From: Józef Kucia Subject: [PATCH 04/18] d3d11/tests: Add test for SM5 bufinfo instruction. Message-Id: <1481279453-9357-4-git-send-email-jkucia@codeweavers.com> Date: Fri, 9 Dec 2016 11:30:39 +0100 In-Reply-To: <1481279453-9357-1-git-send-email-jkucia@codeweavers.com> References: <1481279453-9357-1-git-send-email-jkucia@codeweavers.com> Signed-off-by: Józef Kucia --- dlls/d3d11/tests/d3d11.c | 296 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 296 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 898e3b8..6d80e8e 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -11936,6 +11936,301 @@ static void test_primitive_restart(void) release_test_context(&test_context); } +static void test_sm5_bufinfo_instruction(void) +{ + struct shader + { + const DWORD *code; + size_t size; + }; + + D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc; + D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; + struct d3d11_test_context test_context; + D3D11_TEXTURE2D_DESC texture_desc; + const struct shader *current_ps; + ID3D11UnorderedAccessView *uav; + ID3D11ShaderResourceView *srv; + D3D11_BUFFER_DESC buffer_desc; + ID3D11DeviceContext *context; + ID3D11RenderTargetView *rtv; + ID3D11Texture2D *texture; + ID3D11PixelShader *ps; + ID3D11Buffer *buffer; + ID3D11Device *device; + unsigned int i; + HRESULT hr; + + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + static const DWORD ps_uav_structured_code[] = + { +#if 0 + struct s + { + uint4 u; + bool b; + }; + + RWStructuredBuffer b; + + uint4 main(void) : SV_Target + { + uint count, stride; + b.GetDimensions(count, stride); + return uint4(count, stride, 0, 1); + } +#endif + 0x43425844, 0xe1900f85, 0x13c1f338, 0xbb19865e, 0x366df28f, 0x00000001, 0x000000fc, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021, + 0x0100086a, 0x0400009e, 0x0011e000, 0x00000001, 0x00000014, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x87000079, 0x8000a302, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46, + 0x00000001, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, + 0x00000000, 0x00004002, 0x00000000, 0x00000014, 0x00000000, 0x00000001, 0x0100003e, + }; + static const struct shader ps_uav_structured = {ps_uav_structured_code, sizeof(ps_uav_structured_code)}; + static const DWORD ps_srv_structured_code[] = + { +#if 0 + StructuredBuffer b; + + uint4 main(void) : SV_Target + { + uint count, stride; + b.GetDimensions(count, stride); + return uint4(count, stride, 0, 1); + } +#endif + 0x43425844, 0x313f910c, 0x2f60c646, 0x2d87455c, 0xb9988c2c, 0x00000001, 0x000000fc, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021, + 0x0100086a, 0x040000a2, 0x00107000, 0x00000000, 0x00000004, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x87000079, 0x80002302, 0x00199983, 0x00100012, 0x00000000, 0x00107e46, + 0x00000000, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x08000036, 0x001020e2, + 0x00000000, 0x00004002, 0x00000000, 0x00000004, 0x00000000, 0x00000001, 0x0100003e, + }; + static const struct shader ps_srv_structured = {ps_srv_structured_code, sizeof(ps_srv_structured_code)}; + static const DWORD ps_uav_raw_code[] = + { +#if 0 + RWByteAddressBuffer b; + + uint4 main(void) : SV_Target + { + uint width; + b.GetDimensions(width); + return width; + } +#endif + 0x43425844, 0xb06e9715, 0x99733b00, 0xaa536550, 0x703a01c5, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018, + 0x0100086a, 0x0300009d, 0x0011e000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x87000079, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x0011ee46, 