[PATCH vkd3d v2] tests: Add tests for sample_b and sample_d instructions.

Jactry Zeng jzeng at codeweavers.com
Mon Jul 22 21:58:11 CDT 2019


Superseded patch 167731.

Signed-off-by: Jactry Zeng <jzeng at codeweavers.com>
---
 tests/d3d12.c | 285 ++++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 285 insertions(+)

diff --git a/tests/d3d12.c b/tests/d3d12.c
index bd055fb..01c2fdb 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -31335,6 +31335,290 @@ static void test_conditional_rendering(void)
     destroy_test_context(&context);
 }
 
+static void test_sample_instructions(void)
+{
+    static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+    ID3D12GraphicsCommandList *command_list;
+    D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle;
+    D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle;
+    D3D12_STATIC_SAMPLER_DESC sampler_desc;
+    struct test_context_desc desc;
+    struct resource_readback rb;
+    struct test_context context;
+    unsigned int x_step, y_step;
+    ID3D12DescriptorHeap *heap;
+    ID3D12CommandQueue *queue;
+    ID3D12Resource *texture;
+    ID3D12Device *device;
+    unsigned int i, x, y;
+    static const DWORD ps_sample_b_code[] =
+    {
+#if 0
+        Texture2D t;
+        SamplerState s;
+
+        float bias;
+
+        float4 main(float4 position : SV_POSITION) : SV_Target
+        {
+            float2 p;
+
+            p.x = position.x / 640.0f;
+            p.y = position.y / 480.0f;
+            return t.SampleBias(s, p, bias);
+        }
+#endif
+        0x43425844, 0xc39b0686, 0x8244a7fc, 0x14c0b97a, 0x2900b3b7, 0x00000001, 0x00000150, 0x00000003,
+        0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040,
+        0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
+        0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
+        0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000,
+        0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c00004a,
+        0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
+        0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
+    };
+    static const D3D12_SHADER_BYTECODE ps_sample_b = {ps_sample_b_code, sizeof(ps_sample_b_code)};
+    static const DWORD ps_sample_d_code[] =
+    {
+#if 0
+        Texture2D t;
+        SamplerState s;
+
+        float4 dd;
+
+        float4 main(float4 position : SV_POSITION) : SV_Target
+        {
+            float2 p;
+
+            p.x = position.x / 640.0f;
+            p.y = position.y / 480.0f;
+            return t.SampleGrad(s, p, float2(dd.x, dd.y), float2(dd.z, dd.w));
+       }
+#endif
+        0x43425844, 0xecc423bc, 0x3742699c, 0xf08f6dd7, 0x9976ad55, 0x00000001, 0x00000168, 0x00000003,
+        0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x000000cc, 0x00000050,
+        0x00000033, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000,
+        0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
+        0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032,
+        0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000,
+        0x91000049, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46,
+        0x00000000, 0x00106000, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00208ae6, 0x00000000,
+        0x00000000, 0x0100003e,
+    };
+    static const D3D12_SHADER_BYTECODE ps_sample_d = {ps_sample_d_code, sizeof(ps_sample_d_code)};
+    static const unsigned int r8g8b8a8_data[] =
+    {
+        0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
+        0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
+        0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
+        0xffffffff, 0xff000000, 0xff000000, 0xff000000,
+    };
+    static const uint8_t a8_data[] =
+    {
+        0x00, 0xff, 0x7f, 0xf0,
+        0x0f, 0x11, 0x00, 0x00,
+        0xff, 0xf0, 0x0f, 0xff,
+        0xfa, 0xfe, 0xaa, 0xcc,
+    };
+    static const unsigned int a8_expected_data[] =
+    {
+        0x00000000, 0xff000000, 0x7f000000, 0xf0000000,
+        0x0f000000, 0x11000000, 0x00000000, 0x00000000,
+        0xff000000, 0xf0000000, 0x0f000000, 0xff000000,
+        0xfa000000, 0xfe000000, 0xaa000000, 0xcc000000,
+    };
+    static const unsigned int rgba_level_0[] =
+    {
