tests: Add bump mapping tests.

This commit is contained in:
Elizabeth Figura
2025-08-09 13:09:17 -05:00
committed by Henri Verbeet
parent 6b5fe9daaf
commit 6633c220b7
Notes: Henri Verbeet 2025-10-27 19:10:04 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1793
6 changed files with 187 additions and 1 deletions

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@@ -74,6 +74,7 @@ vkd3d_shader_tests = \
tests/hlsl/bitwise.shader_test \ tests/hlsl/bitwise.shader_test \
tests/hlsl/bool-cast.shader_test \ tests/hlsl/bool-cast.shader_test \
tests/hlsl/bool-semantics.shader_test \ tests/hlsl/bool-semantics.shader_test \
tests/hlsl/bump.shader_test \
tests/hlsl/calculate-lod.shader_test \ tests/hlsl/calculate-lod.shader_test \
tests/hlsl/cast-64-bit.shader_test \ tests/hlsl/cast-64-bit.shader_test \
tests/hlsl/cast-broadcast.shader_test \ tests/hlsl/cast-broadcast.shader_test \

106
tests/hlsl/bump.shader_test Normal file
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@@ -0,0 +1,106 @@
% Tests for 1.x bump environment mapping instructions.
% The main function of texbem/texbeml is to slightly perturb the texture
% coordinates. We could in theory test the perturbed texture coordinates simply
% by setting up a linear filter between two pixels and testing what value is
% returned, but unfortunately linear filtering doesn't actually have arbitrary
% precision between two given pixels, and in practice the precision can be low.
% Instead we'll need to use a large source texture. Since we can't feasibly
% specify that much data by hand, we set up an initial rendering pass to fill
% the source texture with the right values.
[require]
shader model < 3.0
[rtv 0]
format r32g32b32a32-float
size (2d, 1000, 1000)
[sampler 0]
filter point point point
address clamp clamp clamp
[sampler 1]
filter linear linear linear
address clamp clamp clamp
[srv 0]
size (2d, 2, 1)
0.1 0.2 0.3 0.4 0.4 0.3 0.2 0.1
[srv 1]
size (2d, 1000, 1000)
[vertex shader]
void main(inout float4 pos : position, out float4 tex : texcoord)
{
tex = (pos + 1) / 2;
}
[pixel shader]
float4 main(float4 tex : texcoord) : color
{
/* Compensate for the pixel center. */
tex.x += (0.5 / 1000.0);
tex.y -= (0.5 / 1000.0);
return float4(tex.yx, 1.0 - tex.xy);
}
[test]
draw quad
copy rtv 0 srv 1
[vertex shader]
void main(inout float4 pos : position, out float4 tex0 : texcoord, out float4 tex1 : texcoord1)
{
tex0 = (pos + 1) / 2;
tex1 = float4(0.2, 0.3, 0.4, 0.5);
}
[pixel shader d3dbc-hex]
% TODO: Convert to assembly.
ffff0101 % ps_1_1
00000042 b00f0000 % tex t0
00000043 b00f0001 b0e40000 % texbem t1, t0
00000001 800f0000 b0e40001 % mov r0, t1
0000ffff % end
[test]
bump 1 f32(0.1, 0.2, 0.3, 0.5) 2.0 0.3
draw quad
% WARP transposes the matrix for TEXBEM/TEXBEML, but not for BEM.
if(!warp) probe (250, 500) f32(0.58, 0.27, 0.73, 0.42) 32
if(!warp) probe (750, 500) f32(0.47, 0.33, 0.67, 0.53) 16
[pixel shader d3dbc-hex]
% TODO: Convert to assembly.
ffff0101 % ps_1_1
00000042 b00f0000 % tex t0
00000044 b00f0001 b0e40000 % texbeml t1, t0
00000001 800f0000 b0e40001 % mov r0, t1
0000ffff % end
[test]
bump 1 f32(0.1, 0.2, 0.3, 0.5) 2.0 0.3
draw quad
% Besides transposing the matrix, WARP also uses the texcoord t1.z (0.4)
% as a luminance factor, instead of the textured value t0.z (0.3 or 0.2).
if(!warp) probe (250, 500) f32(0.522, 0.243, 0.657, 0.378) 32
if(!warp) probe (750, 500) f32(0.329, 0.231, 0.469, 0.371) 16
[pixel shader d3dbc-hex]
% TODO: Convert to assembly.
ffff0104 % ps_1_4
00000051 a00f0000 3dcccccd 3e4ccccd 3e99999a 3ecccccd % def c0, 0.1, 0.2, 0.3, 0.4
00000051 a00f0001 3e99999a 3ecccccd 3f000000 3f19999a % def c1, 0.3, 0.4, 0.5, 0.6
00000001 800f0000 a0e40000 % mov r0, c0
00000001 800f0001 a0e40001 % mov r1, c1
% Note that NVidia will crash if we use c0/c1 directly here.
00000059 80030002 80e40001 80e40000 % bem r2.xy, r1, r0
00000001 80030000 80e40002 % mov r0.xy, r2
0000ffff % end
[test]
bump 2 f32(0.2, 0.3, 0.5, 0.6) 2.0 0.3
draw quad
probe (320, 240) f32(0.42, 0.55, 0.3, 0.4) 1

