From: Józef Kucia Subject: [PATCH v2 14/18] d3d11/tests: Add test for depth/stencil shader resource views. Message-Id: <1481279453-9357-14-git-send-email-jkucia@codeweavers.com> Date: Fri, 9 Dec 2016 11:30:49 +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 --- The test was slightly changed. If it still fails the failures should be more clear now after "d3d11/tests: Print expected result in case of failures in check_texture_sub_resource_*() functions." --- dlls/d3d11/tests/d3d11.c | 349 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 349 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index be34166..a55c074 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -6287,6 +6287,354 @@ static void test_texture(void) release_test_context(&test_context); } +static void test_depth_stencil_sampling(void) +{ + ID3D11PixelShader *ps_cmp, *ps_depth, *ps_stencil, *ps_depth_stencil; + ID3D11ShaderResourceView *depth_srv, *stencil_srv; + ID3D11SamplerState *cmp_sampler, *sampler; + D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; + D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc; + struct d3d11_test_context test_context; + ID3D11Texture2D *texture, *rt_texture; + D3D11_TEXTURE2D_DESC texture_desc; + D3D11_SAMPLER_DESC sampler_desc; + ID3D11DeviceContext *context; + ID3D11DepthStencilView *dsv; + ID3D11RenderTargetView *rtv; + struct vec4 ps_constant; + ID3D11Device *device; + ID3D11Buffer *cb; + unsigned int i; + HRESULT hr; + + static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f}; + static const DWORD ps_compare_code[] = + { +#if 0 + Texture2D t; + SamplerComparisonState s; + + float ref; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.SampleCmp(s, float2(position.x / 640.0f, position.y / 480.0f), ref); + } +#endif + 0x43425844, 0xc2e0d84e, 0x0522c395, 0x9ff41580, 0xd3ca29cc, 0x00000001, 0x00000164, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000c8, 0x00000040, + 0x00000032, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, 0x00000000, + 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, + 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000, + 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c000046, + 0x00100012, 0x00000000, 0x00100046, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000000, + 0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, + 0x0100003e, + }; + static const DWORD ps_sample_code[] = + { +#if 0 + Texture2D t; + SamplerState s; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.Sample(s, float2(position.x / 640.0f, position.y / 480.0f)); + } +#endif + 0x43425844, 0x7472c092, 0x5548f00e, 0xf4e007f1, 0x5970429c, 0x00000001, 0x00000134, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040, + 0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, + 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, + 0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, + 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, + }; + static const DWORD ps_stencil_code[] = + { +#if 0 + Texture2D t; + + float4 main(float4 position : SV_Position) : SV_Target + { + float2 s; + t.GetDimensions(s.x, s.y); + return t.Load(int3(float3(s.x * position.x / 640.0f, s.y * position.y / 480.0f, 0))).y; + } +#endif + 0x43425844, 0x929fced8, 0x2cd93320, 0x0591ece3, 0xee50d04a, 0x00000001, 0x000001a0, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000104, 0x00000040, + 0x00000041, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700003d, 0x001000f2, + 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032, 0x00000000, + 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, + 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0500001b, 0x00100032, + 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100556, 0x00000000, 0x0100003e, + }; + static const DWORD ps_depth_stencil_code[] = + { +#if 0 + SamplerState samp; + Texture2D depth_tex; + Texture2D stencil_tex; + + float main(float4 position: SV_Position) : SV_Target + { + float2 s, p; + float depth, stencil; + depth_tex.GetDimensions(s.x, s.y); + p = float2(s.x * position.x / 640.0f, s.y * position.y / 480.0f); + depth = depth_tex.Sample(samp, p).r; + stencil = stencil_tex.Load(int3(float3(p.x, p.y, 0))).y; + return depth + stencil; + } +#endif + 0x43425844, 0x348f8377, 0x977d1ee0, 0x8cca4f35, 0xff5c5afc, 0x00000001, 0x000001fc, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000160, 0x00000040, + 0x00000058, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, + 0x04001858, 0x00107000, 0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001, + 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, 0x00000000, + 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046, + 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, + 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0500001b, 0x00100032, 0x00000001, + 0x00100046, 0x00000000, 0x09000045, 0x001000f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, + 0x00000000, 0x00106000, 0x00000000, 0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000001, 0x00100e46, 0x00000001, + 0x00107e46, 0x00000001, 0x05000056, 0x00100022, 0x00000000, 0x0010001a, 0x00000001, 0x07000000, + 0x00102012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e, + }; + static const struct test + { + DXGI_FORMAT typeless_format; + DXGI_FORMAT dsv_format; + DXGI_FORMAT depth_view_format; + DXGI_FORMAT stencil_view_format; + } + tests[] = + { + {DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT, + DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, DXGI_FORMAT_X32_TYPELESS_G8X24_UINT}, + {DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT, + DXGI_FORMAT_R32_FLOAT}, + {DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, + DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_X24_TYPELESS_G8_UINT}, + {DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM, + DXGI_FORMAT_R16_UNORM}, + }; + + if (!init_test_context(&test_context, NULL)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + sampler_desc.Filter = D3D11_FILTER_COMPARISON_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_GREATER; + 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, &cmp_sampler); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + + sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER; + hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + + texture_desc.Width = 640; + texture_desc.Height = 480; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R32_FLOAT; + 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, &rt_texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt_texture, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL); + + memset(&ps_constant, 0, sizeof(ps_constant)); + cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(ps_constant), &ps_constant); + ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); + + hr = ID3D11Device_CreatePixelShader(device, ps_compare_code, sizeof(ps_compare_code), NULL, &ps_cmp); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + hr = ID3D11Device_CreatePixelShader(device, ps_sample_code, sizeof(ps_sample_code), NULL, &ps_depth); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + hr = ID3D11Device_CreatePixelShader(device, ps_stencil_code, sizeof(ps_stencil_code), NULL, &ps_stencil); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + hr = ID3D11Device_CreatePixelShader(device, ps_depth_stencil_code, sizeof(ps_depth_stencil_code), NULL, + &ps_depth_stencil); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + { + texture_desc.Format = tests[i].typeless_format; + texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create texture for format %#x, hr %#x.\n", + texture_desc.Format, hr); + + dsv_desc.Format = tests[i].dsv_format; + dsv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; + dsv_desc.Flags = 0; + U(dsv_desc).Texture2D.MipSlice = 0; + hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, &dsv_desc, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view for format %#x, hr %#x.\n", + dsv_desc.Format, hr); + + srv_desc.Format = tests[i].depth_view_format; + srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + U(srv_desc).Texture2D.MostDetailedMip = 0; + U(srv_desc).Texture2D.MipLevels = 1; + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, &srv_desc, &depth_srv); + ok(SUCCEEDED(hr), "Failed to create depth shader resource view for format %#x, hr %#x.\n", + srv_desc.Format, hr); + + ID3D11DeviceContext_PSSetShader(context, ps_cmp, NULL, 0); + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &depth_srv); + ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &cmp_sampler); + + ps_constant.x = 0.5f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, + NULL, &ps_constant, 0, 0); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 0.0f, 2); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.0f, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 1.0f, 2); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.5f, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 0.0f, 2); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.6f, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 0.0f, 2); + + ps_constant.x = 0.7f; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, + NULL, &ps_constant, 0, 0); + + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 1.0f, 2); + + ID3D11DeviceContext_PSSetShader(context, ps_depth, NULL, 0); + ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 1.0f, 2); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.2f, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 0.2f, 2); + + if (!tests[i].stencil_view_format) + { + ID3D11DepthStencilView_Release(dsv); + ID3D11ShaderResourceView_Release(depth_srv); + ID3D11Texture2D_Release(texture); + continue; + } + + srv_desc.Format = tests[i].stencil_view_format; + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, &srv_desc, &stencil_srv); + ok(SUCCEEDED(hr), "Failed to create stencil shader resource view for format %#x, hr %#x.\n", + srv_desc.Format, hr); + + ID3D11DeviceContext_PSSetShader(context, ps_stencil, NULL, 0); + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &stencil_srv); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_STENCIL, 0.0f, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 0.0f, 0); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_STENCIL, 0.0f, 100); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 100.0f, 0); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_STENCIL, 0.0f, 255); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 255.0f, 0); + + ID3D11DeviceContext_PSSetShader(context, ps_depth_stencil, NULL, 0); + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &depth_srv); + ID3D11DeviceContext_PSSetShaderResources(context, 1, 1, &stencil_srv); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.3f, 3); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 3.3f, 2); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 3); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 4.0f, 2); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.0f, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black); + draw_quad(&test_context); + check_texture_float(rt_texture, 0.0f, 2); + + ID3D11DepthStencilView_Release(dsv); + ID3D11ShaderResourceView_Release(depth_srv); + ID3D11ShaderResourceView_Release(stencil_srv); + ID3D11Texture2D_Release(texture); + } + + ID3D11Buffer_Release(cb); + ID3D11PixelShader_Release(ps_cmp); + ID3D11PixelShader_Release(ps_depth); + ID3D11PixelShader_Release(ps_depth_stencil); + ID3D11PixelShader_Release(ps_stencil); + ID3D11RenderTargetView_Release(rtv); + ID3D11SamplerState_Release(cmp_sampler); + ID3D11SamplerState_Release(sampler); + ID3D11Texture2D_Release(rt_texture); + release_test_context(&test_context); +} + static void test_multiple_render_targets(void) { D3D11_TEXTURE2D_DESC texture_desc; @@ -12327,6 +12675,7 @@ START_TEST(d3d11) test_private_data(); test_blend(); test_texture(); + test_depth_stencil_sampling(); test_multiple_render_targets(); test_render_target_views(); test_scissor(); -- 2.7.3