d3d11/tests: Add test for unbinding shader resource view.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -12248,6 +12248,95 @@ static void test_shader_input_registers_limits(void)
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release_test_context(&test_context);
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}
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static void test_unbind_shader_resource_view(void)
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{
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struct d3d11_test_context test_context;
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D3D11_SUBRESOURCE_DATA resource_data;
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ID3D11ShaderResourceView *srv, *srv2;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11DeviceContext *context;
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ID3D11Texture2D *texture;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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Texture2D t0;
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Texture2D t1;
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SamplerState s;
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float4 main() : SV_Target
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{
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return min(t0.Sample(s, float2(0, 0)) + t1.Sample(s, float2(0, 0)), 1.0f);
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}
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#endif
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0x43425844, 0x698dc0cb, 0x0bf322b8, 0xee127418, 0xfe9214ce, 0x00000001, 0x00000168, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c,
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0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858,
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0x00107000, 0x00000001, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002,
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0x0c000045, 0x001000f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0c000045, 0x001000f2, 0x00000001, 0x00004002,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46, 0x00000001, 0x00106000, 0x00000000,
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0x07000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x0a000033,
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0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000,
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0x3f800000, 0x0100003e,
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};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const DWORD texture_data[] = {0xff00ff00};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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texture_desc.Width = 1;
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texture_desc.Height = 1;
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texture_desc.MipLevels = 0;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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resource_data.pSysMem = texture_data;
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resource_data.SysMemPitch = sizeof(texture_data);
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, 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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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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ID3D11DeviceContext_PSSetShaderResources(context, 1, 1, &srv);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
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srv2 = NULL;
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv2);
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ID3D11DeviceContext_PSSetShaderResources(context, 1, 1, &srv2);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
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draw_quad(&test_context);
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todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 1);
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ID3D11PixelShader_Release(ps);
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ID3D11ShaderResourceView_Release(srv);
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ID3D11Texture2D_Release(texture);
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release_test_context(&test_context);
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}
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static void test_stencil_separate(void)
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{
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struct d3d11_test_context test_context;
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@ -15734,6 +15823,7 @@ START_TEST(d3d11)
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run_for_each_9_x_feature_level(test_fl9_draw);
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test_ddy();
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test_shader_input_registers_limits();
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test_unbind_shader_resource_view();
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test_stencil_separate();
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test_uav_load();
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test_cs_uav_store();
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