From 1bbf750847463278ba9fc4f7013c0583d48e4141 Mon Sep 17 00:00:00 2001 From: =?utf8?q?R=C3=A9mi=20Bernon?= Date: Tue, 2 Feb 2021 16:41:04 +0100 Subject: [PATCH] d3d11/tests: Add tests for output merger stage state swap. MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Signed-off-by: RĂ©mi Bernon Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 214 ++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 204 insertions(+), 10 deletions(-) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 3ea65a218a7..29f8f124686 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -6603,6 +6603,8 @@ static void test_device_context_state(void) { {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; + static const float custom_blend_factor[] = {0.1f, 0.2f, 0.3f, 0.4f}; + static const float default_blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f}; #if 0 float4 main(float4 pos : POSITION) : POSITION { @@ -6768,28 +6770,37 @@ static void test_device_context_state(void) }; ID3DDeviceContextState *context_state, *previous_context_state, *tmp_context_state, *context_state2; + UINT ib_offset, vb_offset, vb_stride, offset, stride, sample_mask, stencil_ref; ID3D11Buffer *cb, *srvb, *uavb, *ib, *vb, *tmp_cb, *tmp_ib, *tmp_vb; - UINT ib_offset, vb_offset, vb_stride, offset, stride; + ID3D11UnorderedAccessView *tmp_uav, *uav, *ps_uav; + ID3D11Device *d3d11_device, *d3d11_device2; ID3D11SamplerState *sampler, *tmp_sampler; D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc; D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; - ID3D11UnorderedAccessView *tmp_uav, *uav; + ID3D11DeviceContext1 *context, *context2; ID3D11ShaderResourceView *tmp_srv, *srv; D3D11_DEVICE_CONTEXT_TYPE context_type; - ID3D11DeviceContext1 *context = NULL, *context2; - enum D3D_PRIMITIVE_TOPOLOGY topo; - D3D11_SAMPLER_DESC sampler_desc; - D3D_FEATURE_LEVEL feature_level; + ID3D11DepthStencilState *tmp_dss, *dss; + ID3D11RenderTargetView *tmp_rtv, *rtv; + ID3D11DepthStencilView *tmp_dsv, *dsv; + ID3D11VertexShader *tmp_vs, *vs, *vs2; + D3D11_TEXTURE2D_DESC texture_desc; ID3D11GeometryShader *tmp_gs, *gs; + enum D3D_PRIMITIVE_TOPOLOGY topo; ID3D11ComputeShader *tmp_cs, *cs; + D3D11_DEPTH_STENCIL_DESC ds_desc; ID3D11DomainShader *tmp_ds, *ds; - ID3D11VertexShader *tmp_vs, *vs, *vs2; - ID3D11PixelShader *tmp_ps, *ps; - ID3D11HullShader *tmp_hs, *hs; - ID3D11Device *d3d11_device, *d3d11_device2; + D3D11_SAMPLER_DESC sampler_desc; + D3D_FEATURE_LEVEL feature_level; ID3D11Device1 *device, *device2; ID3D11InputLayout *il, *tmp_il; + ID3D11PixelShader *tmp_ps, *ps; + ID3D11BlendState *tmp_bs, *bs; + ID3D11HullShader *tmp_hs, *hs; + D3D11_BLEND_DESC blend_desc; + ID3D11Texture2D *texture; enum DXGI_FORMAT format; + float blend_factor[4]; struct vec4 constant; DWORD data_size; ULONG refcount; @@ -6814,6 +6825,7 @@ static void test_device_context_state(void) check_interface(device, &IID_ID3D10Device1, FALSE, FALSE); feature_level = ID3D11Device1_GetFeatureLevel(device); + context = NULL; ID3D11Device1_GetImmediateContext1(device, &context); ok(!!context, "Failed to get immediate context.\n"); @@ -6907,6 +6919,11 @@ static void test_device_context_state(void) ok(hr == S_OK, "Failed to create unordered access view, hr %#x.\n", hr); ID3D11Buffer_Release(uavb); + uavb = create_buffer((ID3D11Device *)device, D3D11_BIND_UNORDERED_ACCESS, 1024, NULL); + hr = ID3D11Device1_CreateUnorderedAccessView(device, (ID3D11Resource *)uavb, &uav_desc, &ps_uav); + ok(hr == S_OK, "Failed to create unordered access view, hr %#x.