WGF11 Resource Formats
This automated test verifies D3D graphics driver/hardware conformance for shader resource views and the texture formats that are outlined in the D3D11 functional specification.
This topic applies to the following test jobs:
WGF11 Resource Formats
WGF11 Resource Formats - BGRA Support on 10.x
WGF11 Resource Formats - BGRA Support on 10.x (WoW64)
WGF11 Resource Formats (WoW64)
Test details
Associated requirements |
Device.Graphics.AdapterRender.D3D101Core.D3D101CorePrimary Device.Graphics.AdapterRender.D3D101WDDM12.D3D101v12Primary Device.Graphics.AdapterRender.D3D10Core.D3D10CorePrimary Device.Graphics.AdapterRender.D3D10WDDM12.D3D10v12Primary Device.Graphics.AdapterRender.D3D111Core.D3D111CorePrimary Device.Graphics.AdapterRender.D3D11Core.D3D11CorePrimary Device.Graphics.AdapterRender.D3D11WDDM12.D3D11v12Primary |
Platforms |
Windows 7 (x64) Windows 7 (x86) Windows RT (ARM-based) Windows 8 (x64) Windows 8 (x86) Windows Server 2012 (x64) Windows Server 2008 R2 (x64) Windows RT 8.1 Windows 8.1 x64 Windows 8.1 x86 Windows Server 2012 R2 |
Expected run time |
~2 minutes |
Categories |
Certification Functional |
Type |
Automated |
Running the test
Before you run the test, complete the test setup as described in the test requirements: Graphic Adapter or Chipset Testing Prerequisites.
Troubleshooting
For troubleshooting information, see Troubleshooting Device.Graphics Testing.
All test cases return PASS or FAIL. Review the test results in the log file from the DTM Studio for specific details about failures. The test might return SKIP if a format is not supported by the device. The test might return BLOCKED if there is an uncaught exception (framework catches it at the end and logs it).
More information
ResourceFormats (tests mainly ShaderResourceViews)
There are various formats available for resources. They vary mainly in number of components, type, precision, and whether or not they are compressed.
Render target is a four-component, 32-bit float format. The formats tested are converted to this format. Results must be within 1-ULP(Unit Least Precision) per component of expected result.
Compressed and other special formats are decoded as specified in the test and compared against the hardware's (or REF's) results (again, 1-ULP tolerance).
Three types of source data are used: tiles, gradients, and stripes. Each data type is parameterized, such as gradient colors, tile and stripe size, and so on.
Depending on the resource type (all five types are tested) the test cycles through different values for height, width, and depth. This includes non-square and non-pow-2 values.
Hit all shader resource slots throughout the test run.
Verify multiple use input resources.
Example: Use a texture as vertex input and shader resource input in the same Draw() call.
Test input/output resources (for example: D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_RENDERTARGET)
Try using first pass to initialize resource data.
DepthReadback Verifies driver behavior when using a depth buffer from one pass as a shader resource in a subsequent pass.
CheckFormatSupport Verifies that the driver supports the required formats and their capabilities based on the format table in the spec.
Command syntax
Command option | Description |
---|---|
Wgf11resourceformats |
Runs the test. Without any options, the test enumerates devices. |
-FeatureLevel:XX.X |
Sets the feature level tested, where XX.X is the Feature Level the test will run at: 10.0, 10.1, or 11.0. |
Note
For command line help for this test binary, type /?.
File list
File | Location |
---|---|
Configdisplay.exe |
<[testbinroot]>\nttest\windowstest\tools\ |
D3d11_1sdklayers.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support\ |
D3d11ref.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support\ |
D3d11sdklayers.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support\ |
D3dcompiler_test.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support |
D3dx10_test.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support\ |
d3dx11_test.dll |
<[testbinroot]>\nttest\windowstest\graphics\d3d\support\ |
TDRWatch.exe |
<[testbinroot]>\nttest\windowstest\graphics\ |
Wgf11resourceformats.exe |
<[testbinroot]>\nttest\windowstest\graphics\d3d\conf |