[PATCH 4/9] d3d11/tests: Add test for sample_c_lz instruction.
Józef Kucia <[email protected]> Mon, 6 Nov 2017 10:55:23 +0100
| Newsgroups | gmane.comp.emulators.wine.patches |
|---|---|
| Message-ID | <[email protected]> |
From: Józef Kucia <[email protected]> Signed-off-by: Józef Kucia <[email protected]> --- dlls/d3d11/tests/d3d11.c | 312 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 312 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 900f4893071f..75bff6433633 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -7459,6 +7459,317 @@ static void test_depth_stencil_sampling(void) release_test_context(&test_context); } +static void test_sample_c_lz(void) +{ + D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; + D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc; + struct d3d11_test_context test_context; + ID3D11Texture2D *texture, *rt_texture; + D3D11_TEXTURE2D_DESC texture_desc; + D3D11_SAMPLER_DESC sampler_desc; + ID3D11ShaderResourceView *srv; + ID3D11DeviceContext *context; + ID3D11DepthStencilView *dsv; + ID3D11RenderTargetView *rtv; + ID3D11SamplerState *sampler; + struct vec4 ps_constant; + ID3D11PixelShader *ps; + ID3D11Device *device; + ID3D11Buffer *cb; + unsigned int i; + HRESULT hr; + RECT rect; + + static const float clear_color[] = {0.5f, 0.5f, 0.5f, 0.5f}; + static const DWORD ps_array_code[] = + { +#if 0 + Texture2DArray t; + SamplerComparisonState s; + + float ref; + float layer; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.SampleCmpLevelZero(s, float3(position.x / 640.0f, position.y / 480.0f, layer), ref); + } +#endif + 0x43425844, 0xfe28b3c3, 0xdd7ef404, 0x8d5874a1, 0x984ff182, 0x00000001, 0x00000180, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000e4, 0x00000041, + 0x00000039, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, + 0x00000000, 0x04004058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, + 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, + 0x06000036, 0x00100042, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0c000047, 0x00100012, + 0x00000000, 0x00100246, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000000, 0x0020800a, + 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, + }; + static const DWORD ps_cube_code[] = + { +#if 0 + TextureCube t; + SamplerComparisonState s; + + float ref; + float face; + + 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 ((uint)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.SampleCmpLevelZero(s, coord, ref); + } +#endif + 0x43425844, 0xde5655e5, 0x1b116fa1, 0xfce9e757, 0x41c28aac, 0x00000001, 0x00000328, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000028c, 0x00000041, + 0x000000a3, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, + 0x00000000, 0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600001c, 0x00100012, + 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0300004c, 0x0010000a, 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, + 0x0c000047, 0x00100012, 0x00000000, 0x00100246, 0x00000000, 0x00107006, 0x00000000, 0x00106000, + 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, + 0x00000000, 0x0100003e, + }; + static const float depth_values[] = {1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f}; + static const struct + { + unsigned int layer; + float d_ref; + float expected; + } + tests[] = + { + {0, 0.5f, 0.0f}, + {1, 0.5f, 1.0f}, + {2, 0.5f, 0.0f}, + {3, 0.5f, 0.0f}, + {4, 0.5f, 1.0f}, + {5, 0.5f, 1.0f}, + + {0, 0.0f, 0.0f}, + {1, 0.0f, 0.0f}, + {2, 0.0f, 0.0f}, + {3, 0.0f, 0.0f}, + {4, 0.0f, 0.0f}, + {5, 0.0f, 0.0f}, + + {0, 1.0f, 0.0f}, + {1, 1.0f, 1.0f}, + {2, 1.0f, 1.0f}, + {3, 1.0f, 1.0f}, + {4, 1.0f, 1.0f}, + {5, 1.0f, 1.0f}, + }; + + if (!init_test_context(&test_context, NULL)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + sampler_desc.Filter = D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR; + sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + sampler_desc.MipLODBias = 0.0f; + sampler_desc.MaxAnisotropy = 0; + sampler_desc.ComparisonFunc = D3D11_COMPARISON_GREATER; + sampler_desc.BorderColor[0] = 0.0f; + sampler_desc.BorderColor[1] = 0.0f; + sampler_desc.BorderColor[2] = 0.0f; + sampler_desc.BorderColor[3] = 0.0f; + sampler_desc.MinLOD = 0.0f; + sampler_desc.MaxLOD = 10.0f; + hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + + ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + texture_desc.Format = DXGI_FORMAT_R32_FLOAT; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_texture, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL); + + memset(&ps_constant, 