Commit 13f84a4b authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11/tests: Add test for SM4 resinfo instruction.

parent c8ce9520
......@@ -2913,54 +2913,36 @@ static void test_texture(void)
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
};
static const DWORD ps_ld_0_code[] =
static const DWORD ps_ld_code[] =
{
#if 0
Texture2D t;
float4 main(float4 position : SV_POSITION) : SV_TARGET
{
float3 p = float3(position.x / 640.0f, position.y / 480.0f, 0.0f);
p *= float3(4.0f, 4.0f, 1.0f);
return t.Load(int3(p));
}
#endif
0x43425844, 0x0aef49ac, 0x02fa5594, 0xfb8a34cd, 0x8e03ee1d, 0x00000001, 0x00000168, 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, 0x45475241, 0xabab0054, 0x52444853, 0x000000cc, 0x00000040,
0x00000033, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x05000036, 0x00100032,
0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
0x00004002, 0x3bcccccd, 0x3c088889, 0x3f800000, 0x3f800000, 0x0500001b, 0x001000f2, 0x00000000,
0x00100e46, 0x00000000, 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46,
0x00000000, 0x0100003e,
};
static const DWORD ps_ld_1_code[] =
{
#if 0
Texture2D t;
float miplevel;
float4 main(float4 position : SV_POSITION) : SV_TARGET
{
float3 p = float3(position.x / 640.0f, position.y / 480.0f, 1.0f);
p *= float3(2.0f, 2.0f, 1.0f);
float3 p;
t.GetDimensions(miplevel, p.x, p.y, p.z);
p.z = miplevel;
p *= float3(position.x / 640.0f, position.y / 480.0f, 1.0f);
return t.Load(int3(p));
}
#endif
0x43425844, 0xd43b0155, 0x1ae5af92, 0x34e50992, 0x5e7a0d1a, 0x00000001, 0x00000154, 0x00000003,
0x43425844, 0xbdda6bdf, 0xc6ffcdf1, 0xa58596b3, 0x822383f0, 0x00000001, 0x000001ac, 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, 0x45475241, 0xabab0054, 0x52444853, 0x000000b8, 0x00000040,
0x0000002e, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032,
0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3b4ccccd, 0x3b888889, 0x00000000, 0x00000000,
0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000,
0x00004002, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x0700002d, 0x001020f2, 0x00000000,
0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e,
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000110, 0x00000040,
0x00000044, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000, 0x00000000,
0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000,
0x0700003d, 0x001000f2, 0x00000000, 0x0010000a, 0x00000000, 0x00107e46, 0x00000000, 0x07000038,
0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x06000036, 0x001000c2,
0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46,
0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3f800000, 0x3f800000, 0x0500001b, 0x001000f2,
0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
0x00107e46, 0x00000000, 0x0100003e,
};
static const DWORD ps_sample_code[] =
{
......@@ -3017,8 +2999,7 @@ static void test_texture(void)
0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
};
static const struct shader ps_ld_0 = {ps_ld_0_code, sizeof(ps_ld_0_code)};
static const struct shader ps_ld_1 = {ps_ld_1_code, sizeof(ps_ld_1_code)};
static const struct shader ps_ld = {ps_ld_code, sizeof(ps_ld_code)};
static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)};
static const struct
......@@ -3109,6 +3090,7 @@ static void test_texture(void)
0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff,
0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff,
};
static const DWORD zero_colors[4 * 4] = {0};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
static const struct test
......@@ -3124,8 +3106,16 @@ static void test_texture(void)
}
tests[] =
{
{&ps_ld_0, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
{&ps_ld_1, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_1_colors},
{&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
{&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, level_1_colors},
{&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 2.0f, level_2_colors},
{&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 3.0f, zero_colors},
{&ps_ld, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
{&ps_ld, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
{&ps_ld, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
{&ps_ld, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
{&ps_ld, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
{&ps_ld, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
{&ps_sample, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
{&ps_sample, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
{&ps_sample, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
......
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