d3d10core/tests: Add test for sample_c_lz 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:
Józef Kucia 2019-01-24 12:31:23 +01:00 committed by Alexandre Julliard
parent ac36e446c3
commit e4069767e7

View file

@ -8016,6 +8016,229 @@ static void test_depth_stencil_sampling(void)
release_test_context(&test_context);
}
static void test_sample_c_lz(void)
{
struct d3d10core_test_context test_context;
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
ID3D10Texture2D *texture, *rt_texture;
D3D10_TEXTURE2D_DESC texture_desc;
D3D10_SAMPLER_DESC sampler_desc;
ID3D10ShaderResourceView *srv;
ID3D10DepthStencilView *dsv;
ID3D10RenderTargetView *rtv;
ID3D10SamplerState *sampler;
struct vec4 ps_constant;
ID3D10PixelShader *ps;
ID3D10Device *device;
ID3D10Buffer *cb;
unsigned int i;
HRESULT hr;
RECT rect;
static const float clear_color[] = {0.5f, 0.5f, 0.5f, 0.5f};
static const DWORD ps_cube_code[] =
{
#if 0
TextureCube t;
SamplerComparisonState s;
float ref;
float face;
float4 main(float4 position : SV_Position) : SV_Target
{
float2 p;
p.x = position.x / 640.0f;
p.y = position.y / 480.0f;
float3 coord;
switch ((uint)face)
{
case 0:
coord = float3(1.0f, p.x, p.y);
break;
case 1:
coord = float3(-1.0f, p.x, p.y);
break;
case 2:
coord = float3(p.x, 1.0f, p.y);
break;
case 3:
coord = float3(p.x, -1.0f, p.y);
break;
case 4:
coord = float3(p.x, p.y, 1.0f);
break;
case 5:
default:
coord = float3(p.x, p.y, -1.0f);
break;
}
return t.SampleCmpLevelZero(s, coord, ref);
}
#endif
0x43425844, 0x6a84fc2d, 0x0a599d2f, 0xf7e42c22, 0x1c880369, 0x00000001, 0x00000324, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000288, 0x00000040,
0x000000a2, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, 0x00000000,
0x04003058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000,
0x0020801a, 0x00000000, 0x00000000, 0x0300004c, 0x0010000a, 0x00000000, 0x03000006, 0x00004001,
0x00000000, 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x3f800000, 0x0a000038, 0x00100062,
0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000,
0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036, 0x00100012, 0x00000000, 0x00004001,
0xbf800000, 0x0a000038, 0x00100062, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x00000000,
0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000002, 0x0a000038,
0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889,
0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x03000006,
0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000000, 0x00101106, 0x00000000, 0x00004002,
0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001,
0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004, 0x0a000038, 0x00100032, 0x00000000,
0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x05000036,
0x00100042, 0x00000000, 0x00004001, 0x3f800000, 0x01000002, 0x0100000a, 0x0a000038, 0x00100032,
0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000,
0x05000036, 0x00100042, 0x00000000, 0x00004001, 0xbf800000, 0x01000002, 0x01000017, 0x0c000047,
0x00100012, 0x00000000, 0x00100246, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000000,
0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000,
0x0100003e,
};
static const float depth_values[] = {1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f};
static const struct
{
unsigned int layer;
float d_ref;
float expected;
}
tests[] =
{
{0, 0.5f, 0.0f},
{1, 0.5f, 1.0f},
{2, 0.5f, 0.0f},
{3, 0.5f, 0.0f},
{4, 0.5f, 1.0f},
{5, 0.5f, 1.0f},
{0, 0.0f, 0.0f},
{1, 0.0f, 0.0f},
{2, 0.0f, 0.0f},
{3, 0.0f, 0.0f},
{4, 0.0f, 0.0f},
{5, 0.0f, 0.0f},
{0, 1.0f, 0.0f},
{1, 1.0f, 1.0f},
{2, 1.0f, 1.0f},
{3, 1.0f, 1.0f},
{4, 1.0f, 1.0f},
{5, 1.0f, 1.0f},
};
if (!init_test_context(&test_context))
