[PATCH v2 5/7] d3d11/tests: Test drawing to a multisampled texture.

Zebediah Figura z.figura12 at gmail.com
Fri Apr 30 11:08:30 CDT 2021


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/d3d11/tests/d3d11.c | 183 +++++++++++++++++++++++++++++++++++++++
 1 file changed, 183 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 191df67a41d..ddb49d4166b 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -32438,6 +32438,188 @@ static void test_deferred_context_rendering(void)
     release_test_context(&test_context);
 }
 
+static void test_multisample_draw(const D3D_FEATURE_LEVEL feature_level)
+{
+    static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+    {
+        {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+    };
+    static const DWORD vs_code[] =
+    {
+#if 0
+        float4 main(float4 position : POSITION) : SV_POSITION
+        {
+            return position;
+        }
+#endif
+        0x43425844, 0x06bbe9c8, 0x927aedde, 0xb3c454df, 0xd739785a, 0x00000001, 0x00000140, 0x00000004,
+        0x00000030, 0x00000094, 0x000000d8, 0x0000010c, 0x396e6f41, 0x0000005c, 0x0000005c, 0xfffe0200,
+        0x00000034, 0x00000028, 0x00240000, 0x00240000, 0x00240000, 0x00240000, 0x00240001, 0x00000000,
+        0xfffe0200, 0x0200001f, 0x80000005, 0x900f0000, 0x04000004, 0xc0030000, 0x90ff0000, 0xa0e40000,
+        0x90e40000, 0x02000001, 0xc00c0000, 0x90e40000, 0x0000ffff, 0x52444853, 0x0000003c, 0x00010040,
+        0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
+        0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x4e475349, 0x0000002c,
+        0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f,
+        0x49534f50, 0x4e4f4954, 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
+    };
+    static const DWORD ps_code[] =
+    {
+#if 0
+        float4 main() : sv_target
+        {
+            return float4(1.0, 1.0, 1.0, 1.0);
+        }
+#endif
+        0x43425844, 0xe8ed6039, 0xd42f2bf4, 0x38efe2fd, 0x9dc3406f, 0x00000001, 0x00000118, 0x00000004,
+        0x00000030, 0x00000094, 0x000000d4, 0x000000e4, 0x396e6f41, 0x0000005c, 0x0000005c, 0xffff0200,
+        0x00000038, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000, 0x00240000, 0xffff0200,
+        0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, 0x02000001, 0x800f0000,
+        0xa0000000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040,
+        0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
+        0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e, 0x4e475349, 0x00000008, 0x00000000,
+        0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
+        0x00000003, 0x00000000, 0x0000000f, 0x745f7673, 0x65677261, 0xabab0074,
+    };
+    static const struct vec3 tri[] =
+    {
+        { 0.9f, -0.5f, 0.0f},
+        {-0.8f, -0.9f, 0.0f},
+        { 0.2f,  0.7f, 0.0f},
+    };
+    static const float black[] = {0.0f, 0.0f, 0.0f, 1.0f};
+    struct d3d11_test_context test_context;
+    D3D11_TEXTURE2D_DESC texture_desc;
+    D3D11_RASTERIZER_DESC rs_desc;
+    ID3D11DeviceContext *context;
+    ID3D11RenderTargetView *rtv;
+    unsigned int stride, offset;
+    ID3D11RasterizerState *rs;
+    ID3D11Texture2D *texture;
+    ID3D11Device *device;
+    UINT quality_levels;
+    unsigned int i;
+    DWORD color;
+    HRESULT hr;
+
+    static const struct
+    {
+        unsigned int x, y;
+        DWORD colour_tri, colour_line;
+    }
+    pixels[] =
+    {
+        {333, 407, 0xffffffff, 0xff000000},
+        {334, 407, 0xffffffff, 0xff3f3f3f},
+        {335, 407, 0xffffffff, 0xff3f3f3f},
+        {336, 407, 0xffffffff, 0xffbfbfbf},
+        {337, 407, 0xffbfbfbf, 0xffbfbfbf},
+        {338, 407, 0xff7f7f7f, 0xffffffff},
+        {339, 407, 0xff3f3f3f, 0xffbfbfbf},
+        {340, 407, 0xff3f3f3f, 0xffbfbfbf},
+        {341, 407, 0xff000000, 0xff7f7f7f},
+        {342, 407, 0xff000000, 0xff3f3f3f},
+        {343, 407, 0xff000000, 0xff3f3f3f},
+        {344, 407, 0xff000000, 0xff000000},
+    };
+
+    if (!init_test_context(&test_context, &feature_level))
+        return;
+    device = test_context.device;
+    context = test_context.immediate_context;
+
+    if (is_warp_device(device))
+    {
+        /* Line multisampling is broken on all versions of Windows up to at
+         * least Windows 10 2009; triangle multisampling is broken on 2008.
