[PATCH 4/7] d3d10core/tests: Add test for SM4 sample_l instruction.
Józef Kucia
jkucia at codeweavers.com
Mon Jan 4 06:03:39 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 311 ++++++++++++++++++++++++++++++++----------
1 file changed, 241 insertions(+), 70 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index c13af50..b08f6d0 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -3228,33 +3228,41 @@ done:
static void test_texture(void)
{
- ID3D10RenderTargetView *backbuffer_rtv;
- D3D10_SUBRESOURCE_DATA resource_data;
+ struct shader
+ {
+ const DWORD *code;
+ size_t size;
+ };
+
+ D3D10_SUBRESOURCE_DATA resource_data[3];
D3D10_TEXTURE2D_DESC texture_desc;
- ID3D10SamplerState *sampler_state;
- ID3D10ShaderResourceView *ps_srv;
D3D10_SAMPLER_DESC sampler_desc;
ID3D10InputLayout *input_layout;
+ const struct shader *current_ps;
+ ID3D10ShaderResourceView *srv;
D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
+ ID3D10RenderTargetView *rtv;
+ ID3D10SamplerState *sampler;
unsigned int stride, offset;
+ DWORD color, expected_color;
struct texture_readback rb;
IDXGISwapChain *swapchain;
ID3D10Texture2D *texture;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
+ ID3D10Buffer *vb, *cb;
ID3D10Device *device;
+ unsigned int i, x, y;
+ struct vec4 miplevel;
D3D10_VIEWPORT vp;
- unsigned int i, j;
- ID3D10Buffer *vb;
ULONG refcount;
- DWORD color;
HWND window;
HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
{
- {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
static const DWORD vs_code[] =
{
@@ -3272,7 +3280,7 @@ static void test_texture(void)
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
};
- static const DWORD ps_code[] =
+ static const DWORD ps_sample_code[] =
{
#if 0
Texture2D t;
@@ -3298,29 +3306,125 @@ static void test_texture(void)
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
+ static const DWORD ps_sample_l_code[] =
+ {
+#if 0
+ Texture2D t;
+ SamplerState s;
+
+ float level;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ float2 p;
+
+ p.x = position.x / 640.0f;
+ p.y = position.y / 480.0f;
+ return t.SampleLevel(s, p, level);
+ }
+#endif
+ 0x43425844, 0x61e05d85, 0x2a7300fb, 0x0a83706b, 0x889d1683, 0x00000001, 0x00000150, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040,
+ 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
+ 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000,
+ 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c000048,
+ 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
+ 0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
+ };
+ static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
+ static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)};
static const struct
{
- float x, y;
+ struct vec2 position;
}
quad[] =
{
- {-1.0f, -1.0f},
- {-1.0f, 1.0f},
- { 1.0f, -1.0f},
- { 1.0f, 1.0f},
+ {{-1.0f, -1.0f}},
+ {{-1.0f, 1.0f}},
+ {{ 1.0f, -1.0f}},
+ {{ 1.0f, 1.0f}},
};
- static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
- static const DWORD bitmap_data[] =
+ static const DWORD bitmap_level_0[] =
{
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
};
+ static const DWORD bitmap_level_1[] =
+ {
+ 0xffffffff, 0xff0000ff,
+ 0xff000000, 0xff00ff00,
+ };
+ static const DWORD bitmap_level_2[] =
+ {
+ 0xffff0000,
+ };
+ static const DWORD bitmap_lerp_1_2[] =
+ {
+ 0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f,
+ 0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f,
+ 0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00,
+ 0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00,
+ };
+ static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+
+ static const struct test
+ {
+ const struct shader *ps;
+ D3D10_FILTER filter;
+ float lod_bias;
+ float min_lod;
+ float max_lod;
+ float miplevel;
+ enum
+ {
+ level_0,
+ level_1,
+ level_2,
+ lerp_1_2,
+ }
+ expected_bitmap;
+ }
+ tests[] =
+ {
+ {&ps_sample, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_0},
+ {&ps_sample, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, level_0},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, -1.0f, level_0},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, level_0},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.4f, level_0},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.5f, level_1},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.0f, level_1},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.4f, level_1},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.5f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 2.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 3.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 4.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.5f, lerp_1_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, -2.0f, level_0},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, -1.0f, level_1},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, 1.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, 1.5f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2},
+ {&ps_sample_l, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2},
+ };
if (!(device = create_device()))
{
- skip("Failed to create device, skipping tests.\n");
+ skip("Failed to create device.\n");
return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
@@ -3339,16 +3443,25 @@ static void test_texture(void)
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
- resource_data.pSysMem = quad;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
+ resource_data[0].pSysMem = quad;
+ resource_data[0].SysMemPitch = 0;
+ resource_data[0].SysMemSlicePitch = 0;
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
+ hr = ID3D10Device_CreateBuffer(device, &buffer_desc, resource_data, &vb);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+ buffer_desc.ByteWidth = sizeof(miplevel);
+ buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+
+ hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
+ ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+
texture_desc.Width = 4;
texture_desc.Height = 4;
- texture_desc.MipLevels = 1;
