZE(texture_tests); ++i)
+ {
+ const struct texture_test *test = &texture_tests[i];
+
+ if (current_ps != test->ps)
+ {
+ if (ps)
+ ID3D11PixelShader_Release(ps);
+
+ current_ps = test->ps;
+
+ hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+ }
+
+ if (current_texture != test->texture)
+ {
+ if (texture)
+ ID3D11Texture1D_Release(texture);
+ if (srv)
+ ID3D11ShaderResourceView_Release(srv);
+
+ current_texture = test->texture;
+
+ if (current_texture)
+ {
+ texture_desc.Width = current_texture->width;
+ texture_desc.MipLevels = current_texture->miplevel_count;
+ texture_desc.ArraySize = current_texture->array_size;
+ texture_desc.Format = current_texture->format;
+
+ hr = ID3D11Device_CreateTexture1D(device, &texture_desc, current_texture->data, &texture);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create 1d texture, hr %#x.\n", i, hr);
+
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
+ }
+ else
+ {
+ texture = NULL;
+ srv = NULL;
+ }
+
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+ }
+
+ if (!sampler || (sampler_desc.Filter != test->filter
+ || sampler_desc.MipLODBias != test->lod_bias
+ || sampler_desc.MinLOD != test->min_lod
+ || sampler_desc.MaxLOD != test->max_lod))
+ {
+ if (sampler)
+ ID3D11SamplerState_Release(sampler);
+
+ sampler_desc.Filter = test->filter;
+ sampler_desc.MipLODBias = test->lod_bias;
+ sampler_desc.MinLOD = test->min_lod;
+ sampler_desc.MaxLOD = test->max_lod;
+
+ hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr);
+
+ ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler);
+ }
+
+ ps_constant.x = test->ps_constant;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &ps_constant, 0, 0);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
+
+ draw_quad(&test_context);
+
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 0);
+ ok(compare_color(color, test->expected_colors[x], 2),
+ "Test %u: Got unexpected color 0x%08x at (%u).\n", i, color, x);
+ }
+ release_resource_readback(&rb);
+ }
+ if (srv)
+ ID3D11ShaderResourceView_Release(srv);
+ ID3D11SamplerState_Release(sampler);
+ if (texture)
+ ID3D11Texture1D_Release(texture);
+ ID3D11PixelShader_Release(ps);
+
+ if (is_warp_device(device) && feature_level < D3D_FEATURE_LEVEL_11_0)
+ {
+ win_skip("SRV tests are broken on WARP.\n");
+ ID3D11Buffer_Release(cb);
+ release_test_context(&test_context);
+ return;
+ }
+
+ sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MinLOD = 0.0f;
+ sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
+
+ hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler);
+ ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler);
+
+ ps = NULL;
+ srv = NULL;
+ texture = NULL;
+ current_ps = NULL;
+ current_texture = NULL;
+ for (i = 0; i < ARRAY_SIZE(srv_tests); ++i)
+ {
+ const struct srv_test *test = &srv_tests[i];
+
+ if (current_ps != test->ps)
+ {
+ if (ps)
+ ID3D11PixelShader_Release(ps);
+
+ current_ps = test->ps;
+
+ hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+ }
+
+ if (current_texture != test->texture)
+ {
+ if (texture)
+ ID3D11Texture1D_Release(texture);
+
+ current_texture = test->texture;
+
+ texture_desc.Width = current_texture->width;
+ texture_desc.MipLevels = current_texture->miplevel_count;
+ texture_desc.ArraySize = current_texture->array_size;
+ texture_desc.Format = current_texture->format;
+
+ hr = ID3D11Device_CreateTexture1D(device, &texture_desc, current_texture->data, &texture);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create 1d texture, hr %#x.\n", i, hr);
+ }
+
+ if (srv)
+ ID3D11ShaderResourceView_Release(srv);
+
+ get_srv_desc(&srv_desc, &test->srv_desc);
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, &srv_desc, &srv);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
+
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+
+ ps_constant.x = test->ps_constant;
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &ps_constant, 0, 0);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
+
+ draw_quad(&test_context);
+
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 0);
+ ok(compare_color(color, test->expected_colors[x], 1),
+ "Test %u: Got unexpected color 0x%08x at (%u).\n", i, color, x);
+ }
+ release_resource_readback(&rb);
+ }
+ ID3D11PixelShader_Release(ps);
+ ID3D11Texture1D_Release(texture);
+ ID3D11ShaderResourceView_Release(srv);
+ ID3D11SamplerState_Release(sampler);
+
+ ID3D11Buffer_Release(cb);
+ release_test_context(&test_context);
+}
+
static void test_create_texture2d(void)
{
ULONG refcount, expected_refcount;
@@ -24821,6 +25605,8 @@ START_TEST(d3d11)
test_create_device();
run_for_each_feature_level(test_device_interfaces);
test_get_immediate_context();
+ test_create_texture1d();
+ test_texture1d_interfaces();
test_create_texture2d();
test_texture2d_interfaces();
test_create_texture3d();
@@ -24845,6 +25631,7 @@ START_TEST(d3d11)
test_device_context_state();
test_blend();
test_texture();
+ test_texture1d();
test_cube_maps();
test_depth_stencil_sampling();
test_sample_c_lz();
--
2.16.1
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