d3d10core/tests: Add test for SV_InstanceID.

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 2017-11-06 10:55:20 +01:00 committed by Alexandre Julliard
parent d382b8e91a
commit fcd549345d

View file

@ -652,27 +652,26 @@ static DWORD get_texture_color(ID3D10Texture2D *texture, unsigned int x, unsigne
return color;
}
#define check_texture_sub_resource_color(a, b, c, d, e) check_texture_sub_resource_color_(__LINE__, a, b, c, d, e)
static void check_texture_sub_resource_color_(unsigned int line, ID3D10Texture2D *texture,
unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
#define check_readback_data_color(a, b, c, d) check_readback_data_color_(__LINE__, a, b, c, d)
static void check_readback_data_color_(unsigned int line, struct resource_readback *rb,
const RECT *rect, DWORD expected_color, BYTE max_diff)
{
struct resource_readback rb;
unsigned int x = 0, y = 0;
BOOL all_match = TRUE;
RECT default_rect;
DWORD color = 0;
get_texture_readback(texture, sub_resource_idx, &rb);
if (!rect)
{
SetRect(&default_rect, 0, 0, rb.width, rb.height);
SetRect(&default_rect, 0, 0, rb->width, rb->height);
rect = &default_rect;
}
for (y = rect->top; y < rect->bottom; ++y)
{
for (x = rect->left; x < rect->right; ++x)
{
color = get_readback_color(&rb, x, y);
color = get_readback_color(rb, x, y);
if (!compare_color(color, expected_color, max_diff))
{
all_match = FALSE;
@ -682,10 +681,20 @@ static void check_texture_sub_resource_color_(unsigned int line, ID3D10Texture2D
if (!all_match)
break;
}
release_resource_readback(&rb);
ok_(__FILE__, line)(all_match,
"Got 0x%08x, expected 0x%08x at (%u, %u), sub-resource %u.\n",
color, expected_color, x, y, sub_resource_idx);
color, expected_color, x, y, rb->sub_resource_idx);
}
#define check_texture_sub_resource_color(a, b, c, d, e) check_texture_sub_resource_color_(__LINE__, a, b, c, d, e)
static void check_texture_sub_resource_color_(unsigned int line, ID3D10Texture2D *texture,
unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
{
struct resource_readback rb;
get_texture_readback(texture, sub_resource_idx, &rb);
check_readback_data_color_(line, &rb, rect, expected_color, max_diff);
release_resource_readback(&rb);
}
#define check_texture_color(t, c, d) check_texture_color_(__LINE__, t, c, d)
@ -7404,6 +7413,214 @@ static void test_il_append_aligned(void)
release_test_context(&test_context);
}
static void test_instance_id(void)
{
struct d3d10core_test_context test_context;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10InputLayout *input_layout;
ID3D10RenderTargetView *rtvs[2];
ID3D10Texture2D *render_target;
struct resource_readback rb;
unsigned int stride, offset;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10Device *device;
ID3D10Buffer *vb[2];
unsigned int i;
HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
{
{"position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D10_APPEND_ALIGNED_ELEMENT,
D3D10_INPUT_PER_VERTEX_DATA, 0},
{"color", 0, DXGI_FORMAT_R8_UNORM, 1, D3D10_APPEND_ALIGNED_ELEMENT,
D3D10_INPUT_PER_INSTANCE_DATA, 1},
{"v_offset", 0, DXGI_FORMAT_R32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT,
D3D10_INPUT_PER_INSTANCE_DATA, 1},
};
static const DWORD vs_code[] =
{
#if 0
struct vs_in
{
float4 position : Position;
float color : Color;
float v_offset : V_Offset;
uint instance_id : SV_InstanceId;
};
struct vs_out
{
float4 position : SV_Position;
float color : Color;
uint instance_id : InstanceId;
};
void main(vs_in i, out vs_out o)
{
o.position = i.position;
o.position.x += i.v_offset;
o.color = i.color;
o.instance_id = i.instance_id;
}
#endif
0x43425844, 0xcde3cfbf, 0xe2e3d090, 0xe2eb1038, 0x7e5ad1cf, 0x00000001, 0x00000204, 0x00000003,
0x0000002c, 0x000000c4, 0x0000013c, 0x4e475349, 0x00000090, 0x00000004, 0x00000008, 0x00000068,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000101, 0x00000077, 0x00000000, 0x00000000, 0x00000003, 0x00000002,
0x00000101, 0x00000080, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x69736f50,
0x6e6f6974, 0x6c6f4300, 0x5600726f, 0x66664f5f, 0x00746573, 0x495f5653, 0x6174736e, 0x4965636e,
0xabab0064, 0x4e47534f, 0x00000070, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001,
0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
0x00000e01, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002, 0x00000e01, 0x505f5653,
0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563, 0xababab00, 0x52444853,
0x000000c0, 0x00010040, 0x00000030, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012,
0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x04000060, 0x00101012, 0x00000003, 0x00000008,
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x03000065,
