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d3d11/tests: Add test for resinfo instruction.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
d4e439a36a
commit
111a4b5b64
1 changed files with 368 additions and 0 deletions
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@ -13053,6 +13053,372 @@ static void test_primitive_restart(void)
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release_test_context(&test_context);
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}
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static void test_resinfo_instruction(void)
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{
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struct shader
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{
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const DWORD *code;
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size_t size;
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};
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struct d3d11_test_context test_context;
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D3D11_TEXTURE3D_DESC texture3d_desc;
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D3D11_TEXTURE2D_DESC texture_desc;
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const struct shader *current_ps;
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D3D_FEATURE_LEVEL feature_level;
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ID3D11ShaderResourceView *srv;
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ID3D11DeviceContext *context;
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ID3D11Texture2D *rtv_texture;
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ID3D11RenderTargetView *rtv;
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ID3D11Resource *texture;
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struct uvec4 constant;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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unsigned int i, type;
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ID3D11Buffer *cb;
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HRESULT hr;
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static const DWORD ps_2d_code[] =
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{
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#if 0
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Texture2D t;
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uint type;
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uint level;
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float4 main() : SV_TARGET
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{
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if (!type)
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{
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float width, height, miplevels;
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t.GetDimensions(level, width, height, miplevels);
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return float4(width, height, miplevels, 0);
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}
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else
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{
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uint width, height, miplevels;
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t.GetDimensions(level, width, height, miplevels);
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return float4(width, height, miplevels, 0);
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}
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}
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#endif
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0x43425844, 0x9c2db58d, 0x7218d757, 0x23255414, 0xaa86938e, 0x00000001, 0x00000168, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
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0x00000000, 0x0800003d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
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0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082,
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0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000,
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0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102072, 0x00000000,
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0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e,
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0x01000015, 0x0100003e,
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};
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static const struct shader ps_2d = {ps_2d_code, sizeof(ps_2d_code)};
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static const DWORD ps_2d_array_code[] =
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{
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#if 0
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Texture2DArray t;
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uint type;
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uint level;
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float4 main() : SV_TARGET
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{
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if (!type)
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{
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float width, height, elements, miplevels;
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t.GetDimensions(level, width, height, elements, miplevels);
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return float4(width, height, elements, miplevels);
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}
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else
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{
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uint width, height, elements, miplevels;
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t.GetDimensions(level, width, height, elements, miplevels);
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return float4(width, height, elements, miplevels);
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}
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}
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#endif
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0x43425844, 0x92cd8789, 0x38e359ac, 0xd65ab502, 0xa018a5ae, 0x00000001, 0x0000012c, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000b4, 0x00000040, 0x0000002d,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04004058, 0x00107000, 0x00000000, 0x00005555,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
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0x00000000, 0x0800003d, 0x001020f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
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0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000,
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0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
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0x0100003e, 0x01000015, 0x0100003e,
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};
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static const struct shader ps_2d_array = {ps_2d_array_code, sizeof(ps_2d_array_code)};
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static const DWORD ps_3d_code[] =
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{
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#if 0
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Texture3D t;
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uint type;
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uint level;
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float4 main() : SV_TARGET
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{
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if (!type)
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{
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float width, height, depth, miplevels;