+         * Both cases render as if not multisampled. */
+        win_skip("Multisampling is broken on WARP.\n");
+        release_test_context(&test_context);
+        return;
+    }
+
+    hr = ID3D11Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &quality_levels);
+    ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
+    if (!quality_levels)
+    {
+        skip("4xMSAA not supported.\n");
+        release_test_context(&test_context);
+        return;
+    }
+
+    ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+    texture_desc.SampleDesc.Count = 4;
+    texture_desc.SampleDesc.Quality = 0;
+    hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+    ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
+    hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
+    ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr);
+    ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
+
+    hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs);
+    ok(hr == S_OK, "Failed to create vertex shader, hr %#x.\n", hr);
+    hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &test_context.ps);
+    ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+    hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
+            vs_code, sizeof(vs_code), &test_context.input_layout);
+    ok(hr == S_OK, "Failed to create input layout, hr %#x.\n", hr);
+    test_context.vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(tri), tri);
+
+    rs_desc.FillMode = D3D11_FILL_SOLID;
+    rs_desc.CullMode = D3D11_CULL_BACK;
+    rs_desc.FrontCounterClockwise = FALSE;
+    rs_desc.DepthBias = 0;
+    rs_desc.DepthBiasClamp = 0.0f;
+    rs_desc.SlopeScaledDepthBias = 0.0f;
+    rs_desc.DepthClipEnable = TRUE;
+    rs_desc.ScissorEnable = FALSE;
+    rs_desc.MultisampleEnable = FALSE;
+    rs_desc.AntialiasedLineEnable = FALSE;
+    hr = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
+    ok(hr == S_OK, "Failed to create rasterizer state, hr %#x.\n", hr);
+
+    ID3D11DeviceContext_VSSetShader(context, test_context.vs, NULL, 0);
+    ID3D11DeviceContext_PSSetShader(context, test_context.ps, NULL, 0);
+    ID3D11DeviceContext_IASetInputLayout(context, test_context.input_layout);
+    stride = sizeof(*tri);
+    offset = 0;
+    ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &test_context.vb, &stride, &offset);
+    ID3D11DeviceContext_RSSetState(context, rs);
+
+    ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black);
+    ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+    ID3D11DeviceContext_Draw(context, 3, 0);
+    ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0,
+            (ID3D11Resource *)texture, 0, texture_desc.Format);
+
+    for (i = 0; i < ARRAY_SIZE(pixels); ++i)
+    {
+        color = get_texture_color(test_context.backbuffer, pixels[i].x, pixels[i].y);
+        todo_wine_if (pixels[i].colour_tri != 0xff000000 && pixels[i].colour_tri != 0xffffffff)
+            ok(compare_color(color, pixels[i].colour_tri, 1),
+                    "Got unexpected color 0x%08x at (%u, %u).\n", color, pixels[i].x, pixels[i].y);
+    }
+
+    ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black);
+    ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
+    ID3D11DeviceContext_Draw(context, 2, 0);
+    ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0,
+            (ID3D11Resource *)texture, 0, texture_desc.Format);
+
+    for (i = 0; i < ARRAY_SIZE(pixels); ++i)
+    {
+        color = get_texture_color(test_context.backbuffer, pixels[i].x, pixels[i].y);
+        todo_wine_if (pixels[i].colour_line != 0xff000000 && pixels[i].colour_line != 0xffffffff)
+            ok(compare_color(color, pixels[i].colour_line, 1),
+                    "Got unexpected color 0x%08x at (%u, %u).\n", color, pixels[i].x, pixels[i].y);
+    }
+
+    ID3D11RasterizerState_Release(rs);
+    ID3D11RenderTargetView_Release(rtv);
+    ID3D11Texture2D_Release(texture);
+    release_test_context(&test_context);
+}
+
 START_TEST(d3d11)
 {
     unsigned int argc, i;
@@ -32608,6 +32790,7 @@ START_TEST(d3d11)
     queue_test(test_deferred_context_swap_state);
     queue_test(test_deferred_context_rendering);
     queue_test(test_unbound_streams);
+    queue_for_each_feature_level(test_multisample_draw);
 
     run_queued_tests();
 }
-- 
2.30.2




More information about the wine-devel mailing list