From db4fc7a1f5696bd60285a6f337fb22dad0bca297 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Wed, 21 Nov 2018 15:14:03 +0100 Subject: [PATCH] d3d11/tests: Add test for SO statistics with multiple vertex streams. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 186 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 186 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 2f81a2c84ad..5e0a3fed715 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -5801,13 +5801,94 @@ static void test_so_statistics_query(void) struct d3d11_test_context test_context; D3D11_QUERY_DATA_SO_STATISTICS data; ID3D11DeviceContext *context; + unsigned int vertex_count[4]; D3D11_QUERY_DESC query_desc; + ID3D11Buffer *so_buffer[4]; ID3D11Asynchronous *query; + ID3D11GeometryShader *gs; + ID3D11VertexShader *vs; unsigned int data_size; ID3D11Device *device; + ID3D11Buffer *cb; unsigned int i; HRESULT hr; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const DWORD vs_code[] = + { +#if 0 + float4 main(uint id : SV_VertexID) : custom + { + return (float4)id; + } +#endif + 0x43425844, 0x8b0e47b9, 0x6efc9512, 0xd55ca6ff, 0x487c5ef2, 0x00000001, 0x000000d4, 0x00000003, + 0x0000002c, 0x00000060, 0x00000090, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, + 0x4e47534f, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x74737563, 0xab006d6f, 0x52444853, 0x0000003c, 0x00010040, 0x0000000f, + 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x03000065, 0x001020f2, 0x00000000, 0x05000056, + 0x001020f2, 0x00000000, 0x00101006, 0x00000000, 0x0100003e, + }; + static const DWORD gs_code[] = + { +#if 0 + struct vertex + { + float4 data : custom; + }; + + uint4 vertex_count; + + [maxvertexcount(32)] + void main(point vertex input[1], uint id : SV_PrimitiveID, + inout PointStream output0, + inout PointStream output1, + inout PointStream output2, + inout PointStream output3) + { + if (id < vertex_count.x) + output0.Append(input[0]); + if (id < vertex_count.y) + output1.Append(input[0]); + if (id < vertex_count.z) + output2.Append(input[0]); + if (id < vertex_count.w) + output3.Append(input[0]); + } +#endif + 0x43425844, 0xd616829d, 0x4355ce2a, 0xd71909e5, 0xdc916d4c, 0x00000001, 0x000002bc, 0x00000003, + 0x0000002c, 0x00000084, 0x0000010c, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x0000003f, 0x00000000, 0x00000007, + 0x00000001, 0xffffffff, 0x00000101, 0x74737563, 0x53006d6f, 0x72505f56, 0x74696d69, 0x49657669, + 0xabab0044, 0x3547534f, 0x00000080, 0x00000004, 0x00000008, 0x00000000, 0x00000078, 0x00000000, + 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000001, 0x00000078, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x00000002, 0x00000078, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x00000003, 0x00000078, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x74737563, 0xab006d6f, 0x58454853, 0x000001a8, 0x00020050, 0x0000006a, 0x0100086a, + 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, + 0x0200005f, 0x0000b000, 0x02000068, 0x00000001, 0x0100085d, 0x0300008f, 0x00110000, 0x00000000, + 0x0100085c, 0x03000065, 0x001020f2, 0x00000000, 0x0300008f, 0x00110000, 0x00000001, 0x0100085c, + 0x03000065, 0x001020f2, 0x00000000, 0x0300008f, 0x00110000, 0x00000002, 0x0100085c, 0x03000065, + 0x001020f2, 0x00000000, 0x0300008f, 0x00110000, 0x00000003, 0x0100085c, 0x03000065, 0x001020f2, + 0x00000000, 0x0200005e, 0x00000020, 0x0700004f, 0x001000f2, 0x00000000, 0x0000b001, 0x00208e46, + 0x00000000, 0x00000000, 0x0304001f, 0x0010000a, 0x00000000, 0x06000036, 0x001020f2, 0x00000000, + 0x00201e46, 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x01000015, 0x0304001f, + 0x0010001a, 0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000000, 0x00000000, + 0x03000075, 0x00110000, 0x00000001, 0x01000015, 0x0304001f, 0x0010002a, 0x00000000, 0x06000036, + 0x001020f2, 0x00000000, 0x00201e46, 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000002, + 0x01000015, 0x0304001f, 0x0010003a, 0x00000000, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, + 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000003, 0x01000015, 0x0100003e, + }; + static const D3D11_SO_DECLARATION_ENTRY so_declaration[] = + { + {0, "custom", 0, 0, 4, 0}, + {1, "custom", 0, 0, 4, 1}, + {2, "custom", 0, 0, 4, 2}, + {3, "custom", 0, 0, 4, 3}, + }; + static const unsigned int offset[4] = {0}; + static const struct { D3D11_QUERY query; @@ -5883,6 +5964,111 @@ static void test_so_statistics_query(void) ID3D11Asynchronous_Release(query); } + if (ID3D11Device_GetFeatureLevel(device) < D3D_FEATURE_LEVEL_11_0) + { + skip("Vertex streams are not supported.