\n", hr); + ID3D11Buffer_Release(uavb); + hr = ID3D11Device1_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), simple_vs, sizeof(simple_vs), &il); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); @@ -6915,6 +6932,60 @@ static void test_device_context_state(void) vb_offset = 16; vb_stride = 16; + texture_desc.Width = 512; + texture_desc.Height = 512; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + 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 = ID3D11Device1_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device1_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ID3D11Texture2D_Release(texture); + + texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; + texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; + hr = ID3D11Device1_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device1_CreateDepthStencilView(device, (ID3D11Resource *)texture, NULL, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth/stencil view, hr %#x.\n", hr); + ID3D11Texture2D_Release(texture); + + memset(&blend_desc, 0, sizeof(blend_desc)); + blend_desc.RenderTarget[0].BlendEnable = TRUE; + blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; + blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + hr = ID3D11Device1_CreateBlendState(device, &blend_desc, &bs); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + + ds_desc.DepthEnable = TRUE; + ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + ds_desc.DepthFunc = D3D11_COMPARISON_LESS; + ds_desc.StencilEnable = FALSE; + ds_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; + ds_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; + ds_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; + ds_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; + ds_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + ds_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + ds_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; + ds_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; + ds_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + ds_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + hr = ID3D11Device1_CreateDepthStencilState(device, &ds_desc, &dss); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + ID3D11DeviceContext1_VSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext1_VSSetSamplers(context, 0, 1, &sampler); ID3D11DeviceContext1_VSSetShader(context, vs, NULL, 0); @@ -6953,6 +7024,10 @@ static void test_device_context_state(void) ID3D11DeviceContext1_IASetIndexBuffer(context, ib, DXGI_FORMAT_R32_UINT, ib_offset); ID3D11DeviceContext1_IASetVertexBuffers(context, 0, 1, &vb, &vb_stride, &vb_offset); + ID3D11DeviceContext1_OMSetBlendState(context, bs, custom_blend_factor, 0xff00ff00); + ID3D11DeviceContext1_OMSetDepthStencilState(context, dss, 3); + ID3D11DeviceContext1_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &rtv, dsv, 1, 1, &ps_uav, NULL); + previous_context_state = (ID3DDeviceContextState *)0xdeadbeef; ID3D11DeviceContext1_SwapDeviceContextState(context, NULL, &previous_context_state); todo_wine ok(previous_context_state == NULL, "Got unexpected state pointer.\n"); @@ -7097,6 +7172,33 @@ static void test_device_context_state(void) todo_wine ok(stride == 0, "Got unexpected vertex buffer stride %#x.\n", stride); todo_wine ok(offset == 0, "Got unexpected vertex buffer offset %#x.\n", offset); + tmp_rtv = (ID3D11RenderTargetView *)0xdeadbeef; + tmp_dsv = (ID3D11DepthStencilView *)0xdeadbeef; + tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef; + ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(context, 1, &tmp_rtv, &tmp_dsv, 1, 1, &tmp_uav); + todo_wine ok(!tmp_rtv, "Got unexpected rendertarget view %p.\n", tmp_rtv); + if (tmp_rtv) ID3D11RenderTargetView_Release(tmp_rtv); + todo_wine ok(!tmp_dsv, "Got unexpected depth/stencil view %p.\n", tmp_dsv); + if (tmp_dsv) ID3D11DepthStencilView_Release(tmp_dsv); + todo_wine ok(!tmp_uav, "Got unexpected unordered access view %p.\n", tmp_uav); + if (tmp_uav) ID3D11UnorderedAccessView_Release(tmp_uav); + tmp_bs = (ID3D11BlendState *)0xdeadbeef; + memset(blend_factor, 0xcd, sizeof(blend_factor)); + sample_mask = 0xdeadbeef; + ID3D11DeviceContext1_OMGetBlendState(context, &tmp_bs, blend_factor, &sample_mask); + todo_wine ok(!tmp_bs, "Got unexpected blend state %p.