[PATCH 5/7] d3d11/tests: Add test for cube maps.

Józef Kucia jkucia at codeweavers.com
Wed Mar 8 05:07:22 CST 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/tests/d3d11.c | 307 +++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 307 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index e0184a8..2060ab6 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -6440,6 +6440,312 @@ static void test_texture(void)
     release_test_context(&test_context);
 }
 
+static void test_cube_maps(void)
+{
+    struct shader
+    {
+        const DWORD *code;
+        size_t size;
+    };
+
+    unsigned int i, j, sub_resource_idx, sub_resource_count;
+    struct d3d11_test_context test_context;
+    D3D11_TEXTURE2D_DESC texture_desc;
+    const struct shader *current_ps;
+    D3D_FEATURE_LEVEL feature_level;
+    ID3D11ShaderResourceView *srv;
+    ID3D11DeviceContext *context;
+    ID3D11Texture2D *rtv_texture;
+    ID3D11RenderTargetView *rtv;
+    struct vec4 expected_result;
+    ID3D11Resource *texture;
+    ID3D11PixelShader *ps;
+    ID3D11Device *device;
+    float data[64 * 64];
+    ID3D11Buffer *cb;
+    HRESULT hr;
+    RECT rect;
+    struct
+    {
+        unsigned int face;
+        unsigned int level;
+        unsigned int cube;
+        unsigned int padding;
+    } constant;
+
+    static const DWORD ps_cube_code[] =
+    {
+#if 0
+        TextureCube t;
+        SamplerState s;
+
+        uint face;
+        uint level;
+
+        float4 main(float4 position : SV_POSITION) : SV_Target
+        {
+            float2 p;
+            p.x = position.x / 640.0f;
+            p.y = position.y / 480.0f;
+
+            float3 coord;
+            switch (face)
+            {
+                case 0:
+                    coord = float3(1.0f, p.x, p.y);
+                    break;
+                case 1:
+                    coord = float3(-1.0f, p.x, p.y);
+                    break;
+                case 2:
+                    coord = float3(p.x, 1.0f, p.y);
+                    break;
+                case 3:
+                    coord = float3(p.x, -1.0f, p.y);
+                    break;
+                case 4:
+                    coord = float3(p.x, p.y, 1.0f);
+                    break;
+                case 5:
+                default:
+                    coord = float3(p.x, p.y, -1.0f);
+                    break;
+            }
+            return t.SampleLevel(s, coord, level);
+        }
+#endif
+        0x43425844, 0x039aee18, 0xfd630453, 0xb884cf0f, 0x10100744, 0x00000001, 0x00000310, 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, 0x00000274, 0x00000040,
+        0x0000009d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
+        0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
+        0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400004c, 0x0020800a, 0x00000000,
+        0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001,
+        0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000,
+        0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036,
+        0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106,
+        0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006,
+        0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
+        0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001,
+        0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000,
+        0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036,
+        0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004,
+        0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889,
+        0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002,
+        0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
+        0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000,
+        0x01000002, 0x01000017, 0x06000056, 0x00100082, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
+        0x0b000048, 0x001020f2, 0x00000000, 0x00100246, 0x00000000, 0x00107e46, 0x00000000, 0x00106000,
+        0x00000000, 0x0010003a, 0x00000000, 0x0100003e,
+    };
+    static const struct shader ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
+    static const DWORD ps_cube_array_code[] =
+    {
+#if 0
+        TextureCubeArray t;
+        SamplerState s;
+
+        uint face;
+        uint level;
+        uint cube;
+
+        float4 main(float4 position : SV_POSITION) : SV_Target
+        {
+            float2 p;
+            p.x = position.x / 640.0f;
+            p.y = position.y / 480.0f;
+
+            float3 coord;
+            switch (face)
+            {
+                case 0:
+                    coord = float3(1.0f, p.x, p.y);
+                    break;
+                case 1:
+                    coord = float3(-1.0f, p.x, p.y);
+                    break;
+                case 2:
+                    coord = float3(p.x, 1.0f, p.y);
+                    break;
+                case 3:
+                    coord = float3(p.x, -1.0f, p.y);
+                    break;
+                case 4:
+                    coord = float3(p.x, p.y, 1.0f);
+                    break;
+                case 5:
+                default:
+                    coord = float3(p.x, p.y, -1.0f);
+                    break;
+            }
+            return t.SampleLevel(s, float4(coord, cube), level);
+        }
+#endif
+        0x43425844, 0xb8d5b94a, 0xdb4be034, 0x183aed19, 0xad4af415, 0x00000001, 0x00000328, 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, 0x0000028c, 0x00000041,
+        0x000000a3, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000,
+        0x00000000, 0x04005058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
+        0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0400004c, 0x0020800a,
+        0x00000000, 0x00000000, 0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000000,
+        0x00004001, 0x3f800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
+        0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001,
+        0x05000036, 0x00100012, 0x00000000, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000000,
+        0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002,
+        0x03000006, 0x00004001, 0x00000002, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000,
