[PATCH 2/8] d3d10core/tests: Add test for sample_c_lz instruction.

Józef Kucia jkucia at codeweavers.com
Thu Jan 24 05:31:23 CST 2019


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d10core/tests/d3d10core.c | 224 +++++++++++++++++++++++++++++++
 1 file changed, 224 insertions(+)

diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index d4efad9d7df8..54edf5059293 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -8016,6 +8016,229 @@ static void test_depth_stencil_sampling(void)
     release_test_context(&test_context);
 }
 
+static void test_sample_c_lz(void)
+{
+    struct d3d10core_test_context test_context;
+    D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
+    D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
+    ID3D10Texture2D *texture, *rt_texture;
+    D3D10_TEXTURE2D_DESC texture_desc;
+    D3D10_SAMPLER_DESC sampler_desc;
+    ID3D10ShaderResourceView *srv;
+    ID3D10DepthStencilView *dsv;
+    ID3D10RenderTargetView *rtv;
+    ID3D10SamplerState *sampler;
+    struct vec4 ps_constant;
+    ID3D10PixelShader *ps;
+    ID3D10Device *device;
+    ID3D10Buffer *cb;
+    unsigned int i;
+    HRESULT hr;
+    RECT rect;
+
+    static const float clear_color[] = {0.5f, 0.5f, 0.5f, 0.5f};
+    static const DWORD ps_cube_code[] =
+    {
+#if 0
+        TextureCube t;
+        SamplerComparisonState s;
+
+        float ref;
+        float face;
+
+        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)face)
+            {
+                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, coord, ref);
+        }
+#endif
+        0x43425844, 0x6a84fc2d, 0x0a599d2f, 0xf7e42c22, 0x1c880369, 0x00000001, 0x00000324, 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, 0x00000288, 0x00000040,
+        0x000000a2, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, 0x00000000,
+        0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
+        0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000,
+        0x0020801a, 0x00000000, 0x00000000, 0x0300004c, 0x0010000a, 0x00000000, 0x03000006, 0x00004001,
+        0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x3f800000, 0x0a000038, 0x00100062,
+        0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000,
+        0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036, 0x00100012, 0x00000000, 0x00004001,
+        0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000,
+        0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000002, 0x0a000038,
+        0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889,
+        0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x03000006,
+        0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
+        0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001,
+        0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004, 0x0a000038, 0x00100032, 0x00000000,
+        0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036,
+        0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x0100000a, 0x0a000038, 0x00100032,
+        0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000,
+        0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x01000017, 0x0c000047,
+        0x00100012, 0x00000000, 0x00100246, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000000,
+        0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000,
+        0x0100003e,
+    };
+    static const float depth_values[] = {1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f};
+    static const struct
+    {
+        unsigned int layer;
+        float d_ref;
+        float expected;
+    }
+    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, 0.0f, 0.0f},
+        {1, 0.0f, 0.0f},
+        {2, 0.0f, 0.0f},
+        {3, 0.0f, 0.0f},
+        {4, 0.0f, 0.0f},
+        {5, 0.0f, 0.0f},
+
+        {0, 1.0f, 0.0f},
+        {1, 1.0f, 1.0f},
+        {2, 1.0f, 1.0f},
+        {3, 1.0f, 1.0f},
+        {4, 1.0f, 1.0f},
+        {5, 1.0f, 1.0f},
+    };
+
+    if (!init_test_context(&test_context))
+        return;
+
+    device = test_context.device;
+
+    sampler_desc.Filter = D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR;
+    sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.MipLODBias = 0.0f;
+    sampler_desc.MaxAnisotropy = 0;
+    sampler_desc.ComparisonFunc = D3D10_COMPARISON_GREATER;
+    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 = 10.0f;
+    hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler);
+    ok(hr == S_OK, "Failed to create sampler state, hr %#x.\n", hr);
+
+    ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+    texture_desc.Format = DXGI_FORMAT_R32_FLOAT;
+    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture);
+    ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
+    hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture, NULL, &rtv);
+    ok(hr == S_OK, "Failed to create rendertarget view, hr %#x.\n", hr);
+    ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
+
+    memset(&ps_constant, 0, sizeof(ps_constant));
+    cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(ps_constant), &ps_constant);
+
+    /* 2D array texture */
+    texture_desc.Width = 32;
+    texture_desc.Height = 32;
+    texture_desc.MipLevels = 2;
+    texture_desc.ArraySize = ARRAY_SIZE(depth_values);
+    texture_desc.Format = DXGI_FORMAT_R32_TYPELESS;
+    texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_DEPTH_STENCIL;
+    texture_desc.MiscFlags = D3D10_RESOURCE_MISC_TEXTURECUBE;
+    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+    ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
+
+    for (i = 0; i < ARRAY_SIZE(depth_values); ++i)
+    {
+        dsv_desc.Format = DXGI_FORMAT_D32_FLOAT;
+        dsv_desc.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2DARRAY;
+        U(dsv_desc).Texture2DArray.MipSlice = 0;
+        U(dsv_desc).Texture2DArray.FirstArraySlice = i;
+        U(dsv_desc).Texture2DArray.ArraySize = 1;
+
+        hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsv);
+        ok(hr == S_OK, "Failed to create depth stencil view, hr %#x.\n", hr);
+        ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, depth_values[i], 0);
+        ID3D10DepthStencilView_Release(dsv);
+
+        U(dsv_desc).Texture2DArray.MipSlice = 1;
+        hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsv);
+        ok(hr == S_OK, "Failed to create depth stencil view, hr %#x.\n", hr);
+        ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
+        ID3D10DepthStencilView_Release(dsv);
+    }
+
+    srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
+    srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURECUBE;
+    U(srv_desc).TextureCube.MostDetailedMip = 0;
+    U(srv_desc).TextureCube.MipLevels = ~0u;
+    hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &srv);
+    ok(hr == S_OK, "Failed to create shader resource view, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreatePixelShader(device, ps_cube_code, sizeof(ps_cube_code), &ps);
+    ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+
+    ID3D10Device_PSSetShader(device, ps);
+    ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
+    ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
+    ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
+
+    for (i = 0; i < ARRAY_SIZE(tests); ++i)
+    {
+        ps_constant.x = tests[i].d_ref;
+        ps_constant.y = tests[i].layer;
+        ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0,
+                NULL, &ps_constant, 0, 0);
+        ID3D10Device_ClearRenderTargetView(device, rtv, clear_color);
+        draw_quad(&test_context);
+        /* Avoid testing values affected by seamless cube map filtering. */
+        SetRect(&rect, 100, 100, 540, 380);
+        check_texture_sub_resource_float(rt_texture, 0, &rect, tests[i].expected, 2);
+    }
+
+    ID3D10Texture2D_Release(texture);
+    ID3D10ShaderResourceView_Release(srv);
+
+    ID3D10Buffer_Release(cb);
+    ID3D10PixelShader_Release(ps);
+    ID3D10RenderTargetView_Release(rtv);
+    ID3D10SamplerState_Release(sampler);
+    ID3D10Texture2D_Release(rt_texture);
+    release_test_context(&test_context);
+}
+
 static void test_multiple_render_targets(void)
 {
     ID3D10RenderTargetView *rtv[4], *tmp_rtv[4];
@@ -17697,6 +17920,7 @@ START_TEST(d3d10core)
     queue_test(test_texture);
     queue_test(test_cube_maps);
     queue_test(test_depth_stencil_sampling);
+    queue_test(test_sample_c_lz);
     queue_test(test_multiple_render_targets);
     queue_test(test_private_data);
     queue_test(test_state_refcounting);
-- 
2.19.2




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