d3d10core/tests: Add a geometry shader test.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2017-03-22 23:53:50 +01:00 committed by Alexandre Julliard
parent cdd47c3dc3
commit 0e80009b10
1 changed files with 203 additions and 1 deletions

View File

@ -3046,7 +3046,7 @@ void main(point float4 vin[1] : POSITION, inout TriangleStream<gs_out> vout)
/* pixel shader */
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps);
ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
ok(SUCCEEDED(hr), "Failed to create SM4 pixel shader, hr %#x.\n", hr);
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
@ -11557,6 +11557,207 @@ static void test_buffer_srv(void)
release_test_context(&test_context);
}
static void test_geometry_shader(void)
{
static const struct
{
struct vec4 position;
unsigned int color;
}
vertex[] =
{
{{0.0f, 0.0f, 1.0f, 1.0f}, 0xffffff00},
};
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
{
{"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
#if 0
struct vs_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
void main(in struct vs_data vs_input, out struct vs_data vs_output)
{
vs_output.pos = vs_input.pos;
vs_output.color = vs_input.color;
}
#endif
static const DWORD vs_code[] =
{
0x43425844, 0xd5b32785, 0x35332906, 0x4d05e031, 0xf66a58af, 0x00000001, 0x00000144, 0x00000003,
0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040,
0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067,
0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2,
0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001,
0x0100003e,
};
#if 0
struct gs_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
[maxvertexcount(4)]
void main(point struct gs_data vin[1], inout TriangleStream<gs_data> vout)
{
float offset = 0.2 * vin[0].pos.w;
gs_data v;
v.color = vin[0].color;
v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
vout.Append(v);
v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
vout.Append(v);
}
#endif
static const DWORD gs_code[] =
{
0x43425844, 0x70616045, 0x96756e1f, 0x1caeecb8, 0x3749528c, 0x00000001, 0x0000034c, 0x00000003,
0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000270, 0x00020040,
0x0000009c, 0x05000061, 0x002010f2, 0x00000001, 0x00000000, 0x00000001, 0x0400005f, 0x002010f2,
0x00000001, 0x00000001, 0x02000068, 0x00000001, 0x0100085d, 0x0100285c, 0x04000067, 0x001020f2,
0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032,
0x00100032, 0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3e4ccccd,
0x3e4ccccd, 0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032,
0x00000000, 0x00100046, 0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0020102a, 0x00000000,
0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x001020f2,
0x00000001, 0x00201e46, 0x00000000, 0x00000001, 0x01000013, 0x05000036, 0x00102012, 0x00000000,
0x0010000a, 0x00000000, 0x0e000032, 0x00100052, 0x00000000, 0x00201ff6, 0x00000000, 0x00000000,
0x00004002, 0x3e4ccccd, 0x00000000, 0x3e4ccccd, 0x00000000, 0x00201106, 0x00000000, 0x00000000,
0x05000036, 0x00102022, 0x00000000, 0x0010002a, 0x00000000, 0x06000036, 0x00102042, 0x00000000,
0x0020102a, 0x00000000, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000,
0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000, 0x00000001, 0x01000013, 0x05000036,
0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, 0x00000000, 0x0010001a,
0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0020102a, 0x00000000, 0x00000000, 0x05000036,
0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46,
0x00000000, 0x00000001, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000,
0x06000036, 0x00102042, 0x00000000, 0x0020102a, 0x00000000, 0x00000000, 0x05000036, 0x00102082,
0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000,
0x00000001, 0x01000013, 0x0100003e,
};
#if 0
struct ps_data
{
float4 pos : SV_POSITION;
float4 color : COLOR;
};
float4 main(struct ps_data ps_input) : SV_Target
{
return ps_input.color;
}
#endif
static const DWORD ps_code[] =
{
0x43425844, 0x89803e59, 0x3f798934, 0xf99181df, 0xf5556512, 0x00000001, 0x000000f4, 0x00000003,
0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
};
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
struct d3d10core_test_context test_context;
ID3D10InputLayout *input_layout;
D3D10_RASTERIZER_DESC rs_desc;
unsigned int stride, offset;
struct resource_readback rb;
ID3D10RasterizerState *rs;
ID3D10GeometryShader *gs;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10Device *device;
ID3D10Buffer *vb;
DWORD color;
HRESULT hr;
if (!init_test_context(&test_context))
return;
device = test_context.device;
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertex), vertex);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D10Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), &gs);
ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
rs_desc.FillMode = D3D10_FILL_SOLID;
rs_desc.CullMode = D3D10_CULL_BACK;
rs_desc.FrontCounterClockwise = FALSE;
rs_desc.DepthBias = 0;
rs_desc.DepthBiasClamp = 0.0f;
rs_desc.SlopeScaledDepthBias = 0.0f;
rs_desc.DepthClipEnable = TRUE;
rs_desc.ScissorEnable = TRUE;
rs_desc.MultisampleEnable = FALSE;
rs_desc.AntialiasedLineEnable = FALSE;
hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
stride = sizeof(*vertex);
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
ID3D10Device_VSSetShader(device, vs);
ID3D10Device_GSSetShader(device, gs);
ID3D10Device_PSSetShader(device, ps);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
ID3D10Device_Draw(device, 1, 0);
get_texture_readback(test_context.backbuffer, 0, &rb);
color = get_readback_color(&rb, 320, 190);
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
color = get_readback_color(&rb, 255, 240);
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
color = get_readback_color(&rb, 320, 240);
ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
color = get_readback_color(&rb, 385, 240);
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
color = get_readback_color(&rb, 320, 290);
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
release_resource_readback(&rb);
ID3D10RasterizerState_Release(rs);
ID3D10PixelShader_Release(ps);
ID3D10GeometryShader_Release(gs);
ID3D10VertexShader_Release(vs);
ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout);
release_test_context(&test_context);
}
START_TEST(device)
{
test_feature_level();
@ -11621,4 +11822,5 @@ START_TEST(device)
test_resinfo_instruction();
test_render_target_device_mismatch();
test_buffer_srv();
test_geometry_shader();
}