0, sizeof(ps_constant)); + cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(ps_constant), &ps_constant); + + /* 2D array texture */ + texture_desc.Width = 32; + texture_desc.Height = 32; + texture_desc.MipLevels = 2; + texture_desc.ArraySize = ARRAY_SIZE(depth_values); + texture_desc.Format = DXGI_FORMAT_R32_TYPELESS; + texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL; + texture_desc.MiscFlags = 0; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + for (i = 0; i < ARRAY_SIZE(depth_values); ++i) + { + dsv_desc.Format = DXGI_FORMAT_D32_FLOAT; + dsv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; + dsv_desc.Flags = 0; + U(dsv_desc).Texture2DArray.MipSlice = 0; + U(dsv_desc).Texture2DArray.FirstArraySlice = i; + U(dsv_desc).Texture2DArray.ArraySize = 1; + + hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, &dsv_desc, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, depth_values[i], 0); + ID3D11DepthStencilView_Release(dsv); + + U(dsv_desc).Texture2DArray.MipSlice = 1; + hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, &dsv_desc, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0); + ID3D11DepthStencilView_Release(dsv); + } + + srv_desc.Format = DXGI_FORMAT_R32_FLOAT; + srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; + U(srv_desc).Texture2DArray.MostDetailedMip = 0; + U(srv_desc).Texture2DArray.MipLevels = ~0u; + U(srv_desc).Texture2DArray.FirstArraySlice = 0; + U(srv_desc).Texture2DArray.ArraySize = ~0u; + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, &srv_desc, &srv); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + + hr = ID3D11Device_CreatePixelShader(device, ps_array_code, sizeof(ps_array_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler); + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + ps_constant.x = tests[i].d_ref; + ps_constant.y = tests[i].layer; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, + NULL, &ps_constant, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, clear_color); + draw_quad(&test_context); + check_texture_float(rt_texture, tests[i].expected, 2); + } + + ID3D11Texture2D_Release(texture); + ID3D11ShaderResourceView_Release(srv); + ID3D11PixelShader_Release(ps); + + /* cube texture */ + texture_desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + for (i = 0; i < ARRAY_SIZE(depth_values); ++i) + { + dsv_desc.Format = DXGI_FORMAT_D32_FLOAT; + dsv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; + dsv_desc.Flags = 0; + U(dsv_desc).Texture2DArray.MipSlice = 0; + U(dsv_desc).Texture2DArray.FirstArraySlice = i; + U(dsv_desc).Texture2DArray.ArraySize = 1; + + hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, &dsv_desc, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, depth_values[i], 0); + ID3D11DepthStencilView_Release(dsv); + + U(dsv_desc).Texture2DArray.MipSlice = 1; + hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, &dsv_desc, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0); + ID3D11DepthStencilView_Release(dsv); + } + + srv_desc.Format = DXGI_FORMAT_R32_FLOAT; + srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; + U(srv_desc).TextureCube.MostDetailedMip = 0; + U(srv_desc).TextureCube.MipLevels = ~0u; + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, &srv_desc, &srv); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + + hr = ID3D11Device_CreatePixelShader(device, ps_cube_code, sizeof(ps_cube_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler); + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + ps_constant.x = tests[i].d_ref; + ps_constant.y = tests[i].layer; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, + NULL, &ps_constant, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, clear_color); + draw_quad(&test_context); + /* Avoid testing values affected by seamless cube map filtering. */ + SetRect(&rect, 100, 100, 540, 380); + check_texture_sub_resource_float(rt_texture, 0, &rect, tests[i].expected, 2); + } + + ID3D11Texture2D_Release(texture); + ID3D11ShaderResourceView_Release(srv); + + ID3D11Buffer_Release(cb); + ID3D11PixelShader_Release(ps); + ID3D11RenderTargetView_Release(rtv); + ID3D11SamplerState_Release(sampler); + ID3D11Texture2D_Release(rt_texture); + release_test_context(&test_context); +} + static void test_multiple_render_targets(void) { D3D11_TEXTURE2D_DESC texture_desc; @@ -21756,6 +22067,7 @@ START_TEST(d3d11) test_texture(); test_cube_maps(); test_depth_stencil_sampling(); + test_sample_c_lz(); test_multiple_render_targets(); test_render_target_views(); test_layered_rendering(); -- 2.13.6