Commit 8fd53fe0 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11/tests: Add test for SM4 discard instruction.

parent 577ccfdd
......@@ -12991,6 +12991,102 @@ static void test_sm4_continuec_instruction(void)
release_test_context(&test_context);
}
static void test_sm4_discard_instruction(void)
{
ID3D11PixelShader *ps_discard_nz, *ps_discard_z;
struct d3d11_test_context test_context;
ID3D11DeviceContext *context;
ID3D11Device *device;
ID3D11Buffer *cb;
unsigned int i;
HRESULT hr;
static const DWORD ps_discard_nz_code[] =
{
#if 0
uint data;
float4 main() : SV_Target
{
if (data)
discard;
return float4(0.0f, 0.5f, 0.0f, 1.0f);
}
#endif
0x43425844, 0xfa7e5758, 0xd8716ffc, 0x5ad6a940, 0x2b99bba2, 0x00000001, 0x000000d0, 0x00000003,
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058, 0x00000040, 0x00000016,
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0404000d,
0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
0x3f000000, 0x00000000, 0x3f800000, 0x0100003e,
};
static const DWORD ps_discard_z_code[] =
{
#if 0
uint data;
float4 main() : SV_Target
{
if (!data)
discard;
return float4(0.0f, 1.0f, 0.0f, 1.0f);
}
#endif
0x43425844, 0x5c4dd108, 0x1eb43558, 0x7c02c98c, 0xd81eb34c, 0x00000001, 0x000000d0, 0x00000003,
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058, 0x00000040, 0x00000016,
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0400000d,
0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const struct uvec4 values[] =
{
{0x0000000},
{0x0000001},
{0x8000000},
{0xfffffff},
};
if (!init_test_context(&test_context, NULL))
return;
device = test_context.device;
context = test_context.immediate_context;
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(*values), NULL);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
hr = ID3D11Device_CreatePixelShader(device, ps_discard_nz_code, sizeof(ps_discard_nz_code),
NULL, &ps_discard_nz);
ok(SUCCEEDED(hr), "Failed to create discard_nz pixel shader, hr %#x.\n", hr);
hr = ID3D11Device_CreatePixelShader(device, ps_discard_z_code, sizeof(ps_discard_z_code),
NULL, &ps_discard_z);
ok(SUCCEEDED(hr), "Failed to create discard_z pixel shader, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(values); ++i)
{
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &values[i], 0, 0);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
ID3D11DeviceContext_PSSetShader(context, ps_discard_nz, NULL, 0);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, values[i].x ? 0xffffffff : 0xff007f00, 1);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
ID3D11DeviceContext_PSSetShader(context, ps_discard_z, NULL, 0);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, values[i].x ? 0xff00ff00 : 0xffffffff, 1);
}
ID3D11Buffer_Release(cb);
ID3D11PixelShader_Release(ps_discard_nz);
ID3D11PixelShader_Release(ps_discard_z);
release_test_context(&test_context);
}
static void test_sm5_swapc_instruction(void)
{
struct input
......@@ -22506,6 +22602,7 @@ START_TEST(d3d11)
test_sm4_if_instruction();
test_sm4_breakc_instruction();
test_sm4_continuec_instruction();
test_sm4_discard_instruction();
test_sm5_swapc_instruction();
test_create_input_layout();
test_input_assembler();
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