[PATCH 3/7] d3d11/tests: Add test for fractional viewports.
Józef Kucia
jkucia at codeweavers.com
Wed May 10 08:54:05 CDT 2017
The todo_wine() is required mainly because of the pixel center offset
applied to viewport/gl_Position.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 169 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 169 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index a595bec..22de6d5 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -17729,6 +17729,174 @@ done:
release_test_context(&test_context);
}
+static void test_fractional_viewports(void)
+{
+ struct d3d11_test_context test_context;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11InputLayout *input_layout;
+ ID3D11DeviceContext *context;
+ struct resource_readback rb;
+ ID3D11RenderTargetView *rtv;
+ ID3D11VertexShader *vs;
+ ID3D11PixelShader *ps;
+ unsigned int i, x, y;
+ ID3D11Device *device;
+ ID3D11Texture2D *rt;
+ UINT offset, stride;
+ D3D11_VIEWPORT vp;
+ ID3D11Buffer *vb;
+ HRESULT hr;
+
+ static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
+ static const DWORD vs_code[] =
+ {
+#if 0
+ void main(in float4 in_position : POSITION,
+ in float2 in_texcoord : TEXCOORD,
+ out float4 position : SV_Position,
+ out float2 texcoord : TEXCOORD)
+ {
+ position = in_position;
+ texcoord = in_texcoord;
+ }
+#endif
+ 0x43425844, 0x4df282ca, 0x85c8bbfc, 0xd44ad19f, 0x1158be97, 0x00000001, 0x00000148, 0x00000003,
+ 0x0000002c, 0x00000080, 0x000000d8, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000303, 0x49534f50, 0x4e4f4954, 0x58455400, 0x524f4f43, 0xabab0044,
+ 0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03,
+ 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, 0xababab00, 0x52444853, 0x00000068,
+ 0x00010040, 0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101032, 0x00000001,
+ 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x05000036,
+ 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046,
+ 0x00000001, 0x0100003e,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ float4 main(float4 position : SV_Position,
+ float2 texcoord : TEXCOORD) : SV_Target
+ {
+ return float4(position.xy, texcoord);
+ }
+#endif
+ 0x43425844, 0xa15616bc, 0x6862ab1c, 0x28b915c0, 0xdb0df67c, 0x00000001, 0x0000011c, 0x00000003,
+ 0x0000002c, 0x00000084, 0x000000b8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
+ 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000005c,
+ 0x00000040, 0x00000017, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03001062, 0x00101032,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x00102032, 0x00000000, 0x00101046,
+ 0x00000000, 0x05000036, 0x001020c2, 0x00000000, 0x00101406, 0x00000001, 0x0100003e,
+ };
+ static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+ static const struct
+ {
+ struct vec2 position;
+ struct vec2 texcoord;
+ }
+ quad[] =
+ {
+ {{-1.0f, -1.0f}, {0.0f, 0.0f}},
+ {{-1.0f, 1.0f}, {0.0f, 1.0f}},
+ {{ 1.0f, -1.0f}, {1.0f, 0.0f}},
+ {{ 1.0f, 1.0f}, {1.0f, 1.0f}},
+ };
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const float viewport_offsets[] =
+ {
+ 0.0f, 0.5f, 0.25f, 0.125f, 0.0625f, 0.03125f, 0.015625f, 0.0078125f, 0.00390625f,
+ 1.0f / 128.0f, 63.0f / 128.0f,
+ };
+
+ if (!init_test_context(&test_context, &feature_level))
+ return;
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ texture_desc.Width = 4;
+ texture_desc.Height = 4;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+ 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, &rt);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt, NULL, &rtv);
+ ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
+ ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
+
+ hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
+ vs_code, sizeof(vs_code), &input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+ vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
+
+ ID3D11DeviceContext_IASetInputLayout(context, input_layout);
+ ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ stride = sizeof(*quad);
+ offset = 0;
+ ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
+
+ hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+ ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
+
+ 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);
+
+ for (i = 0; i < ARRAY_SIZE(viewport_offsets); ++i)
+ {
+ vp.TopLeftX = viewport_offsets[i];
+ vp.TopLeftY = viewport_offsets[i];
+ vp.Width = texture_desc.Width;
+ vp.Height = texture_desc.Height;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
+ ID3D11DeviceContext_ClearRenderTargetView(context, rtv, white);
+ ID3D11DeviceContext_Draw(context, 4, 0);
+ get_texture_readback(rt, 0, &rb);
+ for (y = 0; y < texture_desc.Height; ++y)
+ {
+ for (x = 0; x < texture_desc.Width; ++x)
+ {
+ const struct vec4 *v = get_readback_vec4(&rb, x, y);
+ struct vec4 expected = {x + 0.5f, y + 0.5f,
+ (x + 0.5f - viewport_offsets[i]) / texture_desc.Width,
+ 1.0f - (y + 0.5f - viewport_offsets[i]) / texture_desc.Height};
+ ok(compare_float(v->x, expected.x, 0) && compare_float(v->y, expected.y, 0),
+ "Got fragcoord {%.8e, %.8e}, expected {%.8e, %.8e} at (%u, %u), offset %.8e.\n",
+ v->x, v->y, expected.x, expected.y, x, y, viewport_offsets[i]);
+ todo_wine
+ ok(compare_float(v->z, expected.z, 2) && compare_float(v->w, expected.w, 2),
+ "Got texcoord {%.8e, %.8e}, expected {%.8e, %.8e} at (%u, %u), offset %.8e.\n",
+ v->z, v->w, expected.z, expected.w, x, y, viewport_offsets[i]);
+ }
+ }
+ release_resource_readback(&rb);
+ }
+
+ ID3D11InputLayout_Release(input_layout);
+ ID3D11Buffer_Release(vb);
+ ID3D11VertexShader_Release(vs);
+ ID3D11PixelShader_Release(ps);
+ ID3D11RenderTargetView_Release(rtv);
+ ID3D11Texture2D_Release(rt);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -17818,4 +17986,5 @@ START_TEST(d3d11)
test_fl10_stream_output_desc();
test_stream_output_resume();
test_gather();
+ test_fractional_viewports();
}
--
2.10.2
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