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@@ -1715,6 +1715,40 @@ static void parse_test_directive(struct shader_runner *runner, const char *line)
runner->viewport_count = max(runner->viewport_count, i + 1); runner->viewport_count = max(runner->viewport_count, i + 1);
} }
else if (match_string(line, "bump", &line))
{
struct bump_constants *c;
unsigned int index;
index = strtoul(line, (char **)&rest, 10);
if (rest == line || index >= 6)
fatal_error("Malformed bump directive '%s'.\n", line);
line = rest;
c = &runner->bump[index];
if (!match_string(line, "f32", &line))
fatal_error("Malformed bump directive '%s'.\n", line);
if (*line != '(')
fatal_error("Malformed bump directive '%s'.\n", line);
++line;
read_f32(&line, &c->matrix[0][0]);
if (!match_string(line, ",", &line))
fatal_error("Malformed bump directive '%s'.\n", line);
read_f32(&line, &c->matrix[0][1]);
if (!match_string(line, ",", &line))
fatal_error("Malformed bump directive '%s'.\n", line);
read_f32(&line, &c->matrix[1][0]);
if (!match_string(line, ",", &line))
fatal_error("Malformed bump directive '%s'.\n", line);
read_f32(&line, &c->matrix[1][1]);
if (*line != ')')
fatal_error("Malformed bump directive '%s'.\n", line);
++line;
read_f32(&line, &c->luminance_scale);
read_f32(&line, &c->luminance_offset);
}
else else
{ {
fatal_error("Unknown test directive '%s'.\n", line); fatal_error("Unknown test directive '%s'.\n", line);

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@@ -286,6 +286,11 @@ struct shader_runner
enum fog_mode fog_mode; enum fog_mode fog_mode;
float fog_start, fog_end, fog_density; float fog_start, fog_end, fog_density;
bool ortho_fog; bool ortho_fog;
struct bump_constants
{
float matrix[2][2];
float luminance_scale, luminance_offset;
} bump[8];
struct viewport viewports[4]; struct viewport viewports[4];
unsigned int viewport_count; unsigned int viewport_count;

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@@ -631,6 +631,28 @@ static bool d3d9_runner_draw(struct shader_runner *r,
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGDENSITY, float_to_int(runner->r.fog_density)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGDENSITY, float_to_int(runner->r.fog_density));
ok(hr == D3D_OK, "Failed to set render state, hr %#lx.\n", hr); ok(hr == D3D_OK, "Failed to set render state, hr %#lx.\n", hr);
for (unsigned int i = 0; i < 8; ++i)
{
hr = IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_BUMPENVMAT00,
float_to_int(runner->r.bump[i].matrix[0][0]));
ok(hr == D3D_OK, "Failed to set texture state, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_BUMPENVMAT01,
float_to_int(runner->r.bump[i].matrix[0][1]));
ok(hr == D3D_OK, "Failed to set texture state, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_BUMPENVMAT10,
float_to_int(runner->r.bump[i].matrix[1][0]));
ok(hr == D3D_OK, "Failed to set texture state, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_BUMPENVMAT11,
float_to_int(runner->r.bump[i].matrix[1][1]));
ok(hr == D3D_OK, "Failed to set texture state, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_BUMPENVLSCALE,
float_to_int(runner->r.bump[i].luminance_scale));
ok(hr == D3D_OK, "Failed to set texture state, hr %#lx.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_BUMPENVLOFFSET,
float_to_int(runner->r.bump[i].luminance_offset));
ok(hr == D3D_OK, "Failed to set texture state, hr %#lx.\n", hr);
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(hr == D3D_OK, "Failed to create vertex declaration, hr %#lx.\n", hr); ok(hr == D3D_OK, "Failed to create vertex declaration, hr %#lx.\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), &vs); hr = IDirect3DDevice9_CreateVertexShader(device, ID3D10Blob_GetBufferPointer(vs_code), &vs);

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@@ -366,7 +366,7 @@ static bool compile_d3d_code(struct vulkan_shader_runner *runner,
struct vkd3d_shader_varying_map varying_map[12]; struct vkd3d_shader_varying_map varying_map[12];
struct vkd3d_shader_resource_binding *binding; struct vkd3d_shader_resource_binding *binding;
struct vkd3d_shader_compile_option options[2]; struct vkd3d_shader_compile_option options[2];
struct vkd3d_shader_parameter1 parameters[22]; struct vkd3d_shader_parameter1 parameters[40];
unsigned int i; unsigned int i;
char *messages; char *messages;
int ret; int ret;
@@ -591,6 +591,24 @@ static bool compile_d3d_code(struct vulkan_shader_runner *runner,
parameters[21].data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32; parameters[21].data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32;
parameters[21].u.immediate_constant.u.u32 = get_fog_source(&runner->r); parameters[21].u.immediate_constant.u.u32 = get_fog_source(&runner->r);
for (i = 0; i < 6; ++i)
{
parameters[22 + i].name = VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_0 + i;
parameters[22 + i].type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT;
parameters[22 + i].data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_FLOAT32_VEC4;
memcpy(parameters[22 + i].u.immediate_constant.u.f32_vec4, runner->r.bump[i].matrix, sizeof(struct vec4));
parameters[28 + i].name = VKD3D_SHADER_PARAMETER_NAME_BUMP_LUMINANCE_SCALE_0 + i;
parameters[28 + i].type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT;
parameters[28 + i].data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_FLOAT32;
parameters[28 + i].u.immediate_constant.u.f32 = runner->r.bump[i].luminance_scale;
parameters[34 + i].name = VKD3D_SHADER_PARAMETER_NAME_BUMP_LUMINANCE_OFFSET_0 + i;
parameters[34 + i].type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT;
parameters[34 + i].data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_FLOAT32;
parameters[34 + i].u.immediate_constant.u.f32 = runner->r.bump[i].luminance_offset;
}
parameter_info.parameter_count = ARRAY_SIZE(parameters); parameter_info.parameter_count = ARRAY_SIZE(parameters);
parameter_info.parameters = parameters; parameter_info.parameters = parameters;