[PATCH 1/9] d3d10core/tests: Add test for SV_InstanceID.
Józef Kucia
joseph.kucia at gmail.com
Mon Nov 6 03:55:20 CST 2017
From: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
The test is ported from d3d11 with indirect draws removed.
---
dlls/d3d10core/tests/device.c | 236 ++++++++++++++++++++++++++++++++++++++++--
1 file changed, 227 insertions(+), 9 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 0d063f635e55..f9478113ea6a 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -652,27 +652,26 @@ static DWORD get_texture_color(ID3D10Texture2D *texture, unsigned int x, unsigne
return color;
}
-#define check_texture_sub_resource_color(a, b, c, d, e) check_texture_sub_resource_color_(__LINE__, a, b, c, d, e)
-static void check_texture_sub_resource_color_(unsigned int line, ID3D10Texture2D *texture,
- unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
+#define check_readback_data_color(a, b, c, d) check_readback_data_color_(__LINE__, a, b, c, d)
+static void check_readback_data_color_(unsigned int line, struct resource_readback *rb,
+ const RECT *rect, DWORD expected_color, BYTE max_diff)
{
- struct resource_readback rb;
unsigned int x = 0, y = 0;
BOOL all_match = TRUE;
RECT default_rect;
DWORD color = 0;
- get_texture_readback(texture, sub_resource_idx, &rb);
if (!rect)
{
- SetRect(&default_rect, 0, 0, rb.width, rb.height);
+ SetRect(&default_rect, 0, 0, rb->width, rb->height);
rect = &default_rect;
}
+
for (y = rect->top; y < rect->bottom; ++y)
{
for (x = rect->left; x < rect->right; ++x)
{
- color = get_readback_color(&rb, x, y);
+ color = get_readback_color(rb, x, y);
if (!compare_color(color, expected_color, max_diff))
{
all_match = FALSE;
@@ -682,10 +681,20 @@ static void check_texture_sub_resource_color_(unsigned int line, ID3D10Texture2D
if (!all_match)
break;
}
- release_resource_readback(&rb);
ok_(__FILE__, line)(all_match,
"Got 0x%08x, expected 0x%08x at (%u, %u), sub-resource %u.\n",
- color, expected_color, x, y, sub_resource_idx);
+ color, expected_color, x, y, rb->sub_resource_idx);
+}
+
+#define check_texture_sub_resource_color(a, b, c, d, e) check_texture_sub_resource_color_(__LINE__, a, b, c, d, e)
+static void check_texture_sub_resource_color_(unsigned int line, ID3D10Texture2D *texture,
+ unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
+{
+ struct resource_readback rb;
+
+ get_texture_readback(texture, sub_resource_idx, &rb);
+ check_readback_data_color_(line, &rb, rect, expected_color, max_diff);
+ release_resource_readback(&rb);
}
#define check_texture_color(t, c, d) check_texture_color_(__LINE__, t, c, d)
@@ -7404,6 +7413,214 @@ static void test_il_append_aligned(void)
release_test_context(&test_context);
}
+static void test_instance_id(void)
+{
+ struct d3d10core_test_context test_context;
+ D3D10_TEXTURE2D_DESC texture_desc;
+ ID3D10InputLayout *input_layout;
+ ID3D10RenderTargetView *rtvs[2];
+ ID3D10Texture2D *render_target;
+ struct resource_readback rb;
+ unsigned int stride, offset;
+ ID3D10VertexShader *vs;
+ ID3D10PixelShader *ps;
+ ID3D10Device *device;
+ ID3D10Buffer *vb[2];
+ unsigned int i;
+ HRESULT hr;
+
+ static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D10_APPEND_ALIGNED_ELEMENT,
+ D3D10_INPUT_PER_VERTEX_DATA, 0},
+ {"color", 0, DXGI_FORMAT_R8_UNORM, 1, D3D10_APPEND_ALIGNED_ELEMENT,
