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d3d11/tests: Add test for stream output components.
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:
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@ -21057,6 +21057,285 @@ static void test_stream_output_resume(void)
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release_test_context(&test_context);
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}
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static void test_stream_output_components(void)
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{
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const D3D11_SO_DECLARATION_ENTRY *current_so_declaration;
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struct d3d11_test_context test_context;
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ID3D11InputLayout *input_layout[2];
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ID3D11Buffer *vb[2], *so_buffer;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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unsigned int stride, offset;
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ID3D11GeometryShader *gs;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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const float *result;
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unsigned int i, j;
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HRESULT hr;
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static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
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static const DWORD vs_code[] =
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{
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#if 0
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struct vertex
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float4 color2 : COLOR2;
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};
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void main(in vertex i, out vertex o)
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{
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o = i;
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}
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#endif
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0x43425844, 0x95991b76, 0x4898640b, 0xe36ad9d6, 0xfbfe78b4, 0x00000001, 0x00000194, 0x00000003,
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0x0000002c, 0x00000094, 0x000000fc, 0x4e475349, 0x00000060, 0x00000003, 0x00000008, 0x00000050,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000f0f, 0x00000059, 0x00000002, 0x00000000, 0x00000003, 0x00000002,
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0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x00000060, 0x00000003,
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0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000059,
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0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000059, 0x00000002, 0x00000000,
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0x00000003, 0x00000002, 0x0000000f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x52444853,
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0x00000090, 0x00010040, 0x00000024, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2,
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0x00000001, 0x0300005f, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x03000065,
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0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x05000036, 0x001020f2, 0x00000000,
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0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, 0x05000036,
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0x001020f2, 0x00000002, 0x00101e46, 0x00000002, 0x0100003e,
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};
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static const DWORD gs_code[] =
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{
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#if 0
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struct vertex
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{
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float4 position : POSITION;
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float4 color : COLOR;
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float4 color2 : COLOR2;
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};
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[maxvertexcount(1)]
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void main(point vertex input[1], inout PointStream<vertex> output)
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{
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output.Append(input[0]);
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}
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#endif
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0x43425844, 0x218f7d27, 0x555fa7f1, 0x282c545f, 0x3989c843, 0x00000001, 0x000001c0, 0x00000003,
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0x0000002c, 0x00000094, 0x000000fc, 0x4e475349, 0x00000060, 0x00000003, 0x00000008, 0x00000050,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000f0f, 0x00000059, 0x00000002, 0x00000000, 0x00000003, 0x00000002,
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0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f, 0x00000060, 0x00000003,
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0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000059,
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0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x00000059, 0x00000002, 0x00000000,
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0x00000003, 0x00000002, 0x0000000f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x52444853,
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0x000000bc, 0x00020040, 0x0000002f, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x0400005f,
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0x002010f2, 0x00000001, 0x00000001, 0x0400005f, 0x002010f2, 0x00000001, 0x00000002, 0x0100085d,
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0x0100085c, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x03000065,
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0x001020f2, 0x00000002, 0x0200005e, 0x00000001, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46,
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0x00000000, 0x00000000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000, 0x00000001,
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0x06000036, 0x001020f2, 0x00000002, 0x00201e46, 0x00000000, 0x00000002, 0x01000013, 0x0100003e,
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};
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static const DWORD ps_code[] =
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{
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#if 0
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float4 main(float4 position : SV_Position,
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float2 texcoord : TEXCOORD) : SV_Target
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{
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return float4(position.xy, texcoord);
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}
