Module: wine Branch: master Commit: dc92de848b95234b1b5f10f6d8e0e982489d652e URL: http://source.winehq.org/git/wine.git/?a=commit;h=dc92de848b95234b1b5f10f6d8...
Author: Józef Kucia jkucia@codeweavers.com Date: Wed Feb 8 11:54:14 2017 +0100
d3d11/tests: Add test for interleaved Draw() and Dispatch() calls.
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/d3d11/tests/d3d11.c | 182 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 182 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 1e966d4..ca27354 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -12631,6 +12631,187 @@ static void test_cs_uav_store(void) ok(!refcount, "Device has %u references left.\n", refcount); }
+static void test_ps_cs_uav_binding(void) +{ + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + ID3D11UnorderedAccessView *cs_uav, *ps_uav; + D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc; + ID3D11Texture2D *cs_texture, *ps_texture; + struct d3d11_test_context test_context; + static const float zero[4] = {0.0f}; + D3D11_TEXTURE2D_DESC texture_desc; + ID3D11DeviceContext *context; + ID3D11Buffer *cs_cb, *ps_cb; + struct vec4 input = {1.0f}; + ID3D11ComputeShader *cs; + ID3D11PixelShader *ps; + ID3D11Device *device; + HRESULT hr; + + static const DWORD cs_code[] = + { +#if 0 + RWTexture2D<float> u; + + float value; + + [numthreads(1, 1, 1)] + void main() + { + uint x, y, width, height; + u.GetDimensions(width, height); + for (y = 0; y < height; ++y) + { + for (x = 0; x < width; ++x) + u[uint2(x, y)] = value; + } + } +#endif + 0x43425844, 0x6503503a, 0x4cd524e6, 0x2473915d, 0x93cf1201, 0x00000001, 0x000001c8, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000174, 0x00050050, 0x0000005d, 0x0100086a, + 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000000, 0x00005555, + 0x02000068, 0x00000003, 0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x8900103d, 0x800000c2, + 0x00155543, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x0011ee46, 0x00000000, 0x05000036, + 0x00100042, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100082, 0x00000000, + 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x03040003, 0x0010003a, 0x00000000, 0x05000036, + 0x001000e2, 0x00000001, 0x00100aa6, 0x00000000, 0x05000036, 0x00100082, 0x00000000, 0x00004001, + 0x00000000, 0x01000030, 0x07000050, 0x00100012, 0x00000002, 0x0010003a, 0x00000000, 0x0010000a, + 0x00000000, 0x03040003, 0x0010000a, 0x00000002, 0x05000036, 0x00100012, 0x00000001, 0x0010003a, + 0x00000000, 0x080000a4, 0x0011e0f2, 0x00000000, 0x00100e46, 0x00000001, 0x00208006, 0x00000000, + 0x00000000, 0x0700001e, 0x00100082, 0x00000000, 0x0010003a, 0x00000000, 0x00004001, 0x00000001, + 0x01000016, 0x0700001e, 0x00100042, 0x00000000, 0x0010002a, 0x00000000, 0x00004001, 0x00000001, + 0x01000016, 0x0100003e, + }; + static const DWORD ps_code[] = + { +#if 0 + RWTexture2D<float> u : register(u1); + + float value; + + void main() + { + uint x, y, width, height; + u.GetDimensions(width, height); + for (y = 0; y < height; ++y) + { + for (x = 0; x < width; ++x) + u[uint2(x, y)] = value; + } + } +#endif + 0x43425844, 0x2e14423b, 0x62c015c8, 0x5ea5ab9f, 0x514f1e22, 0x00000001, 0x000001b8, 0x00000003, + 0x0000002c, 0x0000003c, 0x0000004c, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000164, 0x00000050, 0x00000059, 0x0100086a, + 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0400189c, 0x0011e000, 0x00000001, 0x00005555, + 0x02000068, 0x00000003, 0x8900103d, 0x800000c2, 0x00155543, 0x00100032, 0x00000000, 0x00004001, + 0x00000000, 0x0011ee46, 0x00000001, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x00000000, + 0x01000030, 0x07000050, 0x00100082, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, + 0x03040003, 0x0010003a, 0x00000000, 0x05000036, 0x001000e2, 0x00000001, 0x00100aa6, 0x00000000, + 0x05000036, 0x00100082, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100012, + 0x00000002, 0x0010003a, 0x00000000, 0x0010000a, 0x00000000, 0x03040003, 0x0010000a, 0x00000002, + 0x05000036, 0x00100012, 0x00000001, 0x0010003a, 0x00000000, 0x080000a4, 0x0011e0f2, 0x00000001, + 0x00100e46, 0x00000001, 0x00208006, 0x00000000, 0x00000000, 0x0700001e, 