+ texture_desc.MipLevels = 3;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
@@ -3358,14 +3471,41 @@ static void test_texture(void)
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
- resource_data.pSysMem = bitmap_data;
- resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
+ resource_data[0].pSysMem = bitmap_level_0;
+ resource_data[0].SysMemPitch = 4 * sizeof(*bitmap_level_0);
+ resource_data[1].pSysMem = bitmap_level_1;
+ resource_data[1].SysMemPitch = 2 * sizeof(*bitmap_level_1);
+ resource_data[1].SysMemSlicePitch = 0;
+ resource_data[2].pSysMem = bitmap_level_2;
+ resource_data[2].SysMemPitch = sizeof(*bitmap_level_2);
+ resource_data[2].SysMemSlicePitch = 0;
- hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
- ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, resource_data, &texture);
+ ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
- hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv);
- ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr);
+ hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv);
+ ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv);
+ ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+ ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
+ ID3D10Device_IASetInputLayout(device, input_layout);
+ ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ stride = sizeof(*quad);
+ offset = 0;
+ ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
+ ID3D10Device_VSSetShader(device, vs);
+ ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
+ ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
+
+ vp.TopLeftX = 0.0f;
+ vp.TopLeftY = 0.0f;
+ vp.Width = 640.0f;
+ vp.Height = 480.0f;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ ID3D10Device_RSSetViewports(device, 1, &vp);
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
@@ -3379,63 +3519,94 @@ static void test_texture(void)
sampler_desc.BorderColor[2] = 0.0f;
sampler_desc.BorderColor[3] = 0.0f;
sampler_desc.MinLOD = 0.0f;
- sampler_desc.MaxLOD = 0.0f;
+ sampler_desc.MaxLOD = D3D10_FLOAT32_MAX;
- hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
- ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
+ ps = NULL;
+ sampler = NULL;
+ current_ps = NULL;
+ for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
+ {
+ const struct test *test = &tests[i];
- hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
- ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
- hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
- ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ if (current_ps != test->ps)
+ {
+ if (ps)
+ ID3D10PixelShader_Release(ps);
- hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
- ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+ hr = ID3D10Device_CreatePixelShader(device, test->ps->code, test->ps->size, &ps);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
- ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
- ID3D10Device_IASetInputLayout(device, input_layout);
- ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
- stride = sizeof(*quad);
- offset = 0;
- ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
- ID3D10Device_VSSetShader(device, vs);
- ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
- ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
- ID3D10Device_PSSetShader(device, ps);
+ ID3D10Device_PSSetShader(device, ps);
- vp.TopLeftX = 0;
- vp.TopLeftY = 0;
- vp.Width = 640;
- vp.Height = 480;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- ID3D10Device_RSSetViewports(device, 1, &vp);
+ current_ps = test->ps;
+ }
- ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
+ if (!sampler || (sampler_desc.Filter != test->filter
+ || sampler_desc.MipLODBias != test->lod_bias
+ || sampler_desc.MinLOD != test->min_lod
+ || sampler_desc.MaxLOD != test->max_lod))
+ {
+ if (sampler)
+ ID3D10SamplerState_Release(sampler);
- ID3D10Device_Draw(device, 4, 0);
+ sampler_desc.Filter = test->filter;
+ sampler_desc.MipLODBias = test->lod_bias;
+ sampler_desc.MinLOD = test->min_lod;
+ sampler_desc.MaxLOD = test->max_lod;
- get_texture_readback(backbuffer, &rb);
- for (i = 0; i < 4; ++i)
- {
- for (j = 0; j < 4; ++j)
+ hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler);
+ ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr);
+
+ ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
+ }
+
+ miplevel.x = test->miplevel;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &miplevel, 0, 0);
+
+ ID3D10Device_ClearRenderTargetView(device, rtv, red);
+ ID3D10Device_Draw(device, 4, 0);
+
+ get_texture_readback(backbuffer, &rb);
+ for (x = 0; x < 4; ++x)
{
- color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
- ok(compare_color(color, bitmap_data[j + i * 4], 1),
- "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
- color, j, i, bitmap_data[j + i * 4]);
+ for (y = 0; y < 4; ++y)
+ {
+ color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120);
+ switch (test->expected_bitmap)
+ {
+ case level_0:
+ expected_color = bitmap_level_0[y * 4 + x];
+ break;
+ case level_1:
+ expected_color = bitmap_level_1[y / 2 * 2 + x / 2];
+ break;
+ case level_2:
+ expected_color = *bitmap_level_2;
+ break;
+ case lerp_1_2:
+ expected_color = bitmap_lerp_1_2[y * 4 + x];
+ break;
+ default:
+ expected_color = 0xdeadbeef;
+ break;
+ }
+
+ ok(compare_color(color, expected_color, 1),
+ "Test %u: Got unexpected color 0x%08x at (%u, %u).\n", i, color, x, y);
+ }
}
+ release_texture_readback(&rb);
}
- release_texture_readback(&rb);
-
+ ID3D10SamplerState_Release(sampler);
ID3D10PixelShader_Release(ps);
- ID3D10VertexShader_Release(vs);
- ID3D10SamplerState_Release(sampler_state);
- ID3D10ShaderResourceView_Release(ps_srv);
+
+ ID3D10ShaderResourceView_Release(srv);
ID3D10Texture2D_Release(texture);
+ ID3D10Buffer_Release(cb);
+ ID3D10VertexShader_Release(vs);
ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout);
- ID3D10RenderTargetView_Release(backbuffer_rtv);
+ ID3D10RenderTargetView_Release(rtv);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
--
2.4.10
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