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t.GetDimensions(level, width, height, depth, miplevels);
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return float4(width, height, depth, miplevels);
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}
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else
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{
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uint width, height, depth, miplevels;
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t.GetDimensions(level, width, height, depth, miplevels);
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return float4(width, height, depth, miplevels);
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}
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}
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#endif
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0x43425844, 0xac1f73b9, 0x2bce1322, 0x82c599e6, 0xbff0d681, 0x00000001, 0x0000012c, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000b4, 0x00000040, 0x0000002d,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002858, 0x00107000, 0x00000000, 0x00005555,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
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0x00000000, 0x0800003d, 0x001020f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
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0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000,
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0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
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0x0100003e, 0x01000015, 0x0100003e,
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};
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static const struct shader ps_3d = {ps_3d_code, sizeof(ps_3d_code)};
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static const DWORD ps_cube_code[] =
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{
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#if 0
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TextureCube t;
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uint type;
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uint level;
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float4 main() : SV_TARGET
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{
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if (!type)
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{
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float width, height, miplevels;
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t.GetDimensions(level, width, height, miplevels);
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return float4(width, height, miplevels, 0);
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}
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else
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{
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uint width, height, miplevels;
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t.GetDimensions(level, width, height, miplevels);
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return float4(width, height, miplevels, 0);
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}
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}
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#endif
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0x43425844, 0x795eb161, 0xb8291400, 0xcc531086, 0x2a8143ce, 0x00000001, 0x00000168, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04003058, 0x00107000, 0x00000000, 0x00005555,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
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0x00000000, 0x0800003d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
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0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082,
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0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000,
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0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102072, 0x00000000,
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0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e,
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0x01000015, 0x0100003e,
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};
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static const struct shader ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
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static const DWORD ps_cube_array_code[] =
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{
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#if 0
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TextureCubeArray t;
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uint type;
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uint level;
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float4 main() : SV_TARGET
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{
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if (!type)
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{
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float width, height, elements, miplevels;
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t.GetDimensions(level, width, height, elements, miplevels);
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return float4(width, height, miplevels, 0);
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}
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else
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{
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uint width, height, elements, miplevels;
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t.GetDimensions(level, width, height, elements, miplevels);
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return float4(width, height, miplevels, 0);
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}
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}
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#endif
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0x43425844, 0x894d136f, 0xa1f5c746, 0xd771ac09, 0x6914e044, 0x00000001, 0x0000016c, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f4, 0x00000041, 0x0000003d,
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0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04005058, 0x00107000, 0x00000000,
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0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a,
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0x00000000, 0x00000000, 0x0800003d, 0x00100072, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
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0x00107b46, 0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100246, 0x00000000, 0x05000036,
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0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x00100072,
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0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107b46, 0x00000000, 0x05000056, 0x00102072,
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0x00000000, 0x00100246, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000,
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0x0100003e, 0x01000015, 0x0100003e,
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};
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static const struct shader ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)};
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static const struct ps_test
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{
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const struct shader *ps;
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struct
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{
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unsigned int width;
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unsigned int height;
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unsigned int depth;