0x00100082, 0x00000000, + 0x0010003a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0700001e, 0x00100042, 0x00000000, + 0x0010002a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0100003e, + }; + + if (!init_test_context(&test_context, &feature_level)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + ps_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(input), &input.x); + cs_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(input), &input.x); + + texture_desc.Width = 64; + texture_desc.Height = 64; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R32_FLOAT; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D11_USAGE_DEFAULT; + texture_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &cs_texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &ps_texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + uav_desc.Format = texture_desc.Format; + uav_desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; + U(uav_desc).Texture2D.MipSlice = 0; + hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)cs_texture, &uav_desc, &cs_uav); + ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr); + hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)ps_texture, &uav_desc, &ps_uav); + ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr); + + ID3D11Device_GetImmediateContext(device, &context); + + ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cs_cb); + ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &cs_uav, NULL); + ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb); + /* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */ + ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, + 1, &test_context.backbuffer_rtv, NULL, 1, 1, &ps_uav, NULL); + + ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, cs_uav, zero); + check_texture_float(cs_texture, 0.0f, 2); + ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, ps_uav, zero); + check_texture_float(ps_texture, 0.0f, 2); + + hr = ID3D11Device_CreateComputeShader(device, cs_code, sizeof(cs_code), NULL, &cs); + ok(SUCCEEDED(hr), "Failed to create compute shader, hr %#x.\n", hr); + ID3D11DeviceContext_CSSetShader(context, cs, NULL, 0); + hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + ID3D11DeviceContext_Dispatch(context, 1, 1, 1); + todo_wine check_texture_float(cs_texture, 1.0f, 2); + check_texture_float(ps_texture, 0.0f, 2); + draw_quad(&test_context); + todo_wine check_texture_float(cs_texture, 1.0f, 2); + todo_wine check_texture_float(ps_texture, 1.0f, 2); + + input.x = 0.5f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cs_cb, 0, NULL, &input, 0, 0); + ID3D11DeviceContext_Dispatch(context, 1, 1, 1); + todo_wine check_texture_float(cs_texture, 0.5f, 2); + todo_wine check_texture_float(ps_texture, 1.0f, 2); + input.x = 2.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)ps_cb, 0, NULL, &input, 0, 0); + draw_quad(&test_context); + todo_wine check_texture_float(cs_texture, 0.5f, 2); + todo_wine check_texture_float(ps_texture, 2.0f, 2); + + input.x = 8.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cs_cb, 0, NULL, &input, 0, 0); + input.x = 4.0f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)ps_cb, 0, NULL, &input, 0, 0); + ID3D11DeviceContext_Dispatch(context, 1, 1, 1); + todo_wine check_texture_float(cs_texture, 8.0f, 2); + todo_wine check_texture_float(ps_texture, 2.0f, 2); + draw_quad(&test_context); + todo_wine check_texture_float(cs_texture, 8.0f, 2); + todo_wine check_texture_float(ps_texture, 4.0f, 2); + + ID3D11ComputeShader_Release(cs); + ID3D11PixelShader_Release(ps); + ID3D11Buffer_Release(cs_cb); + ID3D11Buffer_Release(ps_cb); + ID3D11Texture2D_Release(cs_texture); + ID3D11Texture2D_Release(ps_texture); + ID3D11UnorderedAccessView_Release(cs_uav); + ID3D11UnorderedAccessView_Release(ps_uav); + ID3D11DeviceContext_Release(context); + release_test_context(&test_context); +} + static void test_sm4_ret_instruction(void) { struct d3d11_test_context test_context; @@ -13440,6 +13621,7 @@ START_TEST(d3d11) test_stencil_separate(); test_uav_load(); test_cs_uav_store(); + test_ps_cs_uav_binding(); test_sm4_ret_instruction(); test_primitive_restart(); test_sm5_bufinfo_instruction();