\n"); + goto done; + } + + /* multiple vertex streams */ + hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs); + ok(hr == S_OK, "Failed to create vertex shader, hr %#x.\n", hr); + ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); + + hr = ID3D11Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code), + so_declaration, ARRAY_SIZE(so_declaration), + NULL, 0, D3D11_SO_NO_RASTERIZED_STREAM, NULL, &gs); + todo_wine + ok(hr == S_OK, "Failed to create geometry shader with stream output, hr %#x.\n", hr); + if (FAILED(hr)) + { + ID3D11VertexShader_Release(vs); + goto done; + } + ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0); + + for (i = 0; i < ARRAY_SIZE(vertex_count); ++i) + vertex_count[i] = 5; + cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(vertex_count), vertex_count); + ID3D11DeviceContext_GSSetConstantBuffers(context, 0, 1, &cb); + + ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); + + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); + + query_desc.Query = D3D11_QUERY_SO_STATISTICS; + query_desc.MiscFlags = 0; + hr = ID3D11Device_CreateQuery(device, &query_desc, (ID3D11Query **)&query); + ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + + ID3D11DeviceContext_Begin(context, query); + ID3D11DeviceContext_Draw(context, 5, 0); + ID3D11DeviceContext_End(context, query); + + memset(&data, 0xff, sizeof(data)); + get_query_data(context, query, &data, sizeof(data)); + ok(!data.NumPrimitivesWritten, "Got unexpected primitives written %u.\n", + (unsigned int)data.NumPrimitivesWritten); + ok(data.PrimitivesStorageNeeded == 5, "Got unexpected primitives storage needed %u.\n", + (unsigned int)data.PrimitivesStorageNeeded); + + for (i = 0; i < ARRAY_SIZE(so_buffer); ++i) + so_buffer[i] = create_buffer(device, D3D11_BIND_STREAM_OUTPUT, sizeof(struct vec4) * 10, NULL); + + ID3D11DeviceContext_SOSetTargets(context, D3D11_SO_BUFFER_SLOT_COUNT, so_buffer, offset); + ID3D11DeviceContext_Begin(context, query); + ID3D11DeviceContext_Draw(context, 16, 0); + ID3D11DeviceContext_End(context, query); + memset(&data, 0xff, sizeof(data)); + get_query_data(context, query, &data, sizeof(data)); + ok(data.NumPrimitivesWritten == 5, "Got unexpected primitives written %u.\n", + (unsigned int)data.NumPrimitivesWritten); + ok(data.PrimitivesStorageNeeded == 5, "Got unexpected primitives storage needed %u.\n", + (unsigned int)data.PrimitivesStorageNeeded); + + vertex_count[0] = 3; + vertex_count[1] = 6; + vertex_count[2] = 4; + vertex_count[3] = 12; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, vertex_count, 0, 0); + + ID3D11DeviceContext_SOSetTargets(context, D3D11_SO_BUFFER_SLOT_COUNT, so_buffer, offset); + ID3D11DeviceContext_Begin(context, query); + ID3D11DeviceContext_Draw(context, 32, 0); + ID3D11DeviceContext_End(context, query); + memset(&data, 0xff, sizeof(data)); + get_query_data(context, query, &data, sizeof(data)); + ok(data.NumPrimitivesWritten == 3, "Got unexpected primitives written %u.\n", + (unsigned int)data.NumPrimitivesWritten); + ok(data.PrimitivesStorageNeeded == 3, "Got unexpected primitives storage needed %u.\n", + (unsigned int)data.PrimitivesStorageNeeded); + + vertex_count[0] = 16; + vertex_count[1] = 6; + vertex_count[2] = 4; + vertex_count[3] = 12; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, vertex_count, 0, 0); + + ID3D11DeviceContext_SOSetTargets(context, D3D11_SO_BUFFER_SLOT_COUNT, so_buffer, offset); + ID3D11DeviceContext_Begin(context, query); + ID3D11DeviceContext_Draw(context, 32, 0); + ID3D11DeviceContext_End(context, query); + memset(&data, 0xff, sizeof(data)); + get_query_data(context, query, &data, sizeof(data)); + ok(data.NumPrimitivesWritten == 10, "Got unexpected primitives written %u.\n", + (unsigned int)data.NumPrimitivesWritten); + ok(data.PrimitivesStorageNeeded == 16, "Got unexpected primitives storage needed %u.\n", + (unsigned int)data.PrimitivesStorageNeeded); + + ID3D11Asynchronous_Release(query); + + for (i = 0; i < ARRAY_SIZE(so_buffer); ++i) + ID3D11Buffer_Release(so_buffer[i]); + ID3D11Buffer_Release(cb); + ID3D11GeometryShader_Release(gs); + ID3D11VertexShader_Release(vs); + +done: release_test_context(&test_context); }