d3d11/tests: Add a test for shader stencil export.
Ported from b8ab71e4dc in vkd3d by Conor McCarthy.
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1 changed files with 160 additions and 0 deletions
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@ -21,6 +21,7 @@
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#include <float.h>
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#include <limits.h>
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#include <math.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#define COBJMACROS
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#include "initguid.h"
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@ -1646,6 +1647,16 @@ static BOOL check_compute_shaders_via_sm4_support(ID3D11Device *device)
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return options.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
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}
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static bool check_stencil_ref_export_support(ID3D11Device *device)
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{
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D3D11_FEATURE_DATA_D3D11_OPTIONS2 options;
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if (FAILED(ID3D11Device_CheckFeatureSupport(device,
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D3D11_FEATURE_D3D11_OPTIONS2, &options, sizeof(options))))
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return false;
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return options.PSSpecifiedStencilRefSupported;
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}
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static BOOL check_viewport_array_index_from_any_shader_support(ID3D11Device *device)
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{
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D3D11_FEATURE_DATA_D3D11_OPTIONS3 options;
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@ -35452,6 +35463,154 @@ static void test_clear_during_render(void)
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release_test_context(&test_context);
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}
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static void test_stencil_export(void)
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
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D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc;
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struct d3d11_test_context test_context;
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D3D11_DEPTH_STENCIL_DESC ds_desc = {0};
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ID3D11DepthStencilState *ds_state;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11PixelShader *ps, *ps_sample;
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ID3D11ShaderResourceView *srv;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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ID3D11DepthStencilView *dsv;
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ID3D11RenderTargetView *rtv;
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ID3D11Texture2D *rt, *ds;
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ID3D11Device *device;
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ID3D11Buffer *cb;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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uint stencil_ref;
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uint main() : SV_StencilRef
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{
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return stencil_ref;
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}
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#endif
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0x43425844, 0x3980cb16, 0xbbe87d38, 0xb93f7c61, 0x200c41ed, 0x00000001, 0x000000cc, 0x00000004,
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0x00000030, 0x00000040, 0x00000078, 0x000000bc, 0x4e475349, 0x00000008, 0x00000000, 0x00000008,
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0x4e47534f, 0x00000030, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001,
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0xffffffff, 0x00000e01, 0x535f5653, 0x636e6574, 0x65526c69, 0xabab0066, 0x58454853, 0x0000003c,
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0x00000050, 0x0000000f, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065,
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0x00029001, 0x05000036, 0x00029001, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, 0x30494653,
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0x00000008, 0x00000200, 0x00000000,
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};
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static const DWORD ps_sample_code[] =
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{
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#if 0
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Texture2D<uint4> tex : register(t0);
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uint4 main(float4 pos : SV_Position) : SV_TARGET
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{
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return tex[uint2(pos.xy)].g;
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}
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#endif
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0x43425844, 0xdd1e98d4, 0x53c81701, 0x576f6b2e, 0x040b18bb, 0x00000001, 0x0000014c, 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, 0x00000001,
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0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x000000b0, 0x00000050,
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0x0000002c, 0x0100086a, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032,
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0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0500001c,
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0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x8900002d, 0x800000c2, 0x00111103, 0x00100012,
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0x00000000, 0x00100e46, 0x00000000, 0x00107e16, 0x00000000, 0x05000036, 0x001020f2, 0x00000000,
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0x00100006, 0x00000000, 0x0100003e,
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};
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static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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static const DWORD cb_data[4] = {0xff};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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if (!check_stencil_ref_export_support(device))
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{
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skip("The device does not support stencil ref export.\n");
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release_test_context(&test_context);
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return;
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}
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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_R8_UINT;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt, NULL, &rtv);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_R32G8X24_TYPELESS;
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texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &ds);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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dsv_desc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
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dsv_desc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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dsv_desc.Flags = 0;
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dsv_desc.Texture2D.MipSlice = 0;
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hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)ds, &dsv_desc, &dsv);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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srv_desc.Format = DXGI_FORMAT_X32_TYPELESS_G8X24_UINT;
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srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Texture2D.MostDetailedMip = 0;
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srv_desc.Texture2D.MipLevels = 1;
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)ds, &srv_desc, &srv);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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ds_desc.DepthFunc = D3D11_COMPARISON_NEVER;
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ds_desc.StencilEnable = TRUE,
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ds_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK,
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ds_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK,
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ds_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE,
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ds_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE,
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ds_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE,
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ds_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS,
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ds_desc.BackFace = ds_desc.FrontFace;
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hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_sample_code, sizeof(ps_sample_code), NULL, &ps_sample);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cb_data), cb_data);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_STENCIL, 0.0f, 0x80);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, dsv);
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ID3D11DeviceContext_OMSetDepthStencilState(context, ds_state, 0);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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draw_quad(&test_context);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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ID3D11DeviceContext_ClearRenderTargetView(context, rtv, black);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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ID3D11DeviceContext_PSSetShader(context, ps_sample, NULL, 0);
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draw_quad(&test_context);
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get_texture_readback(rt, 0, &rb);
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check_readback_data_u8(&rb, NULL, 0xff, 0);
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release_resource_readback(&rb);
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ID3D11ShaderResourceView_Release(srv);
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ID3D11Buffer_Release(cb);
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ID3D11PixelShader_Release(ps);
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ID3D11PixelShader_Release(ps_sample);
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ID3D11DepthStencilState_Release(ds_state);
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ID3D11Texture2D_Release(rt);
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ID3D11Texture2D_Release(ds);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11DepthStencilView_Release(dsv);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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unsigned int argc, i;
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@ -35649,6 +35808,7 @@ START_TEST(d3d11)
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queue_for_each_feature_level(test_shared_resource);
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queue_test(test_keyed_mutex);
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queue_test(test_clear_during_render);
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queue_test(test_stencil_export);
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run_queued_tests();
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