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d3d11/tests: Add a test for 2D partial RTV slices of a 3D texture.
This succeeds with the Vulkan renderer. Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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1 changed files with 115 additions and 0 deletions
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@ -34199,6 +34199,120 @@ static void test_logic_op(void)
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release_test_context(&test_context);
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}
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static void test_rtv_depth_slice(void)
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{
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D3D11_RENDER_TARGET_VIEW_DESC rtv_desc;
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struct d3d11_test_context test_context;
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ID3D11ShaderResourceView *srv;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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ID3D11Texture3D *texture;
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unsigned int i, colour;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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Texture3D t;
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float4 main(float4 pos : SV_Position) : SV_Target
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{
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return t[int3(pos.x / 640, pos.y / 480, pos.y * 4 / 480)];
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}
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#endif
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0x43425844, 0xef9f40c6, 0xbc613d8c, 0x02b23c2b, 0xd2cfcfe7, 0x00000001, 0x00000148, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000ac, 0x00000040,
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0x0000002b, 0x04002858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100072,
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0x00000000, 0x00101146, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3c088889, 0x00000000,
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0x0500001b, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x05000036, 0x00100082, 0x00000000,
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0x00004001, 0x00000000, 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46,
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0x00000000, 0x0100003e,
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};
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static const struct
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{
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struct vec4 ps_colour;
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unsigned int output;
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}
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colours[] =
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{
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{{1.0f, 0.0f, 0.0f, 1.0f}, 0xff0000ff},
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{{0.0f, 1.0f, 0.0f, 1.0f}, 0xff00ff00},
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{{0.0f, 0.0f, 1.0f, 1.0f}, 0xffff0000},
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{{1.0f, 1.0f, 1.0f, 1.0f}, 0xffffffff},
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};
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static const D3D11_TEXTURE3D_DESC texture_desc =
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{
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.Width = 32,
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.Height = 32,
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.Depth = ARRAY_SIZE(colours),
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.MipLevels = 1,
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.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
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.Usage = D3D11_USAGE_DEFAULT,
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.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET,
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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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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
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hr = ID3D11Device_CreateTexture3D(device, &texture_desc, NULL, &texture);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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for (i = 0; i < texture_desc.Depth; ++i)
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{
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ID3D11RenderTargetView *rtv;
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rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE3D;
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rtv_desc.Format = texture_desc.Format;
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rtv_desc.Texture3D.MipSlice = 0;
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rtv_desc.Texture3D.FirstWSlice = i;
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rtv_desc.Texture3D.WSize = 1;
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, &rtv_desc, &rtv);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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draw_color_quad(&test_context, &colours[i].ps_colour);
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ID3D11RenderTargetView_Release(rtv);
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}
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &test_context.backbuffer_rtv, NULL);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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draw_quad(&test_context);
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get_texture_readback(test_context.backbuffer, 0, &rb);
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for (i = 0; i < texture_desc.Depth; ++i)
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{
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unsigned int x = 320, y = 60 + i * 480 / 4;
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colour = get_readback_color(&rb, x, y, 0);
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todo_wine ok(colour == colours[i].output, "Got unexpected colour 0x%08x at (%u, %u), expected 0x%08x.\n",
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colour, x, y, colours[i].output);
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}
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release_resource_readback(&rb);
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ID3D11ShaderResourceView_Release(srv);
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ID3D11Texture3D_Release(texture);
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ID3D11PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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unsigned int argc, i;
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@ -34380,6 +34494,7 @@ START_TEST(d3d11)
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queue_test(test_dynamic_map_synchronization);
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queue_test(test_user_defined_annotation);
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queue_test(test_logic_op);
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queue_test(test_rtv_depth_slice);
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run_queued_tests();
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