Signed-off-by: Henri Verbeet hverbeet@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);