=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11/tests: Add test for SM4 discard instruction.
Alexandre Julliard
julliard at winehq.org
Fri Dec 1 14:08:19 CST 2017
Module: wine
Branch: master
Commit: 8fd53fe015f6cf33ca79fe5ac1415d74913154d3
URL: http://source.winehq.org/git/wine.git/?a=commit;h=8fd53fe015f6cf33ca79fe5ac1415d74913154d3
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Wed Nov 22 13:11:13 2017 +0100
d3d11/tests: Add test for SM4 discard instruction.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d11/tests/d3d11.c | 97 ++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 97 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 59f2e6e..2447cd7 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -12991,6 +12991,102 @@ static void test_sm4_continuec_instruction(void)
release_test_context(&test_context);
}
+static void test_sm4_discard_instruction(void)
+{
+ ID3D11PixelShader *ps_discard_nz, *ps_discard_z;
+ struct d3d11_test_context test_context;
+ ID3D11DeviceContext *context;
+ ID3D11Device *device;
+ ID3D11Buffer *cb;
+ unsigned int i;
+ HRESULT hr;
+
+ static const DWORD ps_discard_nz_code[] =
+ {
+#if 0
+ uint data;
+
+ float4 main() : SV_Target
+ {
+ if (data)
+ discard;
+ return float4(0.0f, 0.5f, 0.0f, 1.0f);
+ }
+#endif
+ 0x43425844, 0xfa7e5758, 0xd8716ffc, 0x5ad6a940, 0x2b99bba2, 0x00000001, 0x000000d0, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058, 0x00000040, 0x00000016,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0404000d,
+ 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
+ 0x3f000000, 0x00000000, 0x3f800000, 0x0100003e,
+ };
+ static const DWORD ps_discard_z_code[] =
+ {
+#if 0
+ uint data;
+
+ float4 main() : SV_Target
+ {
+ if (!data)
+ discard;
+ return float4(0.0f, 1.0f, 0.0f, 1.0f);
+ }
+#endif
+ 0x43425844, 0x5c4dd108, 0x1eb43558, 0x7c02c98c, 0xd81eb34c, 0x00000001, 0x000000d0, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058, 0x00000040, 0x00000016,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0400000d,
+ 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
+ 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
+ };
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const struct uvec4 values[] =
+ {
+ {0x0000000},
+ {0x0000001},
+ {0x8000000},
+ {0xfffffff},
+ };
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(*values), NULL);
+ ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_discard_nz_code, sizeof(ps_discard_nz_code),
+ NULL, &ps_discard_nz);
+ ok(SUCCEEDED(hr), "Failed to create discard_nz pixel shader, hr %#x.\n", hr);
+ hr = ID3D11Device_CreatePixelShader(device, ps_discard_z_code, sizeof(ps_discard_z_code),
+ NULL, &ps_discard_z);
+ ok(SUCCEEDED(hr), "Failed to create discard_z pixel shader, hr %#x.\n", hr);
+
+ for (i = 0; i < ARRAY_SIZE(values); ++i)
+ {
+ ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &values[i], 0, 0);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ ID3D11DeviceContext_PSSetShader(context, ps_discard_nz, NULL, 0);
+ draw_quad(&test_context);
+ check_texture_color(test_context.backbuffer, values[i].x ? 0xffffffff : 0xff007f00, 1);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ ID3D11DeviceContext_PSSetShader(context, ps_discard_z, NULL, 0);
+ draw_quad(&test_context);
+ check_texture_color(test_context.backbuffer, values[i].x ? 0xff00ff00 : 0xffffffff, 1);
+ }
+
+ ID3D11Buffer_Release(cb);
+ ID3D11PixelShader_Release(ps_discard_nz);
+ ID3D11PixelShader_Release(ps_discard_z);
+ release_test_context(&test_context);
+}
+
static void test_sm5_swapc_instruction(void)
{
struct input
@@ -22506,6 +22602,7 @@ START_TEST(d3d11)
test_sm4_if_instruction();
test_sm4_breakc_instruction();
test_sm4_continuec_instruction();
+ test_sm4_discard_instruction();
test_sm5_swapc_instruction();
test_create_input_layout();
test_input_assembler();
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