Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com>
---
dlls/d3d10core/tests/d3d10core.c | 153 ++++++++++++++++++++++++++++++
dlls/d3d11/tests/d3d11.c | 155 +++++++++++++++++++++++++++++++
dlls/wined3d/utils.c | 81 +++++++++++++++-
3 files changed, 387 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index cc30b439d2b..1eee482cc8f 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -18935,6 +18935,158 @@ static void test_unbound_streams(void)
release_test_context(&test_context);
}
+static void test_texture_compressed_3d(void)
+{
+ struct d3d10core_test_context test_context;
+ D3D10_SUBRESOURCE_DATA resource_data;
+ D3D10_TEXTURE3D_DESC texture_desc;
+ ID3D10SamplerState *sampler_state;
+ unsigned int idx, r0, r1, x, y, z;
+ D3D10_SAMPLER_DESC sampler_desc;
+ ID3D10ShaderResourceView *srv;
+ struct resource_readback rb;
+ ID3D10Texture3D *texture;
+ DWORD colour, expected;
+ ID3D10PixelShader *ps;
+ ID3D10Device *device;
+ DWORD *texture_data;
+ BOOL equal = TRUE;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ Texture3D t;
+ SamplerState s;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ return t.Sample(s, position.xyz / float3(640, 480, 1));
+ }
+#endif
+ 0x43425844, 0x27b15ae8, 0xbebf46f7, 0x6cd88d8d, 0x5118de51, 0x00000001, 0x00000134, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000070f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
+ 0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04002858, 0x00107000, 0x00000000, 0x00005555,
+ 0x04002064, 0x00101072, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+ 0x00000001, 0x0a000038, 0x00100072, 0x00000000, 0x00101246, 0x00000000, 0x00004002, 0x3acccccd,
+ 0x3b088889, 0x3f800000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100246, 0x00000000,
+ 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
+ };
+
+ static const unsigned int block_indices[] =
+ {
+ 0, 1, 3, 2,
+ 6, 7, 5, 4,
+ 0, 1, 3, 2,
+ 6, 7, 5, 4,
+ };
+
+ if (!init_test_context(&test_context))
+ return;
+ device = test_context.device;
+
+ hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ /* Simply test all combinations of r0 and r1. */
+ texture_data = heap_alloc(256 * 256 * sizeof(UINT64));
+ for (r1 = 0; r1 < 256; ++r1)
+ {
+ for (r0 = 0; r0 < 256; ++r0)
+ {
+ /* bits = block_indices[] */
+ texture_data[(r1 * 256 + r0) * 2 + 0] = 0xe4c80000 | (r1 << 8) | r0;
+ texture_data[(r1 * 256 + r0) * 2 + 1] = 0x97e4c897;
+ }
+ }
+ resource_data.pSysMem = texture_data;
+ resource_data.SysMemPitch = 64 * sizeof(UINT64);
+ resource_data.SysMemSlicePitch = 64 * resource_data.SysMemPitch;
+
+ texture_desc.Width = 256;
+ texture_desc.Height = 256;
+ texture_desc.Depth = 16;
+ texture_desc.MipLevels = 1;
+ texture_desc.Format = DXGI_FORMAT_BC4_UNORM;
+ texture_desc.Usage = D3D10_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+ hr = ID3D10Device_CreateTexture3D(device, &texture_desc, &resource_data, &texture);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+ heap_free(texture_data);
+
+ hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
+ 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_NEVER;
+ 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 = 0.0f;
+ hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ ID3D10Device_PSSetShader(device, ps);
+ ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
+ ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
+
+ for (z = 0; z < 16; ++z)
+ {
+ draw_quad_z(&test_context, (z * 2.0f + 1.0f) / 32.0f);
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (y = 0; y < 256; ++y)
+ {
+ for (x = 0; x < 256; ++x)
+ {
+ idx = z * 64 * 64 + (y / 4) * 64 + (x / 4);
+ r0 = idx % 256;
+ r1 = idx / 256;
+
+ switch (block_indices[(y % 4) * 4 + (x % 4)])
+ {
+ case 0: expected = r0; break;
+ case 1: expected = r1; break;
+ case 2: expected = r0 > r1 ? (12 * r0 + 2 * r1 + 7) / 14 : (8 * r0 + 2 * r1 + 5) / 10; break;
+ case 3: expected = r0 > r1 ? (10 * r0 + 4 * r1 + 7) / 14 : (6 * r0 + 4 * r1 + 5) / 10; break;
+ case 4: expected = r0 > r1 ? ( 8 * r0 + 6 * r1 + 7) / 14 : (4 * r0 + 6 * r1 + 5) / 10; break;
+ case 5: expected = r0 > r1 ? ( 6 * r0 + 8 * r1 + 7) / 14 : (2 * r0 + 8 * r1 + 5) / 10; break;
+ case 6: expected = r0 > r1 ? ( 4 * r0 + 10 * r1 + 7) / 14 : 0x00; break;
+ case 7: expected = r0 > r1 ? ( 2 * r0 + 12 * r1 + 7) / 14 : 0xff; break;
+ default: expected = ~0u; break;
+ }
+ expected |= 0xff000000;
+ colour = get_readback_color(&rb, (x * 640 + 128) / 256, (y * 480 + 128) / 256);
+ if (!(equal = compare_color(colour, expected, 2)))
+ break;
+ }
+ if (!equal)
+ break;
+ }
+ release_resource_readback(&rb);
+ if (!equal)
+ break;
+ }
+ ok(equal, "Got unexpected colour 0x%08x at (%u, %u, %u), expected 0x%08x.\n", colour, x, y, z, expected);
+
+ ID3D10PixelShader_Release(ps);
+ ID3D10SamplerState_Release(sampler_state);
+ ID3D10ShaderResourceView_Release(srv);
+ ID3D10Texture3D_Release(texture);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d10core)
{
unsigned int argc, i;
@@ -19060,6 +19212,7 @@ START_TEST(d3d10core)
queue_test(test_independent_blend);
queue_test(test_dual_source_blend);
queue_test(test_unbound_streams);
+ queue_test(test_texture_compressed_3d);
run_queued_tests();
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index ae48e9748c9..2d66f9bde73 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -33285,6 +33285,160 @@ static void test_deferred_context_map(void)
release_test_context(&test_context);
}
+static void test_texture_compressed_3d(void)
+{
+ struct d3d11_test_context test_context;
+ D3D11_SUBRESOURCE_DATA resource_data;
+ D3D11_TEXTURE3D_DESC texture_desc;
+ ID3D11SamplerState *sampler_state;
+ unsigned int idx, r0, r1, x, y, z;
+ D3D11_SAMPLER_DESC sampler_desc;
+ ID3D11ShaderResourceView *srv;
+ ID3D11DeviceContext *context;
+ struct resource_readback rb;
+ ID3D11Texture3D *texture;
+ DWORD colour, expected;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ DWORD *texture_data;
+ BOOL equal = TRUE;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ Texture3D t;
+ SamplerState s;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ return t.Sample(s, position.xyz / float3(640, 480, 1));
+ }
+#endif
+ 0x43425844, 0x27b15ae8, 0xbebf46f7, 0x6cd88d8d, 0x5118de51, 0x00000001, 0x00000134, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000070f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
+ 0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04002858, 0x00107000, 0x00000000, 0x00005555,
+ 0x04002064, 0x00101072, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+ 0x00000001, 0x0a000038, 0x00100072, 0x00000000, 0x00101246, 0x00000000, 0x00004002, 0x3acccccd,