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#endif
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0x43425844, 0xa15616bc, 0x6862ab1c, 0x28b915c0, 0xdb0df67c, 0x00000001, 0x0000011c, 0x00000003,
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0x0000002c, 0x00000084, 0x000000b8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x00000044, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
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0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000005c,
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0x00000040, 0x00000017, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03001062, 0x00101032,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x00102032, 0x00000000, 0x00101046,
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0x00000000, 0x05000036, 0x001020c2, 0x00000000, 0x00101406, 0x00000001, 0x0100003e,
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};
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 2, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const D3D11_INPUT_ELEMENT_DESC layout_desc2[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const D3D11_SO_DECLARATION_ENTRY so_declaration[] =
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{
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{0, "POSITION", 0, 0, 4, 0},
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{0, "COLOR", 0, 0, 3, 0},
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{0, "COLOR", 2, 0, 2, 0},
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};
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static const D3D11_SO_DECLARATION_ENTRY so_declaration2[] =
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{
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{0, "POSITION", 0, 0, 1, 0},
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{0, "POSITION", 0, 1, 1, 0},
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{0, "POSITION", 0, 2, 1, 0},
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{0, "POSITION", 0, 3, 1, 0},
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{0, "COLOR", 0, 0, 1, 0},
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{0, "COLOR", 0, 1, 1, 0},
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{0, "COLOR", 0, 2, 1, 0},
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{0, "COLOR", 2, 0, 1, 0},
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{0, "COLOR", 2, 1, 1, 0},
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};
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static const D3D11_SO_DECLARATION_ENTRY so_declaration3[] =
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{
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{0, "COLOR", 0, 2, 2, 0},
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{0, "COLOR", 2, 3, 1, 0},
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};
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static const struct
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{
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struct vec4 position;
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struct vec3 color;
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struct vec2 color2;
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}
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vb_data[] =
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{
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{{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}, {0.5f, 1.0f}},
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{{-1.0f, 1.0f, 0.0f, 1.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
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{{ 1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 0.0f, 1.0f}, {0.5f, 0.4f}},
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{{ 1.0f, 1.0f, 0.0f, 1.0f}, {1.0f, 1.0f, 0.0f}, {0.1f, 0.6f}},
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};
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static const struct
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{
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struct vec4 position;
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struct vec4 color;
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struct vec4 color2;
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}
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vb_data2[] =
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{
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{{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f, 2.0f, 3.0f, 4.0f}, {5.0f, 6.0f, 7.0f, 8.0f}},
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{{-1.0f, 1.0f, 0.0f, 1.0f}, {9.0f, 1.1f, 1.2f, 1.3f}, {1.4f, 1.5f, 1.6f, 1.7f}},
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{{ 1.0f, -1.0f, 0.0f, 1.0f}, {1.8f, 1.9f, 2.0f, 2.1f}, {2.2f, 2.3f, 2.4f, 2.5f}},
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{{ 1.0f, 1.0f, 0.0f, 1.0f}, {2.5f, 2.6f, 2.7f, 2.8f}, {2.9f, 3.0f, 3.1f, 3.2f}},
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};
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static const unsigned int vb_stride[] = {sizeof(*vb_data), sizeof(*vb_data2)};
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static const float expected_data[] =
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{
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-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f,
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-1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.5f, 0.4f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.1f, 0.6f,
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};
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static const float expected_data2[] =
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{
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-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 2.0f, 3.0f, 5.0f, 6.0f,
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-1.0f, 1.0f, 0.0f, 1.0f, 9.0f, 1.1f, 1.2f, 1.4f, 1.5f,
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1.0f, -1.0f, 0.0f, 1.0f, 1.8f, 1.9f, 2.0f, 2.2f, 2.3f,
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1.0f, 1.0f, 0.0f, 1.0f, 2.5f, 2.6f, 2.7f, 2.9f, 3.0f,
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};
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static const float expected_data3[] =
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{
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3.0f, 4.0f, 8.0f, 1.2f, 1.3f, 1.7f, 2.0f, 2.1f, 2.5f, 2.7f, 2.8f, 3.2f,
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};
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static const struct
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{
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BOOL with_ps;
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unsigned int vb_idx;
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const D3D11_SO_DECLARATION_ENTRY *so_declaration;
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unsigned int so_entry_count;
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const float *expected_data;
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unsigned int expected_data_size;
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}
