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>
This commit is contained in:
Zebediah Figura 2022-04-25 15:36:59 -05:00 committed by Alexandre Julliard
parent 9839850b87
commit eb2c3b0b90

View File

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