+        0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000,
+        0x00004001, 0x3f800000, 0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052,
+        0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000,
+        0x05000036, 0x00100022, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001,
+        0x00000004, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
+        0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f800000,
+        0x01000002, 0x0100000a, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002,
+        0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001,
+        0xbf800000, 0x01000002, 0x01000017, 0x06000056, 0x00100032, 0x00000001, 0x00208a66, 0x00000000,
+        0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x0010000a, 0x00000001, 0x0b000048, 0x001020f2,
+        0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0010001a,
+        0x00000001, 0x0100003e,
+    };
+    static const struct shader ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)};
+    static const struct ps_test
+    {
+        const struct shader *ps;
+        unsigned int miplevel_count;
+        unsigned int array_size;
+    }
+    ps_tests[] =
+    {
+        {&ps_cube, 1, 6},
+        {&ps_cube, 2, 6},
+        {&ps_cube, 3, 6},
+        {&ps_cube, 0, 6},
+
+        {&ps_cube_array, 1, 12},
+        {&ps_cube_array, 2, 12},
+        {&ps_cube_array, 3, 12},
+        {&ps_cube_array, 0, 12},
+    };
+
+    if (!init_test_context(&test_context, NULL))
+        return;
+
+    device = test_context.device;
+    context = test_context.immediate_context;
+    feature_level = ID3D11Device_GetFeatureLevel(device);
+
+    ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+    texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+    hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rtv_texture);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rtv_texture, NULL, &rtv);
+    ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+    memset(&constant, 0, sizeof(constant));
+    cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
+
+    ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
+    ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
+
+    ps = NULL;
+    current_ps = NULL;
+    for (i = 0; i < sizeof(ps_tests) / sizeof(*ps_tests); ++i)
+    {
+        const struct ps_test *test = &ps_tests[i];
+
+        if (test->array_size / 6 > 1 && feature_level < D3D_FEATURE_LEVEL_10_1)
+        {
+            skip("Test %u: Cube map array textures require feature level 10_1.\n", i);
+            continue;
+        }
+
+        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);
+        }
+
+        if (!test->miplevel_count)
+        {
+            srv = NULL;
+            ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+
+            memset(&expected_result, 0, sizeof(expected_result));
+
+            memset(&constant, 0, sizeof(constant));
+            ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
+            draw_quad(&test_context);
+            check_texture_vec4(rtv_texture, &expected_result, 0);
+            constant.level = 1;
+            ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
+            draw_quad(&test_context);
+            check_texture_vec4(rtv_texture, &expected_result, 0);
+            continue;
+        }
+
+        texture_desc.Width = 64;
+        texture_desc.Height = 64;
+        texture_desc.MipLevels = test->miplevel_count;
+        texture_desc.ArraySize = test->array_size;
+        texture_desc.Format = DXGI_FORMAT_R32_FLOAT;
+        texture_desc.SampleDesc.Count = 1;
+        texture_desc.SampleDesc.Quality = 0;
+        texture_desc.Usage = D3D11_USAGE_DEFAULT;
+        texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+        texture_desc.CPUAccessFlags = 0;
+        texture_desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
+        hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D11Texture2D **)&texture);
+        ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
+
+        hr = ID3D11Device_CreateShaderResourceView(device, texture, NULL, &srv);
+        ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
+        ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+
+        sub_resource_count = texture_desc.MipLevels * texture_desc.ArraySize;
+        for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
+        {
+            for (j = 0; j < sizeof(data) / sizeof(*data); ++j)
+                data[j] = sub_resource_idx;
+            ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, sub_resource_idx, NULL,
+                    data, texture_desc.Width * sizeof(*data), 0);
+        }
+
+        expected_result.y = expected_result.z = 0.0f;
+        expected_result.w = 1.0f;
+        for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
+        {
+            constant.face = (sub_resource_idx / texture_desc.MipLevels) % 6;
+            constant.level = sub_resource_idx % texture_desc.MipLevels;
+            constant.cube = (sub_resource_idx / texture_desc.MipLevels) / 6;
+            ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
+
+            draw_quad(&test_context);
+            expected_result.x = sub_resource_idx;
+            /* Avoid testing values affected by seamless cube map filtering. */
+            SetRect(&rect, 100, 100, 540, 380);
+            check_texture_sub_resource_vec4(rtv_texture, 0, &rect, &expected_result, 0);
+        }
+
+        ID3D11Resource_Release(texture);
+        ID3D11ShaderResourceView_Release(srv);
+    }
+    ID3D11PixelShader_Release(ps);
+
+    ID3D11Buffer_Release(cb);
+    ID3D11RenderTargetView_Release(rtv);
+    ID3D11Texture2D_Release(rtv_texture);
+    release_test_context(&test_context);
+}
+
 static void test_depth_stencil_sampling(void)
 {
     ID3D11PixelShader *ps_cmp, *ps_depth, *ps_stencil, *ps_depth_stencil;
@@ -15390,6 +15696,7 @@ START_TEST(d3d11)
     test_private_data();
     test_blend();
     test_texture();
+    test_cube_maps();
     test_depth_stencil_sampling();
     test_multiple_render_targets();
     test_render_target_views();
-- 
2.10.2




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