0x00000001, + 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, + }; + static const struct shader ps_uav_raw = {ps_uav_raw_code, sizeof(ps_uav_raw_code)}; + static const DWORD ps_srv_raw_code[] = + { +#if 0 + ByteAddressBuffer b; + + uint4 main(void) : SV_Target + { + uint width; + b.GetDimensions(width); + return width; + } +#endif + 0x43425844, 0x934bc27a, 0x3251cc9d, 0xa129bdd3, 0xf7cedcc4, 0x00000001, 0x000000d8, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000060, 0x00000050, 0x00000018, + 0x0100086a, 0x030000a1, 0x00107000, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x87000079, 0x800002c2, 0x00199983, 0x00100012, 0x00000000, 0x00107e46, 0x00000000, + 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, + }; + static const struct shader ps_srv_raw = {ps_srv_raw_code, sizeof(ps_srv_raw_code)}; + static const DWORD ps_uav_typed_code[] = + { +#if 0 + RWBuffer b; + + uint4 main(void) : SV_Target + { + uint width; + b.GetDimensions(width); + return width; + } +#endif + 0x43425844, 0x96b39f5f, 0x5fef24c7, 0xed404a41, 0x01c9d4fe, 0x00000001, 0x000000dc, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019, + 0x0100086a, 0x0400089c, 0x0011e000, 0x00000001, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x87000079, 0x80000042, 0x00155543, 0x00100012, 0x00000000, 0x0011ee46, + 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, + }; + static const struct shader ps_uav_typed = {ps_uav_typed_code, sizeof(ps_uav_typed_code)}; + static const DWORD ps_srv_typed_code[] = + { +#if 0 + Buffer b; + + uint4 main(void) : SV_Target + { + uint width; + b.GetDimensions(width); + return width; + } +#endif + 0x43425844, 0x6ae6dbb0, 0x6289d227, 0xaf4e708e, 0x111efed1, 0x00000001, 0x000000dc, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000064, 0x00000050, 0x00000019, + 0x0100086a, 0x04000858, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x87000079, 0x80000042, 0x00155543, 0x00100012, 0x00000000, 0x00107e46, + 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e, + }; + static const struct shader ps_srv_typed = {ps_srv_typed_code, sizeof(ps_srv_typed_code)}; + static const struct test + { + const struct shader *ps; + BOOL uav; + unsigned int buffer_size; + unsigned int buffer_misc_flags; + unsigned int buffer_structure_byte_stride; + DXGI_FORMAT view_format; + unsigned int view_element_idx; + unsigned int view_element_count; + struct uvec4 expected_result; + } + tests[] = + { +#define RAW D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS +#define STRUCTURED D3D11_RESOURCE_MISC_BUFFER_STRUCTURED + {&ps_uav_raw, TRUE, 100, RAW, 0, DXGI_FORMAT_R32_TYPELESS, 0, 25, {100, 100, 100, 100}}, + {&ps_uav_raw, TRUE, 100, RAW, 0, DXGI_FORMAT_R32_TYPELESS, 8, 17, { 68, 68, 68, 68}}, + {&ps_srv_raw, FALSE, 100, RAW, 0, DXGI_FORMAT_R32_TYPELESS, 0, 25, {100, 100, 100, 100}}, + {&ps_srv_raw, FALSE, 100, RAW, 0, DXGI_FORMAT_R32_TYPELESS, 8, 17, { 68, 68, 68, 68}}, + {&ps_uav_structured, TRUE, 100, STRUCTURED, 20, DXGI_FORMAT_UNKNOWN, 0, 5, { 5, 20, 0, 1}}, + {&ps_uav_structured, TRUE, 100, STRUCTURED, 20, DXGI_FORMAT_UNKNOWN, 0, 2, { 2, 20, 0, 1}}, + {&ps_uav_structured, TRUE, 100, STRUCTURED, 20, DXGI_FORMAT_UNKNOWN, 1, 2, { 2, 20, 0, 1}}, + {&ps_srv_structured, FALSE, 100, STRUCTURED, 4, DXGI_FORMAT_UNKNOWN, 0, 5, { 5, 4, 0, 1}}, + {&ps_srv_structured, FALSE, 100, STRUCTURED, 4, DXGI_FORMAT_UNKNOWN, 0, 2, { 2, 4, 0, 1}}, + {&ps_srv_structured, FALSE, 100, STRUCTURED, 4, DXGI_FORMAT_UNKNOWN, 1, 2, { 2, 4, 0, 1}}, + {&ps_uav_typed, TRUE, 200, 0, 0, DXGI_FORMAT_R32_FLOAT, 