\n", tmp_bs); + if (tmp_bs) ID3D11BlendState_Release(tmp_bs); + todo_wine ok(!memcmp(blend_factor, default_blend_factor, sizeof(blend_factor)), + "Got unexpected blend factor %f,%f,%f,%f.\n", + blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]); + todo_wine ok(sample_mask == ~0, "Got unexpected sample mask %#x.\n", sample_mask); + tmp_dss = (ID3D11DepthStencilState *)0xdeadbeef; + stencil_ref = 0xdeadbeef; + ID3D11DeviceContext1_OMGetDepthStencilState(context, &tmp_dss, &stencil_ref); + todo_wine ok(!tmp_dss, "Got unexpected depth/stencil state %p.\n", tmp_dss); + if (tmp_dss) ID3D11DepthStencilState_Release(tmp_dss); + todo_wine ok(stencil_ref == 0, "Got unexpected stencil ref %#x.\n", stencil_ref); + /* updating the device context should also update the device context state */ hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs2); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); @@ -7327,6 +7429,34 @@ static void test_device_context_state(void) ok(stride == 16, "Got vertex buffer stride %#x, expected 16.\n", stride); ok(offset == 16, "Got vertex buffer offset %#x, expected 16.\n", offset); + tmp_rtv = (ID3D11RenderTargetView *)0xdeadbeef; + tmp_dsv = (ID3D11DepthStencilView *)0xdeadbeef; + tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef; + ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(context, 1, &tmp_rtv, &tmp_dsv, 1, 1, &tmp_uav); + ok(tmp_rtv == rtv, "Got rendertarget view %p, expected %p.\n", tmp_rtv, rtv); + ID3D11RenderTargetView_Release(tmp_rtv); + ok(tmp_dsv == dsv, "Got depth/stencil view %p, expected %p.\n", tmp_dsv, dsv); + ID3D11DepthStencilView_Release(tmp_dsv); + ok(tmp_uav == ps_uav, "Got unordered access view %p, expected %p.\n", tmp_uav, ps_uav); + ID3D11UnorderedAccessView_Release(tmp_uav); + tmp_bs = (ID3D11BlendState *)0xdeadbeef; + memset(blend_factor, 0xcd, sizeof(blend_factor)); + sample_mask = 0xdeadbeef; + ID3D11DeviceContext1_OMGetBlendState(context, &tmp_bs, blend_factor, &sample_mask); + ok(tmp_bs == bs, "Got blend state %p, expected %p.\n", tmp_bs, bs); + ID3D11BlendState_Release(tmp_bs); + ok(!memcmp(blend_factor, custom_blend_factor, sizeof(blend_factor)), + "Got blend factor %f,%f,%f,%f, expected %f,%f,%f,%f.\n", + blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], + custom_blend_factor[0], custom_blend_factor[1], custom_blend_factor[2], custom_blend_factor[3]); + ok(sample_mask == 0xff00ff00, "Got sample mask %#x, expected %#x.\n", sample_mask, 0xff00ff00); + tmp_dss = (ID3D11DepthStencilState *)0xdeadbeef; + stencil_ref = 0xdeadbeef; + ID3D11DeviceContext1_OMGetDepthStencilState(context, &tmp_dss, &stencil_ref); + ok(tmp_dss == dss, "Got depth/stencil state %p, expected %p.\n", tmp_dss, dss); + ID3D11DepthStencilState_Release(tmp_dss); + ok(stencil_ref == 3, "Got stencil ref %#x, expected 3.\n", stencil_ref); + feature_level = min(feature_level, D3D_FEATURE_LEVEL_10_1); hr = ID3D11Device1_CreateDeviceContextState(device, 0, &feature_level, 1, D3D11_SDK_VERSION, &IID_ID3D10Device, NULL, &context_state); @@ -7513,6 +7643,37 @@ static void test_device_context_state(void) todo_wine ok(stride == 0, "Got unexpected vertex buffer stride %#x.\n", stride); todo_wine ok(offset == 0, "Got unexpected vertex buffer offset %#x.\n", offset); + ID3D11DeviceContext1_OMSetBlendState(context, bs, custom_blend_factor, 0xff00ff00); + ID3D11DeviceContext1_OMSetDepthStencilState(context, dss, 3); + ID3D11DeviceContext1_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &rtv, dsv, 1, 1, &ps_uav, NULL); + + tmp_rtv = (ID3D11RenderTargetView *)0xdeadbeef; + tmp_dsv = (ID3D11DepthStencilView *)0xdeadbeef; + tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef; + ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(context, 1, &tmp_rtv, &tmp_dsv, 1, 1, &tmp_uav); + todo_wine ok(!tmp_rtv, "Got unexpected rendertarget view %p.