[PATCH 3/4] d3d11/tests: Add test for stream output components.
Józef Kucia <[email protected]> Tue, 7 Nov 2017 14:29:16 +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 | 280 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 280 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 75bff6433633..5474be43488e 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -21057,6 +21057,285 @@ static void test_stream_output_resume(void) release_test_context(&test_context); } +static void test_stream_output_components(void) +{ + const D3D11_SO_DECLARATION_ENTRY *current_so_declaration; + struct d3d11_test_context test_context; + ID3D11InputLayout *input_layout[2]; + ID3D11Buffer *vb[2], *so_buffer; + ID3D11DeviceContext *context; + struct resource_readback rb; + unsigned int stride, offset; + ID3D11GeometryShader *gs; + ID3D11VertexShader *vs; + ID3D11PixelShader *ps; + ID3D11Device *device; + const float *result; + unsigned int i, j; + HRESULT hr; + + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + static const DWORD vs_code[] = + { +#if 0 + struct vertex + { + float4 position : POSITION; + float4 color : COLOR; + float4 color2 : COLOR2; + }; + + void main(in vertex i, out vertex o) + { + o = i; + } +#endif + 0x43425844, 0x95991b76, 0x4898640b, 0xe36ad9d6, 0xfbfe78b4, 0x00000001, 0x00000194, 0x00000003, + 0x0000002c, 0x00000094, 0x000000fc, 0x4e475349, 0x00000060, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x00000059, 0x00000002, 0x00000000, 0x00000003, 0x00000002, + 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x00000060, 0x00000003, + 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000059, + 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000059, 0x00000002, 0x00000000, + 0x00000003, 0x00000002, 0x0000000f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x52444853, + 0x00000090, 0x00010040, 0x00000024, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, + 0x00000001, 0x0300005f, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, + 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, + 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, 0x05000036, + 0x001020f2, 0x00000002, 0x00101e46, 0x00000002, 0x0100003e, + }; + static const DWORD gs_code[] = + { +#if 0 + struct vertex + { + float4 position : POSITION; + float4 color : COLOR; + float4 color2 : COLOR2; + }; + + [maxvertexcount(1)] + void main(point vertex input[1], inout PointStream<vertex> output) + { + output.Append(input[0]); + } +#endif + 0x43425844, 0x218f7d27, 0x555fa7f1, 0x282c545f, 0x3989c843, 0x00000001, 0x000001c0, 0x00000003, + 0x0000002c, 0x00000094, 0x000000fc, 0x4e475349, 0x00000060, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x00000059, 0x00000002, 0x00000000, 0x00000003, 0x00000002, + 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x00000060, 0x00000003, + 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000059, + 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000059, 0x00000002, 0x00000000, + 0x00000003, 0x00000002, 0x0000000f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x52444853, + 0x000000bc, 0x00020040, 0x0000002f, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x0400005f, + 0x002010f2, 0x00000001, 0x00000001, 0x0400005f, 0x002010f2, 0x00000001, 0x00000002, 0x0100085d, + 0x0100085c, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x03000065, + 0x001020f2, 0x00000002, 0x0200005e, 0x00000001, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, + 0x00000000, 0x00000000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000, 0x00000001, + 0x06000036, 0x001020f2, 0x00000002, 0x00201e46, 0x00000000, 0x00000002, 0x01000013, 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_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"COLOR", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0}, + }; + static const D3D11_INPUT_ELEMENT_DESC layout_desc2[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"COLOR", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0}, + }; + static const D3D11_SO_DECLARATION_ENTRY so_declaration[] = + { + {0, "POSITION", 0, 0, 4, 0}, + {0, "COLOR", 0, 0, 3, 0}, + {0, "COLOR", 2, 0, 2, 0}, + }; + static const D3D11_SO_DECLARATION_ENTRY so_declaration2[] = + { + {0, "POSITION", 0, 0, 1, 0}, + {0, "POSITION", 0, 1, 1, 0}, + {0, "POSITION", 0, 2, 1, 0}, + {0, "POSITION", 0, 3, 1, 0}, + {0, "COLOR", 0, 0, 1, 0}, + {0, "COLOR", 0, 1, 1, 0}, + {0, "COLOR", 0, 2, 1, 0}, + {0, "COLOR", 2, 0, 1, 0}, + {0, "COLOR", 2, 1, 1, 0}, + }; + static const D3D11_SO_DECLARATION_ENTRY so_declaration3[] = + { + {0, "COLOR", 0, 2, 2, 0}, + {0, "COLOR", 2, 3, 1, 0}, + }; + static const struct + { + struct vec4 position; + struct vec3 color; + struct vec2 color2; + } + vb_data[] = + { + {{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, {0.5f, 1.0f}}, + {{-1.0f, 1.0f, 0.0f, 1.