0x00102012, 0x00000002, 0x07000000, 0x00102012, 0x00000000, 0x0010100a, 0x00000000, 0x0010100a,
0x00000002, 0x05000036, 0x001020e2, 0x00000000, 0x00101e56, 0x00000000, 0x05000036, 0x00102012,
0x00000001, 0x0010100a, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010100a, 0x00000003,
0x0100003e,
};
static const DWORD ps_code[] =
{
#if 0
struct vs_out
{
float4 position : SV_Position;
float color : Color;
uint instance_id : InstanceId;
};
void main(vs_out i, out float4 o0 : SV_Target0, out uint4 o1 : SV_Target1)
{
o0 = float4(i.color, i.color, i.color, 1.0f);
o1 = i.instance_id;
}
#endif
0x43425844, 0xda0ad0bb, 0x4743f5f5, 0xfbc6d0b1, 0x7c8e7df5, 0x00000001, 0x00000170, 0x00000003,
0x0000002c, 0x000000a4, 0x000000f0, 0x4e475349, 0x00000070, 0x00000003, 0x00000008, 0x00000050,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000101, 0x00000062, 0x00000000, 0x00000000, 0x00000001, 0x00000002,
0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f43, 0x6e490072, 0x6e617473, 0x64496563,
0xababab00, 0x4e47534f, 0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x00000038, 0x00000001, 0x00000000, 0x00000001, 0x00000001,
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000078, 0x00000040, 0x0000001e,
0x03001062, 0x00101012, 0x00000001, 0x03000862, 0x00101012, 0x00000002, 0x03000065, 0x001020f2,
0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x00102072, 0x00000000, 0x00101006,
0x00000001, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x05000036, 0x001020f2,
0x00000001, 0x00101006, 0x00000002, 0x0100003e,
};
static const struct vec4 stream0[] =
{
{-1.00f, 0.0f, 0.0f, 1.0f},
{-1.00f, 1.0f, 0.0f, 1.0f},
{-0.75f, 0.0f, 0.0f, 1.0f},
{-0.75f, 1.0f, 0.0f, 1.0f},
};
static const struct
{
BYTE color;
float v_offset;
}
stream1[] =
{
{0xf0, 0.00f},
{0x80, 0.25f},
{0x10, 0.50f},
{0x40, 0.75f},
{0xaa, 1.00f},
{0xbb, 1.25f},
{0xcc, 1.50f},
{0x90, 1.75f},
};
static const struct
{
RECT rect;
unsigned int color;
unsigned int instance_id;
}
expected_results[] =
{
{{ 0, 0, 80, 240}, 0xfff0f0f0, 0},
{{ 80, 0, 160, 240}, 0xff808080, 1},
{{160, 0, 240, 240}, 0xff101010, 2},
{{240, 0, 320, 240}, 0xff404040, 3},
{{320, 0, 400, 240}, 0xffaaaaaa, 0},
{{400, 0, 480, 240}, 0xffbbbbbb, 1},
{{480, 0, 560, 240}, 0xffcccccc, 2},
{{560, 0, 640, 240}, 0xff909090, 3},
{{0, 240, 640, 480}, 0xffffffff, 1},
};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
if (!init_test_context(&test_context))
return;
device = test_context.device;
rtvs[0] = test_context.backbuffer_rtv;
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
texture_desc.Format = DXGI_FORMAT_R32_UINT;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtvs[1]);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
vs_code, sizeof(vs_code), &input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
vb[0] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream0), stream0);
vb[1] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream1), stream1);
ID3D10Device_VSSetShader(device, vs);
ID3D10Device_PSSetShader(device, ps);
ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
offset = 0;
stride = sizeof(*stream0);
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb[0], &stride, &offset);
stride = sizeof(*stream1);
ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb[1], &stride, &offset);
ID3D10Device_ClearRenderTargetView(device, rtvs[0], white);
ID3D10Device_ClearRenderTargetView(device, rtvs[1], white);
ID3D10Device_OMSetRenderTargets(device, ARRAY_SIZE(rtvs), rtvs, NULL);
ID3D10Device_DrawInstanced(device, 4, 4, 0, 0);
ID3D10Device_DrawInstanced(device, 4, 4, 0, 4);
get_texture_readback(test_context.backbuffer, 0, &rb);
for (i = 0; i < ARRAY_SIZE(expected_results); ++i)
check_readback_data_color(&rb, &expected_results[i].rect, expected_results[i].color, 1);
release_resource_readback(&rb);
get_texture_readback(render_target, 0, &rb);
for (i = 0; i < ARRAY_SIZE(expected_results); ++i)
{
todo_wine_if(i == 8)
check_readback_data_color(&rb, &expected_results[i].rect, expected_results[i].instance_id, 0);
}
release_resource_readback(&rb);
ID3D10Buffer_Release(vb[0]);
ID3D10Buffer_Release(vb[1]);
ID3D10RenderTargetView_Release(rtvs[1]);
ID3D10Texture2D_Release(render_target);
ID3D10VertexShader_Release(vs);
ID3D10PixelShader_Release(ps);
ID3D10InputLayout_Release(input_layout);
release_test_context(&test_context);
}
static void test_fragment_coords(void)
{
struct d3d10core_test_context test_context;
@ -12745,6 +12962,7 @@ START_TEST(device)
test_multiple_render_targets();
test_private_data();
test_il_append_aligned();
test_instance_id();
test_fragment_coords();
test_update_subresource();
test_copy_subresource_region();