+ 0x3b088889, 0x3f800000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100246, 0x00000000,
+ 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
+ };
+
+ static const unsigned int block_indices[] =
+ {
+ 0, 1, 3, 2,
+ 6, 7, 5, 4,
+ 0, 1, 3, 2,
+ 6, 7, 5, 4,
+ };
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ /* Simply test all combinations of r0 and r1. */
+ texture_data = heap_alloc(256 * 256 * sizeof(UINT64));
+ for (r1 = 0; r1 < 256; ++r1)
+ {
+ for (r0 = 0; r0 < 256; ++r0)
+ {
+ /* bits = block_indices[] */
+ texture_data[(r1 * 256 + r0) * 2 + 0] = 0xe4c80000 | (r1 << 8) | r0;
+ texture_data[(r1 * 256 + r0) * 2 + 1] = 0x97e4c897;
+ }
+ }
+ resource_data.pSysMem = texture_data;
+ resource_data.SysMemPitch = 64 * sizeof(UINT64);
+ resource_data.SysMemSlicePitch = 64 * resource_data.SysMemPitch;
+
+ texture_desc.Width = 256;
+ texture_desc.Height = 256;
+ texture_desc.Depth = 16;
+ texture_desc.MipLevels = 1;
+ texture_desc.Format = DXGI_FORMAT_BC4_UNORM;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+ hr = ID3D11Device_CreateTexture3D(device, &texture_desc, &resource_data, &texture);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+ heap_free(texture_data);
+
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MaxAnisotropy = 0;
+ sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
+ 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 = 0.0f;
+ hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
+ ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+ ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
+
+ for (z = 0; z < 16; ++z)
+ {
+ draw_quad_z(&test_context, (z * 2.0f + 1.0f) / 32.0f);
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (y = 0; y < 256; ++y)
+ {
+ for (x = 0; x < 256; ++x)
+ {
+ idx = z * 64 * 64 + (y / 4) * 64 + (x / 4);
+ r0 = idx % 256;
+ r1 = idx / 256;
+
+ switch (block_indices[(y % 4) * 4 + (x % 4)])
+ {
+ case 0: expected = r0; break;
+ case 1: expected = r1; break;
+ case 2: expected = r0 > r1 ? (12 * r0 + 2 * r1 + 7) / 14 : (8 * r0 + 2 * r1 + 5) / 10; break;
+ case 3: expected = r0 > r1 ? (10 * r0 + 4 * r1 + 7) / 14 : (6 * r0 + 4 * r1 + 5) / 10; break;
+ case 4: expected = r0 > r1 ? ( 8 * r0 + 6 * r1 + 7) / 14 : (4 * r0 + 6 * r1 + 5) / 10; break;
+ case 5: expected = r0 > r1 ? ( 6 * r0 + 8 * r1 + 7) / 14 : (2 * r0 + 8 * r1 + 5) / 10; break;
+ case 6: expected = r0 > r1 ? ( 4 * r0 + 10 * r1 + 7) / 14 : 0x00; break;
+ case 7: expected = r0 > r1 ? ( 2 * r0 + 12 * r1 + 7) / 14 : 0xff; break;
+ default: expected = ~0u; break;
+ }
+ expected |= 0xff000000;
+ colour = get_readback_color(&rb, (x * 640 + 128) / 256, (y * 480 + 128) / 256, 0);
+ if (!(equal = compare_color(colour, expected, 2)))
+ break;
+ }
+ if (!equal)
+ break;
+ }
+ release_resource_readback(&rb);
+ if (!equal)
+ break;
+ }
+ ok(equal, "Got unexpected colour 0x%08x at (%u, %u, %u), expected 0x%08x.\n", colour, x, y, z, expected);
+
+ ID3D11PixelShader_Release(ps);
+ ID3D11SamplerState_Release(sampler_state);
+ ID3D11ShaderResourceView_Release(srv);
+ ID3D11Texture3D_Release(texture);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
unsigned int argc, i;
@@ -33457,6 +33611,7 @@ START_TEST(d3d11)
queue_test(test_deferred_context_rendering);
queue_test(test_deferred_context_map);
queue_test(test_unbound_streams);
+ queue_test(test_texture_compressed_3d);
