On 2/25/20 11:32 AM, Matteo Bruni wrote:
On Tue, Feb 18, 2020 at 9:32 PM Zebediah Figura z.figura12@gmail.com wrote:
In particular, port those for which there is an interesting difference in code generation.
Signed-off-by: Zebediah Figura zfigura@codeweavers.com
It might make more sense to put this in a separate file, Ă la ddraw, since almost no code is shared between d3d9 and d3d11 parts.
It might be a good idea. Another potential advantage is that then we'll have two separate entries on test.winehq.org. I'm okay either way though.
+#define init_d3d11_test_context(a) init_d3d11_test_context_(__LINE__, a) +static BOOL init_d3d11_test_context_(unsigned int line, struct d3d11_test_context *context) +{
- const D3D11_TEXTURE2D_DESC texture_desc =
- {
.Width = 640,
.Height = 480,
.MipLevels = 1,
.ArraySize = 1,
.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
.SampleDesc.Count = 1,
.Usage = D3D11_USAGE_DEFAULT,
.BindFlags = D3D11_BIND_RENDER_TARGET,
- };
- unsigned int rt_width, rt_height;
- D3D11_VIEWPORT vp;
- HRESULT hr;
- RECT rect;
- memset(context, 0, sizeof(*context));
- if (!(context->device = create_device()))
- {
skip_(__FILE__, line)("Failed to create device.\n");
return FALSE;
- }
- rt_width = 640;
- rt_height = 480;
- SetRect(&rect, 0, 0, rt_width, rt_height);
- AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW | WS_VISIBLE, FALSE);
- context->window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
- context->swapchain = create_swapchain(context->device, context->window);
This reminds me that's probably better to do something similar WRT the window for d3d9 too, in the previous patch.
Sure. I mostly left it as is because it doesn't save much code.
+#define get_readback_vec4_d3d11(context, x, y) get_readback_vec4_d3d11_(__LINE__, context, x, y) +static struct vec4 get_readback_vec4_d3d11_(unsigned int line, struct d3d11_test_context *context,
unsigned int x, unsigned int y)
+{
- ID3D11Device *device = context->device;
- D3D11_MAPPED_SUBRESOURCE map_desc;
- D3D11_TEXTURE2D_DESC texture_desc;
- ID3D11Resource *rb_texture;
- struct vec4 ret;
- HRESULT hr;
- ID3D11Texture2D_GetDesc(context->rt, &texture_desc);
- texture_desc.Usage = D3D11_USAGE_STAGING;
- texture_desc.BindFlags = 0;
- texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
- texture_desc.MiscFlags = 0;
- hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D11Texture2D **)&rb_texture);
- ok_(__FILE__, line)(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
- ID3D11DeviceContext_CopyResource(context->immediate_context, rb_texture, (ID3D11Resource *)context->rt);
- hr = ID3D11DeviceContext_Map(context->immediate_context, rb_texture, 0, D3D11_MAP_READ, 0, &map_desc);
- ok_(__FILE__, line)(hr == S_OK, "Failed to map texture, hr %#x.\n", hr);
- ret = *((struct vec4 *)((BYTE *)map_desc.pData + y * map_desc.RowPitch) + x);
- ID3D11DeviceContext_Unmap(context->immediate_context, rb_texture, 0);
- ID3D11Resource_Release(rb_texture);
- return ret;
+}
Same point WRT texture readback as the previous patch.
+static void test_sm4_swizzle(void) +{
- static const struct vec4 uniform = {0.0303f, 0.0f, 0.0f, 0.0202f};
- struct d3d11_test_context test_context;
- ID3D10Blob *ps_code;
- ID3D11Buffer *cb;
- struct vec4 v;
- static const char ps_source[] =
"uniform float4 color;\n"
"float4 main() : SV_TARGET\n"
"{\n"
" float4 ret = color;\n"
" ret.gb = ret.ra;\n"
" ret.ra = float2(0.0101, 0.0404);\n"
" return ret;\n"
"}";
- if (!init_d3d11_test_context(&test_context))
return;
- todo_wine ps_code = compile_shader(ps_source, "ps_4_0");
- if (ps_code)
- {
cb = create_buffer(test_context.device, D3D11_BIND_CONSTANT_BUFFER, sizeof(uniform), &uniform);
ID3D11DeviceContext_PSSetConstantBuffers(test_context.immediate_context, 0, 1, &cb);
More of an open question than anything: is the "global" constant buffer always supposed to be at index 0?
I don't think it's documented anywhere. In practice there seems to be a stable ordering—$Global, then $Param, then declared cbuffers in order.
For what it's worth, d2d1 (and I guess d3d11 tests in general?) kind of depend on this, though maybe the logic there is that we ship the bytecode and therefore already know what the buffer register is...