[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Superseded patch 167731.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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