[PATCH 04/18] d3d11/tests: Add test for SM5 bufinfo instruction.

Józef Kucia jkucia at codeweavers.com
Fri Dec 9 04:30:39 CST 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/tests/d3d11.c | 296 +++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 296 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 898e3b8..6d80e8e 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -11936,6 +11936,301 @@ static void test_primitive_restart(void)
     release_test_context(&test_context);
 }
 
+static void test_sm5_bufinfo_instruction(void)
+{
+    struct shader
+    {
+        const DWORD *code;
+        size_t size;
+    };
+
+    D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc;
+    D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
+    struct d3d11_test_context test_context;
+    D3D11_TEXTURE2D_DESC texture_desc;
+    const struct shader *current_ps;
+    ID3D11UnorderedAccessView *uav;
+    ID3D11ShaderResourceView *srv;
+    D3D11_BUFFER_DESC buffer_desc;
+    ID3D11DeviceContext *context;
+    ID3D11RenderTargetView *rtv;
+    ID3D11Texture2D *texture;
+    ID3D11PixelShader *ps;
+    ID3D11Buffer *buffer;
+    ID3D11Device *device;
+    unsigned int i;
+    HRESULT hr;
+
+    static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
+    static const DWORD ps_uav_structured_code[] =
+    {
+#if 0
+        struct s
+        {
+            uint4 u;
+            bool b;
+        };
+
+        RWStructuredBuffer<s> b;
+
+        uint4 main(void) : SV_Target
+        {
+            uint count, stride;
+            b.GetDimensions(count, stride);
+            return uint4(count, stride, 0, 1);
+        }
+#endif
+        0x43425844, 0xe1900f85, 0x13c1f338, 0xbb19865e, 0x366df28f, 0x00000001, 0x000000fc, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
+        0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021,
+        0x0100086a, 0x0400009e, 0x0011e000, 0x00000001, 0x00000014, 0x03000065, 0x001020f2, 0x00000000,
+        0x02000068, 0x00000001, 0x87000079, 0x8000a302, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46,
+        0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2,
+        0x00000000, 0x00004002, 0x00000000, 0x00000014, 0x00000000, 0x00000001, 0x0100003e,
+    };
+    static const struct shader ps_uav_structured = {ps_uav_structured_code, sizeof(ps_uav_structured_code)};
+    static const DWORD ps_srv_structured_code[] =
+    {
+#if 0
+        StructuredBuffer<bool> b;
+
+        uint4 main(void) : SV_Target
+        {
+            uint count, stride;
+            b.GetDimensions(count, stride);
+            return uint4(count, stride, 0, 1);
+        }
+#endif
+        0x43425844, 0x313f910c, 0x2f60c646, 0x2d87455c, 0xb9988c2c, 0x00000001, 0x000000fc, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
+        0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021,
+        0x0100086a, 0x040000a2, 0x00107000, 0x00000000, 0x00000004, 0x03000065, 0x001020f2, 0x00000000,
+        0x02000068, 0x00000001, 0x87000079, 0x80002302, 0x00199983, 0x00100012, 0x00000000, 0x00107e46,
+        0x00000000, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2,
+        0x00000000, 0x00004002, 0x00000000, 0x00000004, 0x00000000, 0x00000001, 0x0100003e,
+    };
+    static const struct shader ps_srv_structured = {ps_srv_structured_code, sizeof(ps_srv_structured_code)};
+    static const DWORD ps_uav_raw_code[] =
+    {
+#if 0
+        RWByteAddressBuffer b;
+
+        uint4 main(void) : SV_Target
+        {
+            uint width;
+            b.GetDimensions(width);
+            return width;
+        }
+#endif
+        0x43425844, 0xb06e9715, 0x99733b00, 0xaa536550, 0x703a01c5, 0x00000001, 0x000000d8, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
+        0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018,
+        0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+        0x00000001, 0x87000079, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46, 0x00000001,
+        0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
+    };
+    static const struct shader ps_uav_raw = {ps_uav_raw_code, sizeof(ps_uav_raw_code)};
+    static const DWORD ps_srv_raw_code[] =
+    {
+#if 0
+        ByteAddressBuffer b;
+
+        uint4 main(void) : SV_Target
+        {
+            uint width;
+            b.GetDimensions(width);
+            return width;
+        }
+#endif
