[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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