+ D3D10_INPUT_PER_INSTANCE_DATA, 1},
+ {"v_offset", 0, DXGI_FORMAT_R32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT,
+ D3D10_INPUT_PER_INSTANCE_DATA, 1},
+ };
+ static const DWORD vs_code[] =
+ {
+#if 0
+ struct vs_in
+ {
+ float4 position : Position;
+ float color : Color;
+ float v_offset : V_Offset;
+ uint instance_id : SV_InstanceId;
+ };
+
+ struct vs_out
+ {
+ float4 position : SV_Position;
+ float color : Color;
+ uint instance_id : InstanceId;
+ };
+
+ void main(vs_in i, out vs_out o)
+ {
+ o.position = i.position;
+ o.position.x += i.v_offset;
+ o.color = i.color;
+ o.instance_id = i.instance_id;
+ }
+#endif
+ 0x43425844, 0xcde3cfbf, 0xe2e3d090, 0xe2eb1038, 0x7e5ad1cf, 0x00000001, 0x00000204, 0x00000003,
+ 0x0000002c, 0x000000c4, 0x0000013c, 0x4e475349, 0x00000090, 0x00000004, 0x00000008, 0x00000068,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x00000077, 0x00000000, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000101, 0x00000080, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x69736f50,
+ 0x6e6f6974, 0x6c6f4300, 0x5600726f, 0x66664f5f, 0x00746573, 0x495f5653, 0x6174736e, 0x4965636e,
+ 0xabab0064, 0x4e47534f, 0x00000070, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
+ 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
+ 0x00000e01, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x505f5653,
+ 0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563, 0xababab00, 0x52444853,
+ 0x000000c0, 0x00010040, 0x00000030, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012,
+ 0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x04000060, 0x00101012, 0x00000003, 0x00000008,
+ 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x03000065,
+ 0x00102012, 0x00000002, 0x07000000, 0x00102012, 0x00000000, 0x0010100a, 0x00000000, 0x0010100a,
+ 0x00000002, 0x05000036, 0x001020e2, 0x00000000, 0x00101e56, 0x00000000, 0x05000036, 0x00102012,
+ 0x00000001, 0x0010100a, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010100a, 0x00000003,
+ 0x0100003e,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ struct vs_out
+ {
+ float4 position : SV_Position;
+ float color : Color;
+ uint instance_id : InstanceId;
+ };
+
+ void main(vs_out i, out float4 o0 : SV_Target0, out uint4 o1 : SV_Target1)
+ {
+ o0 = float4(i.color, i.color, i.color, 1.0f);
+ o1 = i.instance_id;
+ }
+#endif
+ 0x43425844, 0xda0ad0bb, 0x4743f5f5, 0xfbc6d0b1, 0x7c8e7df5, 0x00000001, 0x00000170, 0x00000003,
+ 0x0000002c, 0x000000a4, 0x000000f0, 0x4e475349, 0x00000070, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002,
+ 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563,
+ 0xababab00, 0x4e47534f, 0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000000, 0x0000000f, 0x00000038, 0x00000001, 0x00000000, 0x00000001, 0x00000001,
+ 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000078, 0x00000040, 0x0000001e,
+ 0x03001062, 0x00101012, 0x00000001, 0x03000862, 0x00101012, 0x00000002, 0x03000065, 0x001020f2,
+ 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x00102072, 0x00000000, 0x00101006,
+ 0x00000001, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x05000036, 0x001020f2,
+ 0x00000001, 0x00101006, 0x00000002, 0x0100003e,
+ };
+ static const struct vec4 stream0[] =
+ {
+ {-1.00f, 0.0f, 0.0f, 1.0f},
+ {-1.00f, 1.0f, 0.0f, 1.0f},
+ {-0.75f, 0.0f, 0.0f, 1.0f},