run_queued_tests();
}
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 6e388e66862..4019dd4d812 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -568,6 +568,84 @@ static void decompress_bc1(const BYTE *src, BYTE *dst, unsigned int src_row_pitc
dst_slice_pitch, width, height, depth, WINED3DFMT_BC1_UNORM);
}
+static void build_rgtc_colour_table(uint8_t red0, uint8_t red1, uint8_t colour_table[8])
+{
+ unsigned int i;
+
+ colour_table[0] = red0;
+ colour_table[1] = red1;
+ if (red0 <= red1)
+ {
+ for (i = 0; i < 4; ++i)
+ {
+ colour_table[i + 2] = ((8 - 2 * i) * red0 + (2 + 2 * i) * red1 + 5) / 10;
+ }
+ colour_table[6] = 0x00;
+ colour_table[7] = 0xff;
+ }
+ else
+ {
+ for (i = 0; i < 6; ++i)
+ {
+ colour_table[i + 2] = ((12 - 2 * i) * red0 + (2 + 2 * i) * red1 + 7) / 14;
+ }
+ }
+}
+
+static void decompress_rgtc_block(const uint8_t *src, uint8_t *dst,
+ unsigned int width, unsigned int height, unsigned int dst_row_pitch)
+{
+ const uint64_t *s = (const uint64_t *)src;
+ uint8_t red0, red1, red_idx;
+ uint8_t colour_table[8];
+ unsigned int x, y;
+ uint32_t *dst_row;
+ uint64_t bits;
+
+ red0 = s[0] & 0xff;
+ red1 = (s[0] >> 8) & 0xff;
+ bits = s[0] >> 16;
+ build_rgtc_colour_table(red0, red1, colour_table);
+
+ for (y = 0; y < height; ++y)
+ {
+ dst_row = (uint32_t *)&dst[y * dst_row_pitch];
+ for (x = 0; x < width; ++x)
+ {
+ red_idx = (bits >> (y * 12 + x * 3)) & 0x7;
+ /* Decompressing to bgra32 is perhaps not ideal for RGTC formats.
+ * It's convenient though. */
+ dst_row[x] = 0xff000000 | (colour_table[red_idx] << 16);
+ }
+ }
+}
+
+static void decompress_bc4(const uint8_t *src, uint8_t *dst, unsigned int src_row_pitch,
+ unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned int dst_slice_pitch,
+ unsigned int width, unsigned int height, unsigned int depth)
+{
+ unsigned int block_w, block_h, x, y, z;
+ const uint8_t *src_row, *src_slice;
+ uint8_t *dst_row, *dst_slice;
+
+ for (z = 0; z < depth; ++z)
+ {
+ src_slice = &src[z * src_slice_pitch];
+ dst_slice = &dst[z * dst_slice_pitch];
+ for (y = 0; y < height; y += 4)
+ {
+ src_row = &src_slice[(y / 4) * src_row_pitch];
+ dst_row = &dst_slice[y * dst_row_pitch];
+ for (x = 0; x < width; x += 4)
+ {
+ block_w = min(width - x, 4);
+ block_h = min(height - y, 4);
+ decompress_rgtc_block(&src_row[(x / 4) * 8], &dst_row[x * 4], block_w, block_h, dst_row_pitch);
+ }
+ }
+ }
+}
+
static const struct wined3d_format_decompress_info
{
enum wined3d_format_id id;
@@ -585,6 +663,7 @@ format_decompress_info[] =
{WINED3DFMT_BC1_UNORM, decompress_bc1},
{WINED3DFMT_BC2_UNORM, decompress_bc2},
{WINED3DFMT_BC3_UNORM, decompress_bc3},
+ {WINED3DFMT_BC4_UNORM, decompress_bc4},
};
struct wined3d_format_block_info
@@ -3683,8 +3762,6 @@ static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_
format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
format = get_format_gl_internal(adapter, WINED3DFMT_ATI2N);
format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
- format = get_format_gl_internal(adapter, WINED3DFMT_BC4_UNORM);
- format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
format = get_format_gl_internal(adapter, WINED3DFMT_BC4_SNORM);
format->f.flags[WINED3D_GL_RES_TYPE_TEX_3D] &= ~WINED3DFMT_FLAG_TEXTURE;
format = get_format_gl_internal(adapter, WINED3DFMT_BC5_UNORM);
--
2.20.1