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tests: Test depth comparison sampling with cubemap array textures.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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9839850b87
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149
tests/d3d12.c
149
tests/d3d12.c
@ -14588,7 +14588,82 @@ static void test_sample_c_lz(void)
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0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
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static const float depth_values[] = {1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f};
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static const DWORD ps_cube_array_code[] =
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{
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#if 0
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TextureCubeArray t;
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SamplerComparisonState s;
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float ref;
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float layer;
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float4 main(float4 position : SV_Position) : SV_Target
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{
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float2 p;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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float3 coord;
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switch ((uint)layer % 6)
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{
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case 0:
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coord = float3(1.0f, p.x, p.y);
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break;
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case 1:
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coord = float3(-1.0f, p.x, p.y);
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break;
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case 2:
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coord = float3(p.x, 1.0f, p.y);
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break;
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case 3:
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coord = float3(p.x, -1.0f, p.y);
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break;
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case 4:
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coord = float3(p.x, p.y, 1.0f);
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break;
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case 5:
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default:
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coord = float3(p.x, p.y, -1.0f);
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break;
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}
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return t.SampleCmpLevelZero(s, float4(coord, (uint)layer / 6), ref);
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}
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#endif
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0x43425844, 0xafbb850b, 0x724ab414, 0x56cdc3a8, 0x6b9fd1af, 0x00000001, 0x00000360, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000002c4, 0x00000041,
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0x000000b1, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000,
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0x00000000, 0x04005058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0600001c, 0x00100012,
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0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0900004e, 0x00100012, 0x00000000, 0x00100012,
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0x00000001, 0x0010000a, 0x00000000, 0x00004001, 0x00000006, 0x0300004c, 0x0010000a, 0x00000001,
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0x03000006, 0x00004001, 0x00000000, 0x05000036, 0x00100012, 0x00000001, 0x00004001, 0x3f800000,
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0x0a000038, 0x00100062, 0x00000001, 0x00101106, 0x00000000, 0x00004002, 0x00000000, 0x3acccccd,
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0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001, 0x00000001, 0x05000036, 0x00100012,
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0x00000001, 0x00004001, 0xbf800000, 0x0a000038, 0x00100062, 0x00000001, 0x00101106, 0x00000000,
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0x00004002, 0x00000000, 0x3acccccd, 0x3b088889, 0x00000000, 0x01000002, 0x03000006, 0x00004001,
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0x00000002, 0x0a000038, 0x00100052, 0x00000001, 0x00101106, 0x00000000, 0x00004002, 0x3acccccd,
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0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022, 0x00000001, 0x00004001, 0x3f800000,
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0x01000002, 0x03000006, 0x00004001, 0x00000003, 0x0a000038, 0x00100052, 0x00000001, 0x00101106,
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0x00000000, 0x00004002, 0x3acccccd, 0x00000000, 0x3b088889, 0x00000000, 0x05000036, 0x00100022,
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0x00000001, 0x00004001, 0xbf800000, 0x01000002, 0x03000006, 0x00004001, 0x00000004, 0x0a000038,
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0x00100032, 0x00000001, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000,
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0x00000000, 0x05000036, 0x00100042, 0x00000001, 0x00004001, 0x3f800000, 0x01000002, 0x0100000a,
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0x0a000038, 0x00100032, 0x00000001, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889,
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0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000001, 0x00004001, 0xbf800000, 0x01000002,
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0x01000017, 0x05000056, 0x00100082, 0x00000001, 0x0010000a, 0x00000000, 0x0c000047, 0x00100012,
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0x00000000, 0x00100e46, 0x00000001, 0x00107006, 0x00000000, 0x00106000, 0x00000000, 0x0020800a,
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0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_cube_array = {ps_cube_array_code, sizeof(ps_cube_array_code)};
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static const float depth_values[] =
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{
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1.0f, 0.0f, 0.5f, 0.6f, 0.4f, 0.1f,
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0.2f, 0.9f, 0.0f, 1.0f, 0.8f, 0.3f,
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};
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static const struct
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{
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unsigned int layer;
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@ -14597,12 +14672,18 @@ static void test_sample_c_lz(void)
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}
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tests[] =
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{
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{0, 0.5f, 0.0f},
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{1, 0.5f, 1.0f},
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{2, 0.5f, 0.0f},
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{3, 0.5f, 0.0f},
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{4, 0.5f, 1.0f},
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{5, 0.5f, 1.0f},
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{ 0, 0.5f, 0.0f},
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{ 1, 0.5f, 1.0f},
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{ 2, 0.5f, 0.0f},
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{ 3, 0.5f, 0.0f},
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{ 4, 0.5f, 1.0f},
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{ 5, 0.5f, 1.0f},
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{ 6, 0.5f, 1.0f},
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{ 7, 0.5f, 0.0f},
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{ 8, 0.5f, 1.0f},
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{ 9, 0.5f, 0.0f},
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{10, 0.5f, 0.0f},
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{11, 0.5f, 1.0f},
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{0, 0.0f, 0.0f},
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{1, 0.0f, 0.0f},
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@ -14737,6 +14818,60 @@ static void test_sample_c_lz(void)
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srv_desc.TextureCube.MipLevels = 2;
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ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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if (tests[i].layer >= 6)
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continue;
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vkd3d_test_set_context("test %u", i);
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ps_constant.x = tests[i].d_ref;
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ps_constant.y = tests[i].layer;
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, clear_color, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, false, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0,
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get_gpu_descriptor_handle(&context, heap, 0));
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 4, &ps_constant.x, 0);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_texture_readback_with_command_list(context.render_target, 0, &rb, queue, command_list);
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/* Avoid testing values affected by seamless cube map filtering. */
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set_rect(&rect, 100, 100, 540, 380);
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check_readback_data_float(&rb, &rect, tests[i].expected, 2);
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release_resource_readback(&rb);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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}
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vkd3d_test_set_context(NULL);
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ID3D12PipelineState_Release(context.pipeline_state);
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/* cube array texture */
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context.pipeline_state = create_pipeline_state(context.device,
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context.root_signature, context.render_target_desc.Format, NULL, &ps_cube_array, NULL);
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memset(&srv_desc, 0, sizeof(srv_desc));
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srv_desc.Format = DXGI_FORMAT_R32_FLOAT;
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srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURECUBEARRAY;
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srv_desc.TextureCubeArray.MostDetailedMip = 0;
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srv_desc.TextureCubeArray.MipLevels = 2;
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srv_desc.TextureCubeArray.First2DArrayFace = 0;
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srv_desc.TextureCubeArray.NumCubes = ARRAY_SIZE(depth_values) / 6;
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ID3D12Device_CreateShaderResourceView(context.device, ds.texture, &srv_desc, cpu_handle);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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vkd3d_test_set_context("test %u", i);
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