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}}, + {{ 1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 1.0f}, {0.5f, 0.4f}}, + {{ 1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f}, {0.1f, 0.6f}}, + }; + static const struct + { + struct vec4 position; + struct vec4 color; + struct vec4 color2; + } + vb_data2[] = + { + {{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 2.0f, 3.0f, 4.0f}, {5.0f, 6.0f, 7.0f, 8.0f}}, + {{-1.0f, 1.0f, 0.0f, 1.0f}, {9.0f, 1.1f, 1.2f, 1.3f}, {1.4f, 1.5f, 1.6f, 1.7f}}, + {{ 1.0f, -1.0f, 0.0f, 1.0f}, {1.8f, 1.9f, 2.0f, 2.1f}, {2.2f, 2.3f, 2.4f, 2.5f}}, + {{ 1.0f, 1.0f, 0.0f, 1.0f}, {2.5f, 2.6f, 2.7f, 2.8f}, {2.9f, 3.0f, 3.1f, 3.2f}}, + }; + static const unsigned int vb_stride[] = {sizeof(*vb_data), sizeof(*vb_data2)}; + static const float expected_data[] = + { + -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f, + -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, + 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.5f, 0.4f, + 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.1f, 0.6f, + }; + static const float expected_data2[] = + { + -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 2.0f, 3.0f, 5.0f, 6.0f, + -1.0f, 1.0f, 0.0f, 1.0f, 9.0f, 1.1f, 1.2f, 1.4f, 1.5f, + 1.0f, -1.0f, 0.0f, 1.0f, 1.8f, 1.9f, 2.0f, 2.2f, 2.3f, + 1.0f, 1.0f, 0.0f, 1.0f, 2.5f, 2.6f, 2.7f, 2.9f, 3.0f, + }; + static const float expected_data3[] = + { + 3.0f, 4.0f, 8.0f, 1.2f, 1.3f, 1.7f, 2.0f, 2.1f, 2.5f, 2.7f, 2.8f, 3.2f, + }; + static const struct + { + BOOL with_ps; + unsigned int vb_idx; + const D3D11_SO_DECLARATION_ENTRY *so_declaration; + unsigned int so_entry_count; + const float *expected_data; + unsigned int expected_data_size; + } + tests[] = + { + {TRUE, 0, so_declaration, ARRAY_SIZE(so_declaration), expected_data, ARRAY_SIZE(expected_data)}, + {TRUE, 1, so_declaration, ARRAY_SIZE(so_declaration), expected_data2, ARRAY_SIZE(expected_data2)}, + {TRUE, 0, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data, ARRAY_SIZE(expected_data)}, + {TRUE, 1, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data2, ARRAY_SIZE(expected_data2)}, + {TRUE, 1, so_declaration3, ARRAY_SIZE(so_declaration3), expected_data3, ARRAY_SIZE(expected_data3)}, + + {FALSE, 0, so_declaration, ARRAY_SIZE(so_declaration), expected_data, ARRAY_SIZE(expected_data)}, + {FALSE, 1, so_declaration, ARRAY_SIZE(so_declaration), expected_data2, ARRAY_SIZE(expected_data2)}, + {FALSE, 0, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data, ARRAY_SIZE(expected_data)}, + {FALSE, 1, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data2, ARRAY_SIZE(expected_data2)}, + {FALSE, 1, so_declaration3, ARRAY_SIZE(so_declaration3), expected_data3, ARRAY_SIZE(expected_data3)}, + }; + + if (!init_test_context(&test_context, &feature_level)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + vb[0] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vb_data), vb_data); + vb[1] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vb_data2), vb_data2); + + hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), + vs_code, sizeof(vs_code), &input_layout[0]); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + hr = ID3D11Device_CreateInputLayout(device, layout_desc2, ARRAY_SIZE(layout_desc2), + vs_code, sizeof(vs_code), &input_layout[1]); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + + hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, 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_VSSetShader(context, vs, NULL, 0); + ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); + + so_buffer = create_buffer(device, D3D11_BIND_STREAM_OUTPUT, 1024, NULL); + + gs = NULL; + current_so_declaration = NULL; + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + ID3D11DeviceContext_PSSetShader(context, tests[i].with_ps ? ps : NULL, NULL, 0); + + if (current_so_declaration != tests[i].so_declaration) + { + if (gs) + ID3D11GeometryShader_Release(gs); + + hr = ID3D11Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code), + tests[i].so_declaration, tests[i].so_entry_count, NULL, 0, + D3D11_SO_NO_RASTERIZED_STREAM, NULL, &gs); + ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr); + ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0); + current_so_declaration = tests[i].so_declaration; + } + + ID3D11DeviceContext_IASetInputLayout(context, input_layout[tests[i].vb_idx]); + stride = vb_stride[tests[i].vb_idx]; + offset = 0; + ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb[tests[i].vb_idx], &stride, &offset); + + offset = 0; + ID3D11DeviceContext_SOSetTargets(context, 1, &so_buffer, &offset); + + ID3D11DeviceContext_Draw(context, 4, 0); + + get_buffer_readback(so_buffer, &rb); + result = rb.map_desc.pData; + for (j = 0; j < tests[i].expected_data_size; ++j) + { + float expected_value = tests[i].expected_data[j]; + ok(compare_float(result[j], expected_value, 2), + "Test %u: Got %.8e, expected %.8e at %u.\n", + i, result[j], expected_value, j); + } + release_resource_readback(&rb); + } + + for (i = 0; i < ARRAY_SIZE(vb); ++i) + ID3D11Buffer_Release(vb[i]); + ID3D11Buffer_Release(so_buffer); + ID3D11VertexShader_Release(vs); + ID3D11GeometryShader_Release(gs); + ID3D11PixelShader_Release(ps); + for (i = 0; i < ARRAY_SIZE(input_layout); ++i) + ID3D11InputLayout_Release(input_layout[i]); + release_test_context(&test_context); +} + static void test_gather(void) { struct @@ -22135,6 +22414,7 @@ START_TEST(d3d11) test_stream_output(); test_fl10_stream_output_desc(); test_stream_output_resume(); + test_stream_output_components(); test_gather(); test_gather_c(); test_fractional_viewports(); -- 2.13.6