+        0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
+        0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
+        0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
+        0xffffffff, 0xff000000, 0xff000000, 0xff000000,
+    };
+    static const unsigned int rgba_level_1[] =
+    {
+        0xffffffff, 0xff0000ff,
+        0xff000000, 0xff00ff00,
+    };
+    static const unsigned int rgba_level_2[] =
+    {
+        0xffff0000,
+    };
+    static const unsigned int level_1_colors[] =
+    {
+        0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
+        0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
+        0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
+        0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
+    };
+    static const unsigned int level_2_colors[] =
+    {
+        0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
+        0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
+        0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
+        0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
+    };
+    struct texture
+    {
+        unsigned int width;
+        unsigned int height;
+        unsigned int miplevel_count;
+        unsigned int array_size;
+        DXGI_FORMAT format;
+        D3D12_SUBRESOURCE_DATA data[3];
+    };
+    static const struct texture r8g8b8a8_texture =
+    {
+        4, 4, 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
+        {
+            {r8g8b8a8_data, 4 * sizeof(*r8g8b8a8_data), 16 * sizeof(*r8g8b8a8_data)},
+        },
+    };
+    static const struct texture a8_texture =
+    {
+        4, 4, 1, 1, DXGI_FORMAT_A8_UNORM,
+        {
+            {a8_data, 4 * sizeof(*a8_data), 16 * sizeof(*a8_data)},
+        },
+    };
+    static const struct texture rgba_texture =
+    {
+        4, 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
+    {
+        const D3D12_SHADER_BYTECODE *ps_code;
+        const struct texture *texture;
+        float lod_bias;
+        float min_lod;
+        float max_lod;
+        unsigned int ps_constants_count;
+        float ps_constants[4];
+        const unsigned int *expected_data;
+    }
+    tests[] =
+    {
+#define MIP_MAX D3D12_FLOAT32_MAX
+        {&ps_sample_b, &r8g8b8a8_texture, 0.0f, 0.0f, MIP_MAX, 1, {0.0f},                   r8g8b8a8_data},
+        {&ps_sample_b, &a8_texture,       0.0f, 0.0f, MIP_MAX, 1, {0.0f},                   a8_expected_data},
+        {&ps_sample_b, &rgba_texture,     0.0f, 0.0f, MIP_MAX, 1, {0.0f},                   rgba_level_0},
+        {&ps_sample_b, &rgba_texture,     8.0f, 0.0f, MIP_MAX, 1, {0.0f},                   level_1_colors},
+        {&ps_sample_b, &rgba_texture,     0.0f, 0.0f, MIP_MAX, 1, {8.0f},                   level_1_colors},
+        {&ps_sample_b, &rgba_texture,     0.0f, 0.0f, MIP_MAX, 1, {8.4f},                   level_1_colors},
+        {&ps_sample_b, &rgba_texture,     0.0f, 0.0f, MIP_MAX, 1, {8.5f},                   level_2_colors},
+        {&ps_sample_b, &rgba_texture,     0.0f, 0.0f, MIP_MAX, 1, {9.0f},                   level_2_colors},
+        {&ps_sample_b, &rgba_texture,     0.0f, 0.0f, 2.0f,    1, {1.0f},                   rgba_level_0},
+        {&ps_sample_b, &rgba_texture,     0.0f, 0.0f, 2.0f,    1, {9.0f},                   level_2_colors},
+        {&ps_sample_b, &rgba_texture,     0.0f, 0.0f, 1.0f,    1, {9.0f},                   level_1_colors},
+        {&ps_sample_b, &rgba_texture,     0.0f, 0.0f, 0.0f,    1, {9.0f},                   rgba_level_0},
+        {&ps_sample_d, &r8g8b8a8_texture, 0.0f, 0.0f, MIP_MAX, 4, {0.0f, 0.0f, 0.0f, 0.0f}, r8g8b8a8_data},
+        {&ps_sample_d, &a8_texture,       0.0f, 0.0f, MIP_MAX, 4, {0.0f, 0.0f, 0.0f, 0.0f}, a8_expected_data},
+        {&ps_sample_d, &rgba_texture,     0.0f, 0.0f, MIP_MAX, 4, {0.0f, 0.0f, 0.0f, 0.0f}, rgba_level_0},
+        {&ps_sample_d, &rgba_texture,     0.0f, 0.0f, MIP_MAX, 4, {0.3f, 0.0f, 0.0f, 0.0f}, rgba_level_0},
+        {&ps_sample_d, &rgba_texture,     0.0f, 0.0f, MIP_MAX, 4, {0.4f, 0.0f, 0.0f, 0.0f}, level_1_colors},
+        {&ps_sample_d, &rgba_texture,     0.0f, 0.0f, MIP_MAX, 4, {1.0f, 0.0f, 0.0f, 0.0f}, level_2_colors},
+    };
+
+    memset(&desc, 0, sizeof(desc));