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unsigned int miplevel_count;
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unsigned int array_size;
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unsigned int cube_count;
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} texture_desc;
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unsigned int miplevel;
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struct vec4 expected_result;
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}
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ps_tests[] =
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{
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{&ps_2d, {64, 64, 1, 1, 1, 0}, 0, {64.0f, 64.0f, 1.0f, 0.0f}},
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{&ps_2d, {32, 16, 1, 3, 1, 0}, 0, {32.0f, 16.0f, 3.0f, 0.0f}},
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{&ps_2d, {32, 16, 1, 3, 1, 0}, 1, {16.0f, 8.0f, 3.0f, 0.0f}},
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{&ps_2d, {32, 16, 1, 3, 1, 0}, 2, { 8.0f, 4.0f, 3.0f, 0.0f}},
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{&ps_2d_array, {64, 64, 1, 1, 6, 0}, 0, {64.0f, 64.0f, 6.0f, 1.0f}},
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{&ps_2d_array, {32, 16, 1, 3, 9, 0}, 0, {32.0f, 16.0f, 9.0f, 3.0f}},
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{&ps_2d_array, {32, 16, 1, 3, 7, 0}, 1, {16.0f, 8.0f, 7.0f, 3.0f}},
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{&ps_2d_array, {32, 16, 1, 3, 3, 0}, 2, { 8.0f, 4.0f, 3.0f, 3.0f}},
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{&ps_3d, {64, 64, 2, 1, 1, 0}, 0, {64.0f, 64.0f, 2.0f, 1.0f}},
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{&ps_3d, {64, 64, 2, 2, 1, 0}, 1, {32.0f, 32.0f, 1.0f, 2.0f}},
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{&ps_3d, {64, 64, 4, 1, 1, 0}, 0, {64.0f, 64.0f, 4.0f, 1.0f}},
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{&ps_3d, {64, 64, 4, 2, 1, 0}, 1, {32.0f, 32.0f, 2.0f, 2.0f}},
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{&ps_3d, { 8, 8, 8, 1, 1, 0}, 0, { 8.0f, 8.0f, 8.0f, 1.0f}},
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{&ps_3d, { 8, 8, 8, 4, 1, 0}, 0, { 8.0f, 8.0f, 8.0f, 4.0f}},
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{&ps_3d, { 8, 8, 8, 4, 1, 0}, 1, { 4.0f, 4.0f, 4.0f, 4.0f}},
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{&ps_3d, { 8, 8, 8, 4, 1, 0}, 2, { 2.0f, 2.0f, 2.0f, 4.0f}},
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{&ps_3d, { 8, 8, 8, 4, 1, 0}, 3, { 1.0f, 1.0f, 1.0f, 4.0f}},
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{&ps_cube, { 4, 4, 1, 1, 6, 1}, 0, { 4.0f, 4.0f, 1.0f, 0.0f}},
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{&ps_cube, {32, 32, 1, 1, 6, 1}, 0, {32.0f, 32.0f, 1.0f, 0.0f}},
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{&ps_cube, {32, 32, 1, 3, 6, 1}, 0, {32.0f, 32.0f, 3.0f, 0.0f}},
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{&ps_cube, {32, 32, 1, 3, 6, 1}, 1, {16.0f, 16.0f, 3.0f, 0.0f}},
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{&ps_cube, {32, 32, 1, 3, 6, 1}, 2, { 8.0f, 8.0f, 3.0f, 0.0f}},
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{&ps_cube_array, { 4, 4, 1, 1, 12, 2}, 0, { 4.0f, 4.0f, 1.0f, 0.0f}},
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{&ps_cube_array, {32, 32, 1, 1, 12, 2}, 0, {32.0f, 32.0f, 1.0f, 0.0f}},
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{&ps_cube_array, {32, 32, 1, 3, 12, 2}, 0, {32.0f, 32.0f, 3.0f, 0.0f}},
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};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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feature_level = ID3D11Device_GetFeatureLevel(device);
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texture_desc.Width = 64;
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texture_desc.Height = 64;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rtv_texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rtv_texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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memset(&constant, 0, sizeof(constant));
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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ps = NULL;
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current_ps = NULL;
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for (i = 0; i < sizeof(ps_tests) / sizeof(*ps_tests); ++i)
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{
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const struct ps_test *test = &ps_tests[i];
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if (test->texture_desc.cube_count > 1 && feature_level < D3D_FEATURE_LEVEL_10_1)
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{
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skip("Test %u: Cube map array textures require feature level 10_1.\n", i);
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continue;
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}
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if (current_ps != test->ps)
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{
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if (ps)
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ID3D11PixelShader_Release(ps);
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current_ps = test->ps;
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hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps);
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ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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}
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if (test->texture_desc.depth != 1)
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{
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texture3d_desc.Width = test->texture_desc.width;
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texture3d_desc.Height = test->texture_desc.height;
|
||||
texture3d_desc.Depth = test->texture_desc.depth;
|
||||
texture3d_desc.MipLevels = test->texture_desc.miplevel_count;
|
||||
texture3d_desc.Format = DXGI_FORMAT_R8_UNORM;
|
||||
texture3d_desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
texture3d_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
texture3d_desc.CPUAccessFlags = 0;
|
||||
texture3d_desc.MiscFlags = 0;
|
||||
hr = ID3D11Device_CreateTexture3D(device, &texture3d_desc, NULL, (ID3D11Texture3D **)&texture);
|
||||
ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr);
|
||||
}
|
||||
else
|
||||
{
|
||||
texture_desc.Width = test->texture_desc.width;
|
||||
texture_desc.Height = test->texture_desc.height;
|
||||
texture_desc.MipLevels = test->texture_desc.miplevel_count;
|
||||
texture_desc.ArraySize = test->texture_desc.array_size;
|
||||
texture_desc.Format = DXGI_FORMAT_R8_UNORM;
|
||||
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
texture_desc.MiscFlags = 0;
|
||||
if (test->texture_desc.cube_count)
|
||||
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);
|
||||
|
||||
for (type = 0; type < 2; ++type)
|
||||
{
|
||||
constant.x = type;
|
||||
constant.y = test->miplevel;
|
||||
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0);
|
||||
|
||||
draw_quad(&test_context);
|
||||
check_texture_vec4(rtv_texture, &test->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_sm5_bufinfo_instruction(void)
|
||||
{
|
||||
struct shader
|
||||
|
@ -13330,6 +13696,7 @@ static void test_sm5_bufinfo_instruction(void)
|
|||
uav = NULL;
|
||||
|
||||
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
|
||||
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
|
||||
}
|
||||
|
||||
draw_quad(&test_context);
|
||||
|
@ -13634,6 +14001,7 @@ START_TEST(d3d11)
|
|||
test_ps_cs_uav_binding();
|
||||
test_sm4_ret_instruction();
|
||||
test_primitive_restart();
|
||||
test_resinfo_instruction();
|
||||
test_sm5_bufinfo_instruction();
|
||||
test_render_target_device_mismatch();
|
||||
test_buffer_srv();
|
||||
|
|
Loading…
Reference in a new issue