d3d10_1/tests: Port test_create_shader_resource_view() 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>
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@ -17353,6 +17353,7 @@ wine_fn_config_test dlls/d2d1/tests d2d1_test
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wine_fn_config_dll d3d10 enable_d3d10 implib
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wine_fn_config_test dlls/d3d10/tests d3d10_test
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wine_fn_config_dll d3d10_1 enable_d3d10_1 implib
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wine_fn_config_test dlls/d3d10_1/tests d3d10_1_test
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wine_fn_config_dll d3d10core enable_d3d10core implib
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wine_fn_config_test dlls/d3d10core/tests d3d10core_test
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wine_fn_config_dll d3d11 enable_d3d11 implib
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@ -2864,6 +2864,7 @@ WINE_CONFIG_TEST(dlls/d2d1/tests)
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WINE_CONFIG_DLL(d3d10,,[implib])
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WINE_CONFIG_TEST(dlls/d3d10/tests)
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WINE_CONFIG_DLL(d3d10_1,,[implib])
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WINE_CONFIG_TEST(dlls/d3d10_1/tests)
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WINE_CONFIG_DLL(d3d10core,,[implib])
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WINE_CONFIG_TEST(dlls/d3d10core/tests)
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WINE_CONFIG_DLL(d3d11,,[implib])
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@ -0,0 +1,5 @@
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TESTDLL = d3d10_1.dll
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IMPORTS = d3d10_1
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C_SRCS = \
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d3d10_1.c
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@ -0,0 +1,153 @@
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/*
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* Copyright 2008 Henri Verbeet for CodeWeavers
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* Copyright 2015 Józef Kucia for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#include "initguid.h"
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#include "d3d11.h"
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#include "wine/test.h"
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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 ID3D10Device1 *create_device(D3D10_FEATURE_LEVEL1 feature_level)
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{
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ID3D10Device1 *device;
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if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, feature_level, D3D10_1_SDK_VERSION,
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&device)))
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return device;
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if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, feature_level, D3D10_1_SDK_VERSION,
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&device)))
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return device;
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if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, feature_level, D3D10_1_SDK_VERSION,
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&device)))
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return device;
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return NULL;
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}
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static void test_create_shader_resource_view(void)
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{
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D3D10_SHADER_RESOURCE_VIEW_DESC1 srv_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ULONG refcount, expected_refcount;
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ID3D10ShaderResourceView1 *srview;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10Texture2D *texture;
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ID3D10Device *tmp_device;
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ID3D10Device1 *device;
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ID3D10Buffer *buffer;
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IUnknown *iface;
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HRESULT hr;
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if (!(device = create_device(D3D10_FEