d3d11/tests: Port test_il_append_aligned() from d3d10core.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
fa05d30dc5
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0d9732a9b5
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@ -33,12 +33,72 @@ static const D3D_FEATURE_LEVEL d3d11_feature_levels[] =
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D3D_FEATURE_LEVEL_9_1
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};
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struct vec2
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{
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float x, y;
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};
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struct vec4
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{
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float x, y, z, w;
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};
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static ULONG get_refcount(IUnknown *iface)
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{
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IUnknown_AddRef(iface);
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return IUnknown_Release(iface);
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}
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static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
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{
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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return TRUE;
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}
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static DWORD get_texture_color(ID3D11Texture2D *src_texture, unsigned int x, unsigned int y)
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{
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D3D11_MAPPED_SUBRESOURCE mapped_texture;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11Texture2D *dst_texture;
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ID3D11DeviceContext *context;
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ID3D11Device *device;
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DWORD color;
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HRESULT hr;
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ID3D11Texture2D_GetDevice(src_texture, &device);
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ID3D11Device_GetImmediateContext(device, &context);
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ID3D11Texture2D_GetDesc(src_texture, &texture_desc);
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texture_desc.Usage = D3D11_USAGE_STAGING;
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texture_desc.BindFlags = 0;
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texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &dst_texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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ID3D11DeviceContext_CopyResource(context, (ID3D11Resource *)dst_texture, (ID3D11Resource *)src_texture);
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hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)dst_texture, 0, D3D11_MAP_READ, 0, &mapped_texture);
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ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
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color = *(DWORD *)(((BYTE *)mapped_texture.pData) + mapped_texture.RowPitch * y + x * 4);
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ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)dst_texture, 0);
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ID3D11Texture2D_Release(dst_texture);
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ID3D11DeviceContext_Release(context);
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ID3D11Device_Release(device);
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return color;
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}
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static ID3D11Device *create_device(const D3D_FEATURE_LEVEL *feature_level)
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{
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ID3D11Device *device;
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@ -57,6 +117,47 @@ static ID3D11Device *create_device(const D3D_FEATURE_LEVEL *feature_level)
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return NULL;
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}
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static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window, BOOL windowed)
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{
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IDXGISwapChain *swapchain;
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DXGI_SWAP_CHAIN_DESC desc;
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IDXGIDevice *dxgi_device;
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IDXGIAdapter *adapter;
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IDXGIFactory *factory;
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HRESULT hr;
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hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
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ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
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hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
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ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
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IDXGIDevice_Release(dxgi_device);
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hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
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ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
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IDXGIAdapter_Release(adapter);
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desc.BufferDesc.Width = 640;
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desc.BufferDesc.Height = 480;
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desc.BufferDesc.RefreshRate.Numerator = 60;
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desc.BufferDesc.RefreshRate.Denominator = 1;
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desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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desc.BufferCount = 1;
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desc.OutputWindow = window;
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desc.Windowed = windowed;
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desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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desc.Flags = 0;
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hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &desc, &swapchain);
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ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr);
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IDXGIFactory_Release(factory);
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return swapchain;
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}
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static void test_create_device(void)
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{
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D3D_FEATURE_LEVEL feature_level, supported_feature_level;
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@ -2443,6 +2544,247 @@ static void test_private_data(void)
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ok(!refcount, "Test object has %u references left.\n", refcount);
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}
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static void test_il_append_aligned(void)
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{
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ID3D11RenderTargetView *backbuffer_rtv;
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D3D11_SUBRESOURCE_DATA resource_data;
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ID3D11InputLayout *input_layout;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11DeviceContext *context;
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ID3D11Texture2D *backbuffer;
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unsigned int stride, offset;
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IDXGISwapChain *swapchain;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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ID3D11Buffer *vb[3];
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D3D11_VIEWPORT vp;
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ULONG refcount;
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DWORD color;
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HWND window;
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HRESULT hr;
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"COLOR", 2, DXGI_FORMAT_R32G32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT,
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D3D11_INPUT_PER_INSTANCE_DATA, 2},
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{"COLOR", 3, DXGI_FORMAT_R32G32_FLOAT, 2, D3D11_APPEND_ALIGNED_ELEMENT,
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D3D11_INPUT_PER_INSTANCE_DATA, 1},
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{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT,
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D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32_FLOAT, 2, D3D11_APPEND_ALIGNED_ELEMENT,
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D3D11_INPUT_PER_INSTANCE_DATA, 1},
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{"COLOR", 1, DXGI_FORMAT_R32G32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT,
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D3D11_INPUT_PER_INSTANCE_DATA, 2},
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};
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static const DWORD vs_code[] =
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{
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#if 0
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struct vs_in
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{
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float4 position : POSITION;
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float2 color_xy : COLOR0;
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float2 color_zw : COLOR1;
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unsigned int instance_id : SV_INSTANCEID;
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};
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struct vs_out
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{
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float4 position : SV_POSITION;
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float2 color_xy : COLOR0;
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float2 color_zw : COLOR1;
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};
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struct vs_out main(struct vs_in i)
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{
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struct vs_out o;
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o.position = i.position;
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o.position.x += i.instance_id * 0.5;
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o.color_xy = i.color_xy;
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o.color_zw = i.color_zw;
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return o;
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}
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#endif
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0x43425844, 0x52e3bf46, 0x6300403d, 0x624cffe4, 0xa4fc0013, 0x00000001, 0x00000214, 0x00000003,
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0x0000002c, 0x000000bc, 0x00000128, 0x4e475349, 0x00000088, 0x00000004, 0x00000008, 0x00000068,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x00000071, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
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0x00000303, 0x00000077, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x49534f50,
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0x4e4f4954, 0x4c4f4300, 0x5300524f, 0x4e495f56, 0x4e415453, 0x44494543, 0xababab00, 0x4e47534f,
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0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
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0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x0000005c,
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0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000030c, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000e4, 0x00010040, 0x00000039, 0x0300005f, 0x001010f2,
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0x00000000, 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x00101032, 0x00000002, 0x04000060,
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0x00101012, 0x00000003, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065,
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0x00102032, 0x00000001, 0x03000065, 0x001020c2, 0x00000001, 0x02000068, 0x00000001, 0x05000056,
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0x00100012, 0x00000000, 0x0010100a, 0x00000003, 0x09000032, 0x00102012, 0x00000000, 0x0010000a,
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0x00000000, 0x00004001, 0x3f000000, 0x0010100a, 0x00000000, 0x05000036, 0x001020e2, 0x00000000,
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0x00101e56, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046, 0x00000001, 0x05000036,
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0x001020c2, 0x00000001, 0x00101406, 0x00000002, 0x0100003e,
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};
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static const DWORD ps_code[] =
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{
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#if 0
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struct vs_out
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{
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float4 position : SV_POSITION;
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float2 color_xy : COLOR0;
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float2 color_zw : COLOR1;
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};
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float4 main(struct vs_out i) : SV_TARGET
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{
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return float4(i.color_xy.xy, i.color_zw.xy);
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}
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#endif
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0x43425844, 0x64e48a09, 0xaa484d46, 0xe40a6e78, 0x9885edf3, 0x00000001, 0x00000118, 0x00000003,
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0x0000002c, 0x00000098, 0x000000cc, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
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0x00000c0c, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
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0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f,
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0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000044, 0x00000040, 0x00000011, 0x03001062,
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0x00101032, 0x00000001, 0x03001062, 0x001010c2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
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};
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static const struct
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{
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struct vec4 position;
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}
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stream0[] =
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{
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{{-1.0f, -1.0f, 0.0f, 1.0f}},
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{{-1.0f, 1.0f, 0.0f, 1.0f}},
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{{-0.5f, -1.0f, 0.0f, 1.0f}},
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{{-0.5f, 1.0f, 0.0f, 1.0f}},
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};
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static const struct
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{
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struct vec2 color2;
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struct vec2 color1;
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}
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stream1[] =
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{
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{{0.5f, 0.5f}, {0.0f, 1.0f}},
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{{0.5f, 0.5f}, {1.0f, 1.0f}},
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};
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static const struct
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{
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struct vec2 color3;
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struct vec2 color0;
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}
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stream2[] =
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{
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{{0.5f, 0.5f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f}, {0.0f, 1.0f}},
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{{0.5f, 0.5f}, {0.0f, 0.0f}},
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{{0.5f, 0.5f}, {1.0f, 0.0f}},
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};
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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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if (!(device = create_device(NULL)))
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{
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skip("Failed to create device.\n");
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return;
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}
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window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
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vs_code, sizeof(vs_code), &input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(stream0);
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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resource_data.pSysMem = stream0;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[0]);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(stream1);
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resource_data.pSysMem = stream1;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[1]);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(stream2);
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resource_data.pSysMem = stream2;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[2]);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D11Device_GetImmediateContext(device, &context);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
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ID3D11DeviceContext_IASetInputLayout(context, input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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offset = 0;
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stride = sizeof(*stream0);
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ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb[0], &stride, &offset);
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stride = sizeof(*stream1);
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ID3D11DeviceContext_IASetVertexBuffers(context, 1, 1, &vb[1], &stride, &offset);
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stride = sizeof(*stream2);
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ID3D11DeviceContext_IASetVertexBuffers(context, 2, 1, &vb[2], &stride, &offset);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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vp.Width = 640.0f;
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vp.Height = 480.0f;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
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ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
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ID3D11DeviceContext_DrawInstanced(context, 4, 4, 0, 0);
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color = get_texture_color(backbuffer, 80, 240);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 240, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 400, 240);
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ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 560, 240);
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ok(compare_color(color, 0xffff00ff, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D11PixelShader_Release(ps);
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ID3D11VertexShader_Release(vs);
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ID3D11Buffer_Release(vb[2]);
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ID3D11Buffer_Release(vb[1]);
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ID3D11Buffer_Release(vb[0]);
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ID3D11InputLayout_Release(input_layout);
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ID3D11RenderTargetView_Release(backbuffer_rtv);
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ID3D11Texture2D_Release(backbuffer);
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IDXGISwapChain_Release(swapchain);
|
||||
ID3D11DeviceContext_Release(context);
|
||||
refcount = ID3D11Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
DestroyWindow(window);
|
||||
}
|
||||
|
||||
static void test_resource_map(void)
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_subresource;
|
||||
|
@ -2607,5 +2949,6 @@ START_TEST(d3d11)
|
|||
test_create_predicate();
|
||||
test_device_removed_reason();
|
||||
test_private_data();
|
||||
test_il_append_aligned();
|
||||
test_resource_map();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue