From 4329552a64cbb7a0c17d552843ac8f518d794a8f Mon Sep 17 00:00:00 2001 From: =?utf8?q?J=C3=B3zef=20Kucia?= Date: Tue, 11 Apr 2017 13:30:37 +0200 Subject: [PATCH] d3d11/tests: Add test for gather4 instructions. MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 318 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 318 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 897a929d5fb..bba52b5d7b6 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -16970,6 +16970,323 @@ static void test_stream_output_resume(void) release_test_context(&test_context); } +static void test_gather(void) +{ + struct + { + int width, height; + int offset_x, offset_y; + } constant; + struct d3d11_test_context test_context; + D3D11_TEXTURE2D_DESC texture_desc; + ID3D11ShaderResourceView *srv; + ID3D11Texture2D *texture, *rt; + ID3D11DeviceContext *context; + ID3D11RenderTargetView *rtv; + struct resource_readback rb; + ID3D11PixelShader *ps; + ID3D11Device *device; + unsigned int x, y; + ID3D11Buffer *cb; + HRESULT hr; + + static const DWORD gather4_code[] = + { +#if 0 + SamplerState s; + Texture2D t; + + int2 size; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.Gather(s, position.xy / size); + } +#endif + 0x43425844, 0xca1ee692, 0xb122f477, 0x8c467d38, 0x0f5a233a, 0x00000001, 0x00000154, 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, 0x000000b8, 0x00000041, + 0x0000002e, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, + 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, + 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, + 0x00000000, 0x00100046, 0x00000000, 0x0900006d, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, + 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0100003e, + }; + static const DWORD gather4_offset_code[] = + { +#if 0 + SamplerState s; + Texture2D t; + + int2 size; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.Gather(s, position.xy / size, int2(1, 1)); + } +#endif + 0x43425844, 0xe5ab2216, 0x90748ece, 0x7ccf2123, 0x4edbba7c, 0x00000001, 0x00000158, 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, 0x000000bc, 0x00000041, + 0x0000002f, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, + 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, + 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, + 0x00000000, 0x00100046, 0x00000000, 0x8a00006d, 0x00002201, 0x001020f2, 0x00000000, 0x00100046, + 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, 0x00000000, 0x0100003e, + }; + static const DWORD gather4_green_code[] = + { +#if 0 + SamplerState s; + Texture2D t; + + int2 size; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.GatherGreen(s, position.xy / size); + } +#endif + 0x43425844, 0x2b0ad2d9, 0x8ad30b52, 0xc418477f, 0xe5211693, 0x00000001, 0x0000015c, 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, 0x58454853, 0x000000c0, 0x00000050, + 0x00000030, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, + 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, + 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, + 0x00000000, 0x00100046, 0x00000000, 0x8b00006d, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, + 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x0010601a, 0x00000000, 0x0100003e, + }; + static const DWORD gather4_po_code[] = + { +#if 0 + SamplerState s; + Texture2D t; + + int2 size; + int2 offset; + + float4 main(float4 position : SV_Position) : SV_Target + { + return t.Gather(s, position.xy / size, offset); + } +#endif + 0x43425844, 0xe19bdd35, 0x44514fb3, 0xfaa8727f, 0xc1092da0, 0x00000001, 0x00000168, 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, 0x58454853, 0x000000cc, 0x00000050, + 0x00000033, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, + 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0600002b, 0x00100032, + 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x0700000e, 0x00100032, 0x00000000, 0x00101046, + 0x00000000, 0x00100046, 0x00000000, 0x8e00007f, 0x800000c2, 0x00155543, 0x001020f2, 0x00000000, + 0x00100046, 0x00000000, 0x00208ae6, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x0010600a, + 0x00000000, 0x0100003e, + }; + static const struct vec4 texture_data[] = + { + {0.0f, 0.0f}, {1.0f, 1.0f}, {2.0f, 2.0f}, {3.0f, 3.0f}, + {4.0f, 0.1f}, {5.0f, 1.1f}, {6.0f, 2.1f}, {7.0f, 3.1f}, + {8.0f, 0.2f}, {9.0f, 1.2f}, {0.5f, 2.2f}, {1.5f, 3.2f}, + {2.5f, 0.3f}, {3.5f, 1.3f}, {4.5f, 2.3f}, {5.5f, 3.3f}, + }; + static const struct vec4 expected_gather4[] = + { + {4.0f, 5.0f, 1.0f, 0.0f}, {5.0f, 6.0f, 2.0f, 1.0f}, {6.0f, 7.0f, 3.0f, 2.0f}, {7.0f, 7.0f, 3.0f, 3.0f}, + {8.0f, 9.0f, 5.0f, 4.0f}, {9.0f, 0.5f, 6.0f, 5.0f}, {0.5f, 1.5f, 7.0f, 6.0f}, {1.5f, 1.5f, 7.0f, 7.0f}, + {2.5f, 3.5f, 9.0f, 8.0f}, {3.5f, 4.5f, 0.5f, 9.0f}, {4.5f, 5.5f, 1.5f, 0.5f}, {5.5f, 5.5f, 1.5f, 1.5f}, + {2.5f, 3.5f, 3.5f, 2.5f}, {3.5f, 4.5f, 4.5f, 3.5f}, {4.5f, 5.5f, 5.5f, 4.5f}, {5.5f, 5.5f, 5.5f, 5.5f}, + }; + static const struct vec4 expected_gather4_offset[] = + { + {9.0f, 0.5f, 6.0f, 5.0f}, {0.5f, 1.5f, 7.0f, 6.0f}, {1.5f, 1.5f, 7.0f, 7.0f}, {1.5f, 1.5f, 7.0f, 7.0f}, + {3.5f, 4.5f, 0.5f, 9.0f}, {4.5f, 5.5f, 1.5f, 0.5f}, {5.5f, 5.5f, 1.5f, 1.5f}, {5.5f, 5.5f, 1.5f, 1.5f}, + {3.5f, 4.5f, 4.5f, 3.5f}, {4.5f, 5.5f, 5.5f, 4.5f}, {5.5f, 5.5f, 5.5f, 5.5f}, {5.5f, 5.5f, 5.5f, 5.5f}, + {3.5f, 4.5f, 4.5f, 3.5f}, {4.5f, 5.5f, 5.5f, 4.5f}, {5.5f, 5.5f, 5.5f, 5.5f}, {5.5f, 5.5f, 5.5f, 5.5f}, + }; + static const struct vec4 expected_gather4_green[] = + { + {0.1f, 1.1f, 1.0f, 0.0f}, {1.1f, 2.1f, 2.0f, 1.0f}, {2.1f, 3.1f, 3.0f, 2.0f}, {3.1f, 3.1f, 3.0f, 3.0f}, + {0.2f, 1.2f, 1.1f, 0.1f}, {1.2f, 2.2f, 2.1f, 1.1f}, {2.2f, 3.2f, 3.1f, 2.1f}, {3.2f, 3.2f, 3.1f, 3.1f}, + {0.3f, 1.3f, 1.2f, 0.2f}, {1.3f, 2.3f, 2.2f, 1.2f}, {2.3f, 3.3f, 3.2f, 2.2f}, {3.3f, 3.3f, 3.2f, 3.2f}, + {0.3f, 1.3f, 1.3f, 0.3f}, {1.3f, 2.3f, 2.3f, 1.3f}, {2.3f, 3.3f, 3.3f, 2.3f}, {3.3f, 3.3f, 3.3f, 3.3f}, + }; + static const struct vec4 white = {1.0f, 1.0f, 1.0f, 1.0f}; + static const D3D11_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 4}; + + if (!init_test_context(&test_context, NULL)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + if (ID3D11Device_GetFeatureLevel(device) < D3D_FEATURE_LEVEL_10_1) + { + skip("Shader model 4.1 required for gather4 instruction.\n"); + release_test_context(&test_context); + return; + } + + texture_desc.Width = 4; + texture_desc.Height = 4; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R32G32B32A32_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); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL); + + texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv); + ok(SUCCEEDED(hr), "Fialed to create shader resource view, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); + + constant.width = texture_desc.Width; + constant.height = texture_desc.Height; + constant.offset_x = 1; + constant.offset_y = 1; + cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), &constant); + ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); + + hr = ID3D11Device_CreatePixelShader(device, gather4_code, sizeof(gather4_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, &white.x); + draw_quad(&test_context); + get_texture_readback(rt, 0, &rb); + for (y = 0; y < texture_desc.Height; ++y) + { + for (x = 0; x < texture_desc.Width; ++x) + { + const struct vec4 *expected = &expected_gather4[y * texture_desc.Width + x]; + const struct vec4 *got = get_readback_vec4(&rb, x, y); + ok(compare_vec4(got, expected, 0), + "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); + } + } + release_resource_readback(&rb); + + ID3D11PixelShader_Release(ps); + hr = ID3D11Device_CreatePixelShader(device, gather4_offset_code, sizeof(gather4_offset_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, &white.x); + draw_quad(&test_context); + get_texture_readback(rt, 0, &rb); + for (y = 0; y < texture_desc.Height; ++y) + { + for (x = 0; x < texture_desc.Width; ++x) + { + const struct vec4 *expected = &expected_gather4_offset[y * texture_desc.Width + x]; + const struct vec4 *got = get_readback_vec4(&rb, x, y); + ok(compare_vec4(got, expected, 0), + "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); + } + } + release_resource_readback(&rb); + + ID3D11PixelShader_Release(ps); + + if (ID3D11Device_GetFeatureLevel(device) < D3D_FEATURE_LEVEL_11_0) + { + skip("Shader model 5 required for GatherGreen()/gather4_po.\n"); + goto done; + } + + hr = ID3D11Device_CreatePixelShader(device, gather4_green_code, sizeof(gather4_green_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, &white.x); + draw_quad(&test_context); + get_texture_readback(rt, 0, &rb); + for (y = 0; y < texture_desc.Height; ++y) + { + for (x = 0; x < texture_desc.Width; ++x) + { + const struct vec4 *expected = &expected_gather4_green[y * texture_desc.Width + x]; + const struct vec4 *got = get_readback_vec4(&rb, x, y); + ok(compare_vec4(got, expected, 0), + "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); + } + } + release_resource_readback(&rb); + + ID3D11PixelShader_Release(ps); + hr = ID3D11Device_CreatePixelShader(device, gather4_po_code, sizeof(gather4_po_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, &white.x); + draw_quad(&test_context); + get_texture_readback(rt, 0, &rb); + for (y = 0; y < texture_desc.Height; ++y) + { + for (x = 0; x < texture_desc.Width; ++x) + { + const struct vec4 *expected = &expected_gather4_offset[y * texture_desc.Width + x]; + const struct vec4 *got = get_readback_vec4(&rb, x, y); + ok(compare_vec4(got, expected, 0), + "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); + } + } + release_resource_readback(&rb); + + constant.offset_x = 0; + constant.offset_y = 0; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constant, 0, 0); + ID3D11DeviceContext_ClearRenderTargetView(context, rtv, &white.x); + draw_quad(&test_context); + get_texture_readback(rt, 0, &rb); + for (y = 0; y < texture_desc.Height; ++y) + { + for (x = 0; x < texture_desc.Width; ++x) + { + const struct vec4 *expected = &expected_gather4[y * texture_desc.Width + x]; + const struct vec4 *got = get_readback_vec4(&rb, x, y); + ok(compare_vec4(got, expected, 0), + "Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", + got->x, got->y, got->z, got->w, expected->x, expected->y, expected->z, expected->w); + } + } + release_resource_readback(&rb); + + ID3D11PixelShader_Release(ps); + +done: + ID3D11Buffer_Release(cb); + ID3D11Texture2D_Release(rt); + ID3D11Texture2D_Release(texture); + ID3D11RenderTargetView_Release(rtv); + ID3D11ShaderResourceView_Release(srv); + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -17055,4 +17372,5 @@ START_TEST(d3d11) test_stream_output(); test_fl10_stream_output_desc(); test_stream_output_resume(); + test_gather(); } -- 2.11.4.GIT