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tests[] =
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{
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{TRUE, 0, so_declaration, ARRAY_SIZE(so_declaration), expected_data, ARRAY_SIZE(expected_data)},
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{TRUE, 1, so_declaration, ARRAY_SIZE(so_declaration), expected_data2, ARRAY_SIZE(expected_data2)},
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{TRUE, 0, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data, ARRAY_SIZE(expected_data)},
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{TRUE, 1, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data2, ARRAY_SIZE(expected_data2)},
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{TRUE, 1, so_declaration3, ARRAY_SIZE(so_declaration3), expected_data3, ARRAY_SIZE(expected_data3)},
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{FALSE, 0, so_declaration, ARRAY_SIZE(so_declaration), expected_data, ARRAY_SIZE(expected_data)},
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{FALSE, 1, so_declaration, ARRAY_SIZE(so_declaration), expected_data2, ARRAY_SIZE(expected_data2)},
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{FALSE, 0, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data, ARRAY_SIZE(expected_data)},
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{FALSE, 1, so_declaration2, ARRAY_SIZE(so_declaration2), expected_data2, ARRAY_SIZE(expected_data2)},
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{FALSE, 1, so_declaration3, ARRAY_SIZE(so_declaration3), expected_data3, ARRAY_SIZE(expected_data3)},
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};
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if (!init_test_context(&test_context, &feature_level))
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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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vb[0] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vb_data), vb_data);
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vb[1] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vb_data2), vb_data2);
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hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
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vs_code, sizeof(vs_code), &input_layout[0]);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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hr = ID3D11Device_CreateInputLayout(device, layout_desc2, ARRAY_SIZE(layout_desc2),
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vs_code, sizeof(vs_code), &input_layout[1]);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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so_buffer = create_buffer(device, D3D11_BIND_STREAM_OUTPUT, 1024, NULL);
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gs = NULL;
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current_so_declaration = NULL;
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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ID3D11DeviceContext_PSSetShader(context, tests[i].with_ps ? ps : NULL, NULL, 0);
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if (current_so_declaration != tests[i].so_declaration)
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{
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if (gs)
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ID3D11GeometryShader_Release(gs);
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hr = ID3D11Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code),
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tests[i].so_declaration, tests[i].so_entry_count, NULL, 0,
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D3D11_SO_NO_RASTERIZED_STREAM, NULL, &gs);
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ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
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ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0);
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current_so_declaration = tests[i].so_declaration;
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}
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ID3D11DeviceContext_IASetInputLayout(context, input_layout[tests[i].vb_idx]);
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stride = vb_stride[tests[i].vb_idx];
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb[tests[i].vb_idx], &stride, &offset);
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offset = 0;
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ID3D11DeviceContext_SOSetTargets(context, 1, &so_buffer, &offset);
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ID3D11DeviceContext_Draw(context, 4, 0);
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get_buffer_readback(so_buffer, &rb);
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result = rb.map_desc.pData;
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for (j = 0; j < tests[i].expected_data_size; ++j)
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{
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float expected_value = tests[i].expected_data[j];
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ok(compare_float(result[j], expected_value, 2),
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"Test %u: Got %.8e, expected %.8e at %u.\n",
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i, result[j], expected_value, j);
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}
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release_resource_readback(&rb);
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}
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for (i = 0; i < ARRAY_SIZE(vb); ++i)
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ID3D11Buffer_Release(vb[i]);
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ID3D11Buffer_Release(so_buffer);
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ID3D11VertexShader_Release(vs);
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ID3D11GeometryShader_Release(gs);
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ID3D11PixelShader_Release(ps);
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for (i = 0; i < ARRAY_SIZE(input_layout); ++i)
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ID3D11InputLayout_Release(input_layout[i]);
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release_test_context(&test_context);
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}
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static void test_gather(void)
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{
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struct
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@ -22135,6 +22414,7 @@ START_TEST(d3d11)
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test_stream_output();
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test_fl10_stream_output_desc();
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test_stream_output_resume();
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test_stream_output_components();
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test_gather();
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test_gather_c();
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test_fractional_viewports();
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