+        0x43425844, 0x934bc27a, 0x3251cc9d, 0xa129bdd3, 0xf7cedcc4, 0x00000001, 0x000000d8, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
+        0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018,
+        0x0100086a, 0x030000a1, 0x00107000, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+        0x00000001, 0x87000079, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x00107e46, 0x00000000,
+        0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
+    };
+    static const struct shader ps_srv_raw = {ps_srv_raw_code, sizeof(ps_srv_raw_code)};
+    static const DWORD ps_uav_typed_code[] =
+    {
+#if 0
+        RWBuffer<float> b;
+
+        uint4 main(void) : SV_Target
+        {
+            uint width;
+            b.GetDimensions(width);
+            return width;
+        }
+#endif
+        0x43425844, 0x96b39f5f, 0x5fef24c7, 0xed404a41, 0x01c9d4fe, 0x00000001, 0x000000dc, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
+        0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019,
+        0x0100086a, 0x0400089c, 0x0011e000, 0x00000001, 0x00005555, 0x03000065, 0x001020f2, 0x00000000,
+        0x02000068, 0x00000001, 0x87000079, 0x80000042, 0x00155543, 0x00100012, 0x00000000, 0x0011ee46,
+        0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
+    };
+    static const struct shader ps_uav_typed = {ps_uav_typed_code, sizeof(ps_uav_typed_code)};
+    static const DWORD ps_srv_typed_code[] =
+    {
+#if 0
+        Buffer<float> b;
+
+        uint4 main(void) : SV_Target
+        {
+            uint width;
+            b.GetDimensions(width);
+            return width;
+        }
+#endif
+        0x43425844, 0x6ae6dbb0, 0x6289d227, 0xaf4e708e, 0x111efed1, 0x00000001, 0x000000dc, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
+        0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019,
+        0x0100086a, 0x04000858, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000,
+        0x02000068, 0x00000001, 0x87000079, 0x80000042, 0x00155543, 0x00100012, 0x00000000, 0x00107e46,
+        0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
+    };
+    static const struct shader ps_srv_typed = {ps_srv_typed_code, sizeof(ps_srv_typed_code)};
+    static const struct test
+    {
+        const struct shader *ps;
+        BOOL uav;
+        unsigned int buffer_size;
+        unsigned int buffer_misc_flags;
+        unsigned int buffer_structure_byte_stride;
+        DXGI_FORMAT view_format;
+        unsigned int view_element_idx;
+        unsigned int view_element_count;
+        struct uvec4 expected_result;
+    }
+    tests[] =
+    {
+#define RAW        D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS
+#define STRUCTURED D3D11_RESOURCE_MISC_BUFFER_STRUCTURED
+        {&ps_uav_raw,        TRUE,  100,        RAW,  0, DXGI_FORMAT_R32_TYPELESS, 0, 25, {100, 100, 100, 100}},
+        {&ps_uav_raw,        TRUE,  100,        RAW,  0, DXGI_FORMAT_R32_TYPELESS, 8, 17, { 68,  68,  68,  68}},
+        {&ps_srv_raw,        FALSE, 100,        RAW,  0, DXGI_FORMAT_R32_TYPELESS, 0, 25, {100, 100, 100, 100}},
+        {&ps_srv_raw,        FALSE, 100,        RAW,  0, DXGI_FORMAT_R32_TYPELESS, 8, 17, { 68,  68,  68,  68}},
+        {&ps_uav_structured, TRUE,  100, STRUCTURED, 20, DXGI_FORMAT_UNKNOWN,      0,  5, {  5,  20,   0,   1}},
+        {&ps_uav_structured, TRUE,  100, STRUCTURED, 20, DXGI_FORMAT_UNKNOWN,      0,  2, {  2,  20,   0,   1}},
+        {&ps_uav_structured, TRUE,  100, STRUCTURED, 20, DXGI_FORMAT_UNKNOWN,      1,  2, {  2,  20,   0,   1}},
+        {&ps_srv_structured, FALSE, 100, STRUCTURED,  4, DXGI_FORMAT_UNKNOWN,      0,  5, {  5,   4,   0,   1}},
+        {&ps_srv_structured, FALSE, 100, STRUCTURED,  4, DXGI_FORMAT_UNKNOWN,      0,  2, {  2,   4,   0,   1}},
+        {&ps_srv_structured, FALSE, 100, STRUCTURED,  4, DXGI_FORMAT_UNKNOWN,      1,  2, {  2,   4,   0,   1}},
+        {&ps_uav_typed,      TRUE,  200,          0,  0, DXGI_FORMAT_R32_FLOAT,    0, 50, { 50,  50,  50,  50}},
+        {&ps_uav_typed,      TRUE,  200,          0,  0, DXGI_FORMAT_R32_FLOAT,   49,  1, {  1,   1,   1,   1}},
+        {&ps_uav_typed,      TRUE,  100,          0,  0, DXGI_FORMAT_R16_FLOAT,    0, 50, { 50,  50,  50,  50}},
+        {&ps_uav_typed,      TRUE,  100,          0,  0, DXGI_FORMAT_R16_FLOAT,   49,  1, {  1,   1,   1,   1}},
+        {&ps_srv_typed,      FALSE, 200,          0,  0, DXGI_FORMAT_R32_FLOAT,    0, 50, { 50,  50,  50,  50}},