0, 50, { 50, 50, 50, 50}}, + {&ps_uav_typed, TRUE, 200, 0, 0, DXGI_FORMAT_R32_FLOAT, 49, 1, { 1, 1, 1, 1}}, + {&ps_uav_typed, TRUE, 100, 0, 0, DXGI_FORMAT_R16_FLOAT, 0, 50, { 50, 50, 50, 50}}, + {&ps_uav_typed, TRUE, 100, 0, 0, DXGI_FORMAT_R16_FLOAT, 49, 1, { 1, 1, 1, 1}}, + {&ps_srv_typed, FALSE, 200, 0, 0, DXGI_FORMAT_R32_FLOAT, 0, 50, { 50, 50, 50, 50}}, + {&ps_srv_typed, FALSE, 200, 0, 0, DXGI_FORMAT_R32_FLOAT, 49, 1, { 1, 1, 1, 1}}, + {&ps_srv_typed, FALSE, 100, 0, 0, DXGI_FORMAT_R16_FLOAT, 0, 50, { 50, 50, 50, 50}}, + {&ps_srv_typed, FALSE, 100, 0, 0, DXGI_FORMAT_R16_FLOAT, 49, 1, { 1, 1, 1, 1}}, +#undef RAW +#undef STRUCTURED + }; + + if (!init_test_context(&test_context, &feature_level)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + texture_desc.Width = 64; + texture_desc.Height = 64; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R32G32B32A32_UINT; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D11_USAGE_DEFAULT; + texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + + ps = NULL; + current_ps = NULL; + for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + { + const struct test *test = &tests[i]; + + if (current_ps != test->ps) + { + if (ps) + ID3D11PixelShader_Release(ps); + + current_ps = test->ps; + + hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + } + + buffer_desc.ByteWidth = test->buffer_size; + buffer_desc.Usage = D3D11_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = test->buffer_misc_flags; + buffer_desc.StructureByteStride = test->buffer_structure_byte_stride; + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer); + ok(SUCCEEDED(hr), "Test %u: Failed to create buffer, hr %#x.\n", i, hr); + + if (test->uav) + { + uav_desc.Format = test->view_format; + uav_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; + U(uav_desc).Buffer.FirstElement = test->view_element_idx; + U(uav_desc).Buffer.NumElements = test->view_element_count; + U(uav_desc).Buffer.Flags = 0; + if (buffer_desc.MiscFlags & D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS) + U(uav_desc).Buffer.Flags |= D3D11_BUFFER_UAV_FLAG_RAW; + hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)buffer, &uav_desc, &uav); + ok(SUCCEEDED(hr), "Test %u: Failed to create unordered access view, hr %#x.\n", i, hr); + srv = NULL; + + ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &rtv, NULL, + 1, 1, &uav, NULL); + } + else + { + srv_desc.Format = test->view_format; + srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX; + U(srv_desc).BufferEx.FirstElement = test->view_element_idx; + U(srv_desc).BufferEx.NumElements = test->view_element_count; + U(srv_desc).BufferEx.Flags = 0; + if (buffer_desc.MiscFlags & D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS) + U(srv_desc).BufferEx.Flags |= D3D11_BUFFER_UAV_FLAG_RAW; + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, &srv_desc, &srv); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + uav = NULL; + + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); + } + + draw_quad(&test_context); + todo_wine check_texture_uvec4(texture, &test->expected_result); + + if (srv) + ID3D11ShaderResourceView_Release(srv); + if (uav) + ID3D11UnorderedAccessView_Release(uav); + ID3D11Buffer_Release(buffer); + } + ID3D11PixelShader_Release(ps); + + ID3D11RenderTargetView_Release(rtv); + ID3D11Texture2D_Release(texture); + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -12002,4 +12297,5 @@ START_TEST(d3d11) test_uav_load(); test_sm4_ret_instruction(); test_primitive_restart(); + test_sm5_bufinfo_instruction(); } -- 2.7.3