Commit 70c08179 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d10core/tests: Add test for SM4 sample_b instruction.

parent f9723506
......@@ -3415,6 +3415,35 @@ static void test_texture(void)
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
static const DWORD ps_sample_b_code[] =
{
#if 0
Texture2D t;
SamplerState s;
float bias;
float4 main(float4 position : SV_POSITION) : SV_Target
{
float2 p;
p.x = position.x / 640.0f;
p.y = position.y / 480.0f;
return t.SampleBias(s, p, bias);
}
#endif
0x43425844, 0xc39b0686, 0x8244a7fc, 0x14c0b97a, 0x2900b3b7, 0x00000001, 0x00000150, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040,
0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000,
0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c00004a,
0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
};
static const DWORD ps_sample_l_code[] =
{
#if 0
......@@ -3448,6 +3477,7 @@ static void test_texture(void)
static const struct shader ps_ld_sint8 = {ps_ld_sint8_code, sizeof(ps_ld_sint8_code)};
static const struct shader ps_ld_uint8 = {ps_ld_uint8_code, sizeof(ps_ld_uint8_code)};
static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
static const struct shader ps_sample_b = {ps_sample_b_code, sizeof(ps_sample_b_code)};
static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)};
static const struct
{
......@@ -3581,6 +3611,18 @@ static void test_texture(void)
{&ps_sample, &bc3_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
{&ps_sample, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
{&ps_sample, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, rgba_level_0},
{&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0},
{&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 8.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_1_colors},
{&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0},
{&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 8.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_1_colors},
{&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 8.0f, level_1_colors},
{&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 8.4f, level_1_colors},
{&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 8.5f, level_2_colors},
{&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 9.0f, level_2_colors},
{&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 2.0f, 1.0f, rgba_level_0},
{&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 2.0f, 9.0f, level_2_colors},
{&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 1.0f, 9.0f, level_1_colors},
{&ps_sample_b, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 9.0f, rgba_level_0},
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, -1.0f, rgba_level_0},
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, rgba_level_0},
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.4f, rgba_level_0},
......
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