+        {&ps_srv_typed,      FALSE, 200,          0,  0, DXGI_FORMAT_R32_FLOAT,   49,  1, {  1,   1,   1,   1}},
+        {&ps_srv_typed,      FALSE, 100,          0,  0, DXGI_FORMAT_R16_FLOAT,    0, 50, { 50,  50,  50,  50}},
+        {&ps_srv_typed,      FALSE, 100,          0,  0, DXGI_FORMAT_R16_FLOAT,   49,  1, {  1,   1,   1,   1}},
+#undef RAW
+#undef STRUCTURED
+    };
+
+    if (!init_test_context(&test_context, &feature_level))
+        return;
+
+    device = test_context.device;
+    context = test_context.immediate_context;
+
+    texture_desc.Width = 64;
+    texture_desc.Height = 64;
+    texture_desc.MipLevels = 1;
+    texture_desc.ArraySize = 1;
+    texture_desc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
+    texture_desc.SampleDesc.Count = 1;
+    texture_desc.SampleDesc.Quality = 0;
+    texture_desc.Usage = D3D11_USAGE_DEFAULT;
+    texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET;
+    texture_desc.CPUAccessFlags = 0;
+    texture_desc.MiscFlags = 0;
+    hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
+    ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+    ps = NULL;
+    current_ps = NULL;
+    for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
+    {
+        const struct test *test = &tests[i];
+
+        if (current_ps != test->ps)
+        {
+            if (ps)
+                ID3D11PixelShader_Release(ps);
+
+            current_ps = test->ps;
+
+            hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps);
+            ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
+            ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+        }
+
+        buffer_desc.ByteWidth = test->buffer_size;
+        buffer_desc.Usage = D3D11_USAGE_DEFAULT;
+        buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
+        buffer_desc.CPUAccessFlags = 0;
+        buffer_desc.MiscFlags = test->buffer_misc_flags;
+        buffer_desc.StructureByteStride = test->buffer_structure_byte_stride;
+        hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
+        ok(SUCCEEDED(hr), "Test %u: Failed to create buffer, hr %#x.\n", i, hr);
+
+        if (test->uav)
+        {
+            uav_desc.Format = test->view_format;
+            uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
+            U(uav_desc).Buffer.FirstElement = test->view_element_idx;
+            U(uav_desc).Buffer.NumElements = test->view_element_count;
+            U(uav_desc).Buffer.Flags = 0;
+            if (buffer_desc.MiscFlags & D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS)
+                U(uav_desc).Buffer.Flags |= D3D11_BUFFER_UAV_FLAG_RAW;
+            hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)buffer, &uav_desc, &uav);
+            ok(SUCCEEDED(hr), "Test %u: Failed to create unordered access view, hr %#x.\n", i, hr);
+            srv = NULL;
+
+            ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &rtv, NULL,
+                    1, 1, &uav, NULL);
+        }
+        else
+        {
+            srv_desc.Format = test->view_format;
+            srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
+            U(srv_desc).BufferEx.FirstElement = test->view_element_idx;
+            U(srv_desc).BufferEx.NumElements = test->view_element_count;
+            U(srv_desc).BufferEx.Flags = 0;
+            if (buffer_desc.MiscFlags & D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS)
+                U(srv_desc).BufferEx.Flags |= D3D11_BUFFER_UAV_FLAG_RAW;
+            hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, &srv_desc, &srv);
+            ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
+            uav = NULL;
+
+            ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+        }
+
+        draw_quad(&test_context);
+        todo_wine check_texture_uvec4(texture, &test->expected_result);
+
+        if (srv)
+            ID3D11ShaderResourceView_Release(srv);
+        if (uav)
+            ID3D11UnorderedAccessView_Release(uav);
+        ID3D11Buffer_Release(buffer);
+    }
+    ID3D11PixelShader_Release(ps);
+
+    ID3D11RenderTargetView_Release(rtv);
+    ID3D11Texture2D_Release(texture);
+    release_test_context(&test_context);
+}
+
 START_TEST(d3d11)
 {
     test_create_device();
@@ -12002,4 +12297,5 @@ START_TEST(d3d11)
     test_uav_load();
     test_sm4_ret_instruction();
     test_primitive_restart();
+    test_sm5_bufinfo_instruction();
 }
-- 
2.7.3




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