[PATCH 10/11] d3d11/tests: Add test for 2D texture UAV in pixel shader.

Józef Kucia jkucia at codeweavers.com
Wed Nov 23 07:36:11 CST 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---

This test passes on compatibility and core profile with Mesa drivers.

---
 dlls/d3d11/tests/d3d11.c | 85 ++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 85 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 6640db0..496b715 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -8350,6 +8350,90 @@ static void test_draw_depth_only(void)
     release_test_context(&test_context);
 }
 
+static void test_draw_uav_only(void)
+{
+    struct d3d11_test_context test_context;
+    D3D11_TEXTURE2D_DESC texture_desc;
+    ID3D11UnorderedAccessView *uav;
+    ID3D11DeviceContext *context;
+    ID3D11Texture2D *texture;
+    ID3D11PixelShader *ps;
+    ID3D11Device *device;
+    D3D11_VIEWPORT vp;
+    HRESULT hr;
+
+    static const DWORD ps_code[] =
+    {
+#if 0
+        RWTexture2D<int> u;
+
+        void main()
+        {
+            InterlockedAdd(u[uint2(0, 0)], 1);
+        }
+#endif
+        0x43425844, 0x237a8398, 0xe7b34c17, 0xa28c91a4, 0xb3614d73, 0x00000001, 0x0000009c, 0x00000003,
+        0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000048, 0x00000050, 0x00000012, 0x0100086a,
+        0x0400189c, 0x0011e000, 0x00000000, 0x00003333, 0x0a0000ad, 0x0011e000, 0x00000000, 0x00004002,
+        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00004001, 0x00000001, 0x0100003e,
+    };
+    static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
+    static const UINT values[4] = {0};
+
+    if (!init_test_context(&test_context, &feature_level))
+        return;
+
+    device = test_context.device;
+    context = test_context.immediate_context;
+
+    texture_desc.Width = 1;
+    texture_desc.Height = 1;
+    texture_desc.MipLevels = 1;
+    texture_desc.ArraySize = 1;
+    texture_desc.Format = DXGI_FORMAT_R32_SINT;
+    texture_desc.SampleDesc.Count = 1;
+    texture_desc.SampleDesc.Quality = 0;
+    texture_desc.Usage = D3D11_USAGE_DEFAULT;
+    texture_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
+    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_CreateUnorderedAccessView(device, (ID3D11Resource *)texture, NULL, &uav);
+    ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr);
+
+    hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+    ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+    ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+    /* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */
+    ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &test_context.backbuffer_rtv, NULL,
+            0, 1, &uav, NULL);
+
+    ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
+    memset(&vp, 0, sizeof(vp));
+    vp.Width = 1.0f;
+    vp.Height = 100.0f;
+    ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
+    ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
+    draw_quad(&test_context);
+    check_texture_color(texture, 100, 1);
+
+    draw_quad(&test_context);
+    draw_quad(&test_context);
+    draw_quad(&test_context);
+    draw_quad(&test_context);
+    check_texture_color(texture, 500, 1);
+
+    ID3D11PixelShader_Release(ps);
+    ID3D11Texture2D_Release(texture);
+    ID3D11UnorderedAccessView_Release(uav);
+    release_test_context(&test_context);
+}
+
 static void test_cb_relative_addressing(void)
 {
     struct d3d11_test_context test_context;
@@ -11114,6 +11198,7 @@ START_TEST(d3d11)
     test_clear_render_target_view();
     test_clear_depth_stencil_view();
     test_draw_depth_only();
+    test_draw_uav_only();
     test_cb_relative_addressing();
     test_getdc();
     test_shader_stage_input_output_matching();
-- 
2.7.3




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