+    desc.rt_width = 640.0f;
+    desc.rt_height = 480.0f;
+    desc.no_root_signature = true;
+    if (!init_test_context(&context, &desc))
+        return;
+    device = context.device;
+    command_list = context.list;
+    queue = context.queue;
+
+    heap = create_gpu_descriptor_heap(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 1);
+    cpu_handle = ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(heap);
+    gpu_handle = ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(heap);
+
+    for (i = 0; i < ARRAY_SIZE(tests); ++i)
+    {
+        vkd3d_test_set_context("Test %u", i);
+
+        memset(&sampler_desc, 0, sizeof(sampler_desc));
+        sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
+        sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+        sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+        sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
+        sampler_desc.MipLODBias = tests[i].lod_bias;
+        sampler_desc.MinLOD = tests[i].min_lod;
+        sampler_desc.MaxLOD = tests[i].max_lod;
+        context.root_signature = create_texture_root_signature_(__LINE__, context.device,
+                D3D12_SHADER_VISIBILITY_PIXEL, tests[i].ps_constants_count + 1, 0, &sampler_desc);
+        context.pipeline_state = create_pipeline_state(device, context.root_signature,
+                context.render_target_desc.Format, NULL, tests[i].ps_code, NULL);
+
+        texture = create_default_texture2d(device, tests[i].texture->width, tests[i].texture->height,
+                tests[i].texture->array_size, tests[i].texture->miplevel_count, tests[i].texture->format,
+                D3D12_RESOURCE_FLAG_NONE, D3D12_RESOURCE_STATE_COPY_DEST);
+        upload_texture_data(texture, tests[i].texture->data,
+                tests[i].texture->miplevel_count * tests[i].texture->array_size, queue, command_list);
+        reset_command_list(command_list, context.allocator);
+        transition_resource_state(command_list, texture,
+                D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+
+        ID3D12Device_CreateShaderResourceView(device, texture, NULL, cpu_handle);
+
+        ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, red, 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, gpu_handle);
+        ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+        ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+        ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+        ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1,
+                tests[i].ps_constants_count, tests[i].ps_constants, 0);
+        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);
+
+        x_step = desc.rt_width / tests[i].texture->width;
+        y_step = desc.rt_height / tests[i].texture->height;
+        get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
+        for (y = 0; y < tests[i].texture->height; ++y)
+        {
+            for (x = 0; x < tests[i].texture->width; ++x)
+            {
+                unsigned int color = get_readback_uint(&rb, x * x_step + x_step / 2, y * y_step + y_step / 2, 0);
+                ok(compare_color(color, tests[i].expected_data[tests[i].texture->width * y + x], 0),
+                        "Got color 0x%08x, expected 0x%08x at (%u, %u).\n",
+                        color, tests[i].expected_data[tests[i].texture->width * y + x], x, y);
+            }
+        }
+        release_resource_readback(&rb);
+
+        ID3D12Resource_Release(texture);
+        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);
+
+        ID3D12PipelineState_Release(context.pipeline_state);
+        context.pipeline_state = NULL;
+        ID3D12RootSignature_Release(context.root_signature);
+        context.root_signature = NULL;
+    }
+    vkd3d_test_set_context(NULL);
+
+    ID3D12DescriptorHeap_Release(heap);
+    destroy_test_context(&context);
+}
+
 START_TEST(d3d12)
 {
     parse_args(argc, argv);
@@ -31496,4 +31780,5 @@ START_TEST(d3d12)
     run_test(test_graphics_compute_queue_synchronization);
     run_test(test_early_depth_stencil_tests);
     run_test(test_conditional_rendering);
+    run_test(test_sample_instructions);
 }
-- 
2.20.1




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