[PATCH 5/8] d3d11/tests: Add test for SM4 if instruction.
Józef Kucia
jkucia at codeweavers.com
Wed May 25 03:51:22 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 98 ++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 98 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 85ec201..43a60b6 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -6875,6 +6875,103 @@ static void test_shader_stage_input_output_matching(void)
release_test_context(&test_context);
}
+static void test_sm4_if_instruction(void)
+{
+ struct d3d11_test_context test_context;
+ ID3D11PixelShader *ps_if_nz, *ps_if_z;
+ ID3D11DeviceContext *context;
+ ID3D11Device *device;
+ unsigned int bits[4];
+ DWORD expected_color;
+ ID3D11Buffer *cb;
+ unsigned int i;
+ HRESULT hr;
+
+ static const DWORD ps_if_nz_code[] =
+ {
+#if 0
+ uint bits;
+
+ float4 main() : SV_TARGET
+ {
+ if (bits)
+ return float4(0.0f, 1.0f, 0.0f, 1.0f);
+ else
+ return float4(1.0f, 0.0f, 0.0f, 1.0f);
+ }
+#endif
+ 0x43425844, 0x2a94f6f1, 0xdbe88943, 0x3426a708, 0x09cec990, 0x00000001, 0x00000100, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000088, 0x00000040, 0x00000022,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0404001f,
+ 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000,
+ 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e,
+ };
+ static const DWORD ps_if_z_code[] =
+ {
+#if 0
+ uint bits;
+
+ float4 main() : SV_TARGET
+ {
+ if (!bits)
+ return float4(0.0f, 1.0f, 0.0f, 1.0f);
+ else
+ return float4(1.0f, 0.0f, 0.0f, 1.0f);
+ }
+#endif
+ 0x43425844, 0x2e3030ca, 0x94c8610c, 0xdf0c1b1f, 0x80f2ca2c, 0x00000001, 0x00000100, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000088, 0x00000040, 0x00000022,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0400001f,
+ 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000,
+ 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e,
+ };
+ static unsigned int bit_patterns[] =
+ {
+ 0x00000000, 0x00000001, 0x10010001, 0x10000000, 0x80000000, 0xffff0000, 0x0000ffff, 0xffffffff,
+ };
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_if_nz_code, sizeof(ps_if_nz_code), NULL, &ps_if_nz);
+ ok(SUCCEEDED(hr), "Failed to create if_nz pixel shader, hr %#x.\n", hr);
+ hr = ID3D11Device_CreatePixelShader(device, ps_if_z_code, sizeof(ps_if_z_code), NULL, &ps_if_z);
+ ok(SUCCEEDED(hr), "Failed to create if_z pixel shader, hr %#x.\n", hr);
+
+ cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(bits), NULL);
+ ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
+
+ for (i = 0; i < sizeof(bit_patterns) / sizeof(*bit_patterns); ++i)
+ {
+ *bits = bit_patterns[i];
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, bits, 0, 0);
+
+ ID3D11DeviceContext_PSSetShader(context, ps_if_nz, NULL, 0);
+ expected_color = *bits ? 0xff00ff00 : 0xff0000ff;
+ draw_quad(&test_context);
+ check_texture_color(test_context.backbuffer, expected_color, 0);
+
+ ID3D11DeviceContext_PSSetShader(context, ps_if_z, NULL, 0);
+ expected_color = *bits ? 0xff0000ff : 0xff00ff00;
+ draw_quad(&test_context);
+ check_texture_color(test_context.backbuffer, expected_color, 0);
+ }
+
+ ID3D11Buffer_Release(cb);
+ ID3D11PixelShader_Release(ps_if_z);
+ ID3D11PixelShader_Release(ps_if_nz);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -6916,4 +7013,5 @@ START_TEST(d3d11)
test_cb_relative_addressing();
test_getdc();
test_shader_stage_input_output_matching();
+ test_sm4_if_instruction();
}
--
2.7.3
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