return;
device = test_context.device;
sampler_desc.Filter = D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR;
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
sampler_desc.MipLODBias = 0.0f;
sampler_desc.MaxAnisotropy = 0;
sampler_desc.ComparisonFunc = D3D10_COMPARISON_GREATER;
sampler_desc.BorderColor[0] = 0.0f;
sampler_desc.BorderColor[1] = 0.0f;
sampler_desc.BorderColor[2] = 0.0f;
sampler_desc.BorderColor[3] = 0.0f;
sampler_desc.MinLOD = 0.0f;
sampler_desc.MaxLOD = 10.0f;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler);
ok(hr == S_OK, "Failed to create sampler state, hr %#x.\n", hr);
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
texture_desc.Format = DXGI_FORMAT_R32_FLOAT;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture, NULL, &rtv);
ok(hr == S_OK, "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
memset(&ps_constant, 0, sizeof(ps_constant));
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(ps_constant), &ps_constant);
/* 2D array texture */
texture_desc.Width = 32;
texture_desc.Height = 32;
texture_desc.MipLevels = 2;
texture_desc.ArraySize = ARRAY_SIZE(depth_values);
texture_desc.Format = DXGI_FORMAT_R32_TYPELESS;
texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_DEPTH_STENCIL;
texture_desc.MiscFlags = D3D10_RESOURCE_MISC_TEXTURECUBE;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(depth_values); ++i)
{
dsv_desc.Format = DXGI_FORMAT_D32_FLOAT;
dsv_desc.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2DARRAY;
U(dsv_desc).Texture2DArray.MipSlice = 0;
U(dsv_desc).Texture2DArray.FirstArraySlice = i;
U(dsv_desc).Texture2DArray.ArraySize = 1;
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsv);
ok(hr == S_OK, "Failed to create depth stencil view, hr %#x.\n", hr);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, depth_values[i], 0);
ID3D10DepthStencilView_Release(dsv);
U(dsv_desc).Texture2DArray.MipSlice = 1;
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsv);
ok(hr == S_OK, "Failed to create depth stencil view, hr %#x.\n", hr);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
ID3D10DepthStencilView_Release(dsv);
}
srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURECUBE;
U(srv_desc).TextureCube.MostDetailedMip = 0;
U(srv_desc).TextureCube.MipLevels = ~0u;
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &srv);
ok(hr == S_OK, "Failed to create shader resource view, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_cube_code, sizeof(ps_cube_code), &ps);
ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
ID3D10Device_PSSetShader(device, ps);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
ps_constant.x = tests[i].d_ref;
ps_constant.y = tests[i].layer;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0,
NULL, &ps_constant, 0, 0);
ID3D10Device_ClearRenderTargetView(device, rtv, clear_color);
draw_quad(&test_context);
/* Avoid testing values affected by seamless cube map filtering. */
SetRect(&rect, 100, 100, 540, 380);
check_texture_sub_resource_float(rt_texture, 0, &rect, tests[i].expected, 2);
}
ID3D10Texture2D_Release(texture);
ID3D10ShaderResourceView_Release(srv);
ID3D10Buffer_Release(cb);
ID3D10PixelShader_Release(ps);
ID3D10RenderTargetView_Release(rtv);
ID3D10SamplerState_Release(sampler);
ID3D10Texture2D_Release(rt_texture);
release_test_context(&test_context);
}
static void test_multiple_render_targets(void)
{
ID3D10RenderTargetView *rtv[4], *tmp_rtv[4];
@ -17697,6 +17920,7 @@ START_TEST(d3d10core)
queue_test(test_texture);
queue_test(test_cube_maps);
queue_test(test_depth_stencil_sampling);
queue_test(test_sample_c_lz);
queue_test(test_multiple_render_targets);
queue_test(test_private_data);
queue_test(test_state_refcounting);