Commit 7afbeb5d authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d10core/tests: Add test for SM4 discard instruction.

parent 8fd53fe0
......@@ -9715,6 +9715,98 @@ static void test_sm4_continuec_instruction(void)
release_test_context(&test_context);
}
static void test_sm4_discard_instruction(void)
{
ID3D10PixelShader *ps_discard_nz, *ps_discard_z;
struct d3d10core_test_context test_context;
ID3D10Device *device;
ID3D10Buffer *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))
return;
device = test_context.device;
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(*values), NULL);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
hr = ID3D10Device_CreatePixelShader(device, ps_discard_nz_code, sizeof(ps_discard_nz_code), &ps_discard_nz);
ok(SUCCEEDED(hr), "Failed to create discard_nz pixel shader, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_discard_z_code, sizeof(ps_discard_z_code), &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)
{
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &values[i], 0, 0);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
ID3D10Device_PSSetShader(device, ps_discard_nz);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, values[i].x ? 0xffffffff : 0xff007f00, 1);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
ID3D10Device_PSSetShader(device, ps_discard_z);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, values[i].x ? 0xff00ff00 : 0xffffffff, 1);
}
ID3D10Buffer_Release(cb);
ID3D10PixelShader_Release(ps_discard_nz);
ID3D10PixelShader_Release(ps_discard_z);
release_test_context(&test_context);
}
static void test_create_input_layout(void)
{
D3D10_INPUT_ELEMENT_DESC layout_desc[] =
......@@ -12979,6 +13071,7 @@ START_TEST(device)
test_sm4_if_instruction();
test_sm4_breakc_instruction();
test_sm4_continuec_instruction();
test_sm4_discard_instruction();
test_create_input_layout();
test_input_assembler();
test_null_sampler();
......
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