[PATCH vkd3d v2 2/2] tests: Test depth comparison sampling with cubemap array textures.

Zebediah Figura zfigura at codeweavers.com
Mon Apr 25 15:36:59 CDT 2022


Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
 tests/d3d12.c | 149 +++++++++++++++++++++++++++++++++++++++++++++++---
 1 file changed, 142 insertions(+), 7 deletions(-)

diff --git a/tests/d3d12.c b/tests/d3d12.c
index c992c6dec..015c31225 100644
--- a/tests/d3d12.c
+++ b/tests/d3d12.c
@@ -14588,7 +14588,82 @@ static void test_sample_c_lz(void)
         0x00000000, 0x0100003e,
     };
     static const D3D12_SHADER_BYTECODE ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
-    static const float depth_values[] = {1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f};
+    static const DWORD ps_cube_array_code[] =
+    {
+#if 0
+        TextureCubeArray t;
+        SamplerComparisonState s;
+
+        float ref;
+        float layer;
+
+        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)layer % 6)
+            {
+                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, float4(coord, (uint)layer / 6), ref);
+        }
+#endif
+        0x43425844, 0xafbb850b, 0x724ab414, 0x56cdc3a8, 0x6b9fd1af, 0x00000001, 0x00000360, 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, 0x000002c4, 0x00000041,
+        0x000000b1, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000,
+        0x00000000, 0x04005058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
+        0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0600001c, 0x00100012,
+        0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0900004e, 0x00100012, 0x00000000, 0x00100012,
+        0x00000001, 0x0010000a, 0x00000000, 0x00004001, 0x00000006, 0x0300004c, 0x0010000a, 0x00000001,
+        0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000001, 0x00004001, 0x3f800000,
+        0x0a000038, 0x00100062, 0x00000001, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd,
+        0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036, 0x00100012,
+        0x00000001, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000001, 0x00101106, 0x00000000,
+        0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001,
+        0x00000002, 0x0a000038, 0x00100052, 0x00000001, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd,
+        0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000001, 0x00004001, 0x3f800000,
+        0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000001, 0x00101106,
+        0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022,
+        0x00000001, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004, 0x0a000038,
+        0x00100032, 0x00000001, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000,
+        0x00000000, 0x05000036, 0x00100042, 0x00000001, 0x00004001, 0x3f800000, 0x01000002, 0x0100000a,
+        0x0a000038, 0x00100032, 0x00000001, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889,
+        0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000001, 0x00004001, 0xbf800000, 0x01000002,
+        0x01000017, 0x05000056, 0x00100082, 0x00000001, 0x0010000a, 0x00000000, 0x0c000047, 0x00100012,
+        0x00000000, 0x00100e46, 0x00000001, 0x00107006, 0x00000000, 0x00106000, 0x00000000, 0x0020800a,
+        0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
+    };
+    static const D3D12_SHADER_BYTECODE ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)};
+    static const float depth_values[] =
+    {
+        1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f,
+        0.2f, 0.9f, 0.0f, 1.0f, 0.8f, 0.3f,
+    };
     static const struct
     {
         unsigned int layer;
@@ -14597,12 +14672,18 @@ static void test_sample_c_lz(void)
     }
     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, 0.5f, 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},
+        { 6, 0.5f, 1.0f},
+        { 7, 0.5f, 0.0f},
+        { 8, 0.5f, 1.0f},
+        { 9, 0.5f, 0.0f},
+        {10, 0.5f, 0.0f},
+        {11, 0.5f, 1.0f},
 
         {0, 0.0f, 0.0f},
         {1, 0.0f, 0.0f},
@@ -14737,6 +14818,60 @@ static void test_sample_c_lz(void)
     srv_desc.TextureCube.MipLevels = 2;
     ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle);
 
+    for (i = 0; i < ARRAY_SIZE(tests); ++i)
+    {
+        if (tests[i].layer >= 6)
+            continue;
+
+        vkd3d_test_set_context("test %u", i);
+
+        ps_constant.x = tests[i].d_ref;
+        ps_constant.y = tests[i].layer;
+
+        ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 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,
+                    get_gpu_descriptor_handle(&context, heap, 0));
+        ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_constant.x, 0);
+        ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+        ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
+        ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
+        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);
+
+        get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
+        /* Avoid testing values affected by seamless cube map filtering. */
+        set_rect(&rect, 100, 100, 540, 380);
+        check_readback_data_float(&rb, &rect, tests[i].expected, 2);
+        release_resource_readback(&rb);
+
+        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);
+    }
+    vkd3d_test_set_context(NULL);
+
+    ID3D12PipelineState_Release(context.pipeline_state);
+
+    /* cube array texture */
+    context.pipeline_state = create_pipeline_state(context.device,
+            context.root_signature, context.render_target_desc.Format, NULL, &ps_cube_array, NULL);
+
+    memset(&srv_desc, 0, sizeof(srv_desc));
+    srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
+    srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+    srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
+    srv_desc.TextureCubeArray.MostDetailedMip = 0;
+    srv_desc.TextureCubeArray.MipLevels = 2;
+    srv_desc.TextureCubeArray.First2DArrayFace = 0;
+    srv_desc.TextureCubeArray.NumCubes = ARRAY_SIZE(depth_values) / 6;
+    ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle);
+
     for (i = 0; i < ARRAY_SIZE(tests); ++i)
     {
         vkd3d_test_set_context("test %u", i);
-- 
2.35.1




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