\n", tmp_rtv); + if (tmp_rtv) ID3D11RenderTargetView_Release(tmp_rtv); + todo_wine ok(!tmp_dsv, "Got unexpected depth/stencil view %p.\n", tmp_dsv); + if (tmp_dsv) ID3D11DepthStencilView_Release(tmp_dsv); + todo_wine ok(!tmp_uav, "Got unexpected unordered access view %p.\n", tmp_uav); + if (tmp_uav) ID3D11UnorderedAccessView_Release(tmp_uav); + tmp_bs = (ID3D11BlendState *)0xdeadbeef; + memset(blend_factor, 0xcd, sizeof(blend_factor)); + sample_mask = 0xdeadbeef; + ID3D11DeviceContext1_OMGetBlendState(context, &tmp_bs, blend_factor, &sample_mask); + todo_wine ok(!tmp_bs, "Got unexpected blend state %p.\n", tmp_bs); + if (tmp_bs) ID3D11BlendState_Release(tmp_bs); + todo_wine ok(!memcmp(blend_factor, default_blend_factor, sizeof(blend_factor)), + "Got unexpected blend factor %f,%f,%f,%f.\n", + blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]); + todo_wine ok(sample_mask == ~0, "Got unexpected sample mask %#x.\n", sample_mask); + tmp_dss = (ID3D11DepthStencilState *)0xdeadbeef; + stencil_ref = 0xdeadbeef; + ID3D11DeviceContext1_OMGetDepthStencilState(context, &tmp_dss, &stencil_ref); + todo_wine ok(!tmp_dss, "Got unexpected depth/stencil state %p.\n", tmp_dss); + if (tmp_dss) ID3D11DepthStencilState_Release(tmp_dss); + todo_wine ok(stencil_ref == 0, "Got unexpected stencil ref %#x.\n", stencil_ref); + check_interface(device, &IID_ID3D10Device, TRUE, FALSE); check_interface(device, &IID_ID3D10Device1, TRUE, FALSE); @@ -7655,9 +7816,42 @@ static void test_device_context_state(void) ok(stride == 16, "Got vertex buffer stride %#x, expected 16.\n", stride); ok(offset == 16, "Got vertex buffer offset %#x, expected 16.\n", offset); + tmp_rtv = (ID3D11RenderTargetView *)0xdeadbeef; + tmp_dsv = (ID3D11DepthStencilView *)0xdeadbeef; + tmp_uav = (ID3D11UnorderedAccessView *)0xdeadbeef; + ID3D11DeviceContext1_OMGetRenderTargetsAndUnorderedAccessViews(context, 1, &tmp_rtv, &tmp_dsv, 1, 1, &tmp_uav); + ok(tmp_rtv == rtv, "Got rendertarget view %p, expected %p.\n", tmp_rtv, rtv); + ID3D11RenderTargetView_Release(tmp_rtv); + ok(tmp_dsv == dsv, "Got depth/stencil view %p, expected %p.\n", tmp_dsv, dsv); + ID3D11DepthStencilView_Release(tmp_dsv); + ok(tmp_uav == ps_uav, "Got unordered access view %p, expected %p.\n", tmp_uav, ps_uav); + ID3D11UnorderedAccessView_Release(tmp_uav); + tmp_bs = (ID3D11BlendState *)0xdeadbeef; + memset(blend_factor, 0xcd, sizeof(blend_factor)); + sample_mask = 0xdeadbeef; + ID3D11DeviceContext1_OMGetBlendState(context, &tmp_bs, blend_factor, &sample_mask); + ok(tmp_bs == bs, "Got blend state %p, expected %p.\n", tmp_bs, bs); + ID3D11BlendState_Release(tmp_bs); + ok(!memcmp(blend_factor, custom_blend_factor, sizeof(blend_factor)), + "Got blend factor %f,%f,%f,%f, expected %f,%f,%f,%f.\n", + blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3], + custom_blend_factor[0], custom_blend_factor[1], custom_blend_factor[2], custom_blend_factor[3]); + ok(sample_mask == 0xff00ff00, "Got sample mask %#x, expected %#x.\n", sample_mask, 0xff00ff00); + tmp_dss = (ID3D11DepthStencilState *)0xdeadbeef; + stencil_ref = 0xdeadbeef; + ID3D11DeviceContext1_OMGetDepthStencilState(context, &tmp_dss, &stencil_ref); + ok(tmp_dss == dss, "Got depth/stencil state %p, expected %p.\n", tmp_dss, dss); + ID3D11DepthStencilState_Release(tmp_dss); + ok(stencil_ref == 3, "Got stencil ref %#x, expected 3.\n", stencil_ref); + check_interface(device, &IID_ID3D10Device, TRUE, FALSE); check_interface(device, &IID_ID3D10Device1, TRUE, FALSE); + ID3D11BlendState_Release(bs); + ID3D11DepthStencilState_Release(dss); + ID3D11DepthStencilView_Release(dsv); + ID3D11RenderTargetView_Release(rtv); + ID3D11UnorderedAccessView_Release(ps_uav); ID3D11InputLayout_Release(il); ID3D11Buffer_Release(ib); ID3D11Buffer_Release(vb); -- 2.11.4.GIT