[PATCH v2 2/2] d3d11/tests: Test sampling a texture attached as render target.
Paul Gofman
gofmanp at gmail.com
Mon Oct 21 11:06:04 CDT 2019
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
v2:
- added patch.
dlls/d3d11/tests/d3d11.c | 180 +++++++++++++++++++++++++++++++++++++++
1 file changed, 180 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index da4627d7a8..bc79b52efd 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -29394,6 +29394,185 @@ static void test_desktop_window(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_sample_attached_rtv(void)
+{
+ struct d3d11_test_context test_context;
+ ID3D11RenderTargetView *rtv, *rtvs[2];
+ ID3D11Texture2D *texture, *texture2;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ D3D11_SAMPLER_DESC sampler_desc;
+ ID3D11ShaderResourceView *srv;
+ ID3D11DeviceContext *context;
+ ID3D11SamplerState *sampler;
+ struct resource_readback rb;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ unsigned int x, y;
+ DWORD color;
+ HRESULT hr;
+
+ static const DWORD ps_ld_code[] =
+ {
+#if 0
+ Texture2D t;
+
+ struct PS_OUTPUT
+ {
+ float4 color0: SV_Target0;
+ float4 color1: SV_Target1;
+ };
+
+ PS_OUTPUT main(float4 position : SV_POSITION)
+ {
+ PS_OUTPUT output;
+ float3 p;
+
+ t.GetDimensions(0, p.x, p.y, p.z);
+ p.z = 0;
+ p *= float3(position.x / 640.0f, position.y / 480.0f, 1.0f);
+ output.color0 = output.color1 = t.Load(int3(p)) + float4(0.25, 0.25, 0.25, 0.25);
+ return output;
+ }
+#endif
+ 0x43425844, 0x08dd0517, 0x07d7e538, 0x4cad261f, 0xa2ae5942, 0x00000001, 0x00000200, 0x00000003,
+ 0x0000002c, 0x00000060, 0x000000ac, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000038, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
+ 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000014c, 0x00000040, 0x00000053, 0x04001858,
+ 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065,
+ 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x0700003d,
+ 0x001000f2, 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032,
+ 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000,
+ 0x00100046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x08000036,
+ 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0500001b,
+ 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46,
+ 0x00000000, 0x00107e46, 0x00000000, 0x0a000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
+ 0x00004002, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, 0x05000036, 0x001020f2, 0x00000000,
+ 0x00100e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00100e46, 0x00000000, 0x0100003e,
+ };
+
+ static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
+ 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;
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_ld_code, sizeof(ps_ld_code), NULL, &ps);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+
+ texture_desc.Width = 64;
+ texture_desc.Height = 64;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ texture_desc.Width = 640;
+ texture_desc.Height = 480;
+
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture2);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MinLOD = 0.0f;
+ sampler_desc.MaxLOD = 0.0f;
+
+ hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
+
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture2, NULL, &rtv);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ rtvs[0] = test_context.backbuffer_rtv;
+ rtvs[1] = rtv;
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtvs, NULL);
+
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+
+ draw_quad(&test_context);
+ ID3D11ShaderResourceView_Release(srv);
+
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture2, NULL, &srv);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
+
+ /* The texture is sampled from SRV but is not updated through RTV. */
+ draw_quad(&test_context);
+ draw_quad(&test_context);
+
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (y = 0; y < 4; ++y)
+ {
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
+ todo_wine ok(compare_color(color, 0x40404040, 2),
+ "Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
+ }
+ }
+ release_resource_readback(&rb);
+
+ get_texture_readback(texture2, 0, &rb);
+ for (y = 0; y < 4; ++y)
+ {
+ for (x = 0; x < 4; ++x)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120, 0);
+ todo_wine ok(compare_color(color, 0x40404040, 2),
+ "Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
+ }
+ }
+
+ release_resource_readback(&rb);
+ ID3D11RenderTargetView_Release(rtv);
+ ID3D11ShaderResourceView_Release(srv);
+ ID3D11SamplerState_Release(sampler);
+ ID3D11PixelShader_Release(ps);
+ ID3D11Texture2D_Release(texture2);
+ ID3D11Texture2D_Release(texture);
+ ID3D11SamplerState_Release(sampler);
+
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
unsigned int argc, i;
@@ -29553,6 +29732,7 @@ START_TEST(d3d11)
queue_test(test_render_a8);
queue_test(test_standard_pattern);
queue_test(test_desktop_window);
+ queue_test(test_sample_attached_rtv);
run_queued_tests();
}
--
2.21.0
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