+ {-0.75f, 1.0f, 0.0f, 1.0f},
+ };
+ static const struct
+ {
+ BYTE color;
+ float v_offset;
+ }
+ stream1[] =
+ {
+ {0xf0, 0.00f},
+ {0x80, 0.25f},
+ {0x10, 0.50f},
+ {0x40, 0.75f},
+
+ {0xaa, 1.00f},
+ {0xbb, 1.25f},
+ {0xcc, 1.50f},
+ {0x90, 1.75f},
+ };
+ static const struct
+ {
+ RECT rect;
+ unsigned int color;
+ unsigned int instance_id;
+ }
+ expected_results[] =
+ {
+ {{ 0, 0, 80, 240}, 0xfff0f0f0, 0},
+ {{ 80, 0, 160, 240}, 0xff808080, 1},
+ {{160, 0, 240, 240}, 0xff101010, 2},
+ {{240, 0, 320, 240}, 0xff404040, 3},
+ {{320, 0, 400, 240}, 0xffaaaaaa, 0},
+ {{400, 0, 480, 240}, 0xffbbbbbb, 1},
+ {{480, 0, 560, 240}, 0xffcccccc, 2},
+ {{560, 0, 640, 240}, 0xff909090, 3},
+
+ {{0, 240, 640, 480}, 0xffffffff, 1},
+ };
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+
+ if (!init_test_context(&test_context))
+ return;
+ device = test_context.device;
+
+ rtvs[0] = test_context.backbuffer_rtv;
+
+ ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+ texture_desc.Format = DXGI_FORMAT_R32_UINT;
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtvs[1]);
+ ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+ hr = ID3D10Device_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);
+
+ 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);
+
+ vb[0] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream0), stream0);
+ vb[1] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream1), stream1);
+
+ ID3D10Device_VSSetShader(device, vs);
+ ID3D10Device_PSSetShader(device, ps);
+ ID3D10Device_IASetInputLayout(device, input_layout);
+ ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ offset = 0;
+ stride = sizeof(*stream0);
+ ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb[0], &stride, &offset);
+ stride = sizeof(*stream1);
+ ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb[1], &stride, &offset);
+
+ ID3D10Device_ClearRenderTargetView(device, rtvs[0], white);
+ ID3D10Device_ClearRenderTargetView(device, rtvs[1], white);
+
+ ID3D10Device_OMSetRenderTargets(device, ARRAY_SIZE(rtvs), rtvs, NULL);
+ ID3D10Device_DrawInstanced(device, 4, 4, 0, 0);
+ ID3D10Device_DrawInstanced(device, 4, 4, 0, 4);
+
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (i = 0; i < ARRAY_SIZE(expected_results); ++i)
+ check_readback_data_color(&rb, &expected_results[i].rect, expected_results[i].color, 1);
+ release_resource_readback(&rb);
+
+ get_texture_readback(render_target, 0, &rb);
+ for (i = 0; i < ARRAY_SIZE(expected_results); ++i)
+ {
+ todo_wine_if(i == 8)
+ check_readback_data_color(&rb, &expected_results[i].rect, expected_results[i].instance_id, 0);
+ }
+ release_resource_readback(&rb);
+
+ ID3D10Buffer_Release(vb[0]);
+ ID3D10Buffer_Release(vb[1]);
+ ID3D10RenderTargetView_Release(rtvs[1]);
+ ID3D10Texture2D_Release(render_target);
+ ID3D10VertexShader_Release(vs);
+ ID3D10PixelShader_Release(ps);
+ ID3D10InputLayout_Release(input_layout);
+ release_test_context(&test_context);
+}
+
static void test_fragment_coords(void)
{
struct d3d10core_test_context test_context;
@@ -12745,6 +12962,7 @@ START_TEST(device)
test_multiple_render_targets();
test_private_data();
test_il_append_aligned();
+ test_instance_id();
test_fragment_coords();
test_update_subresource();
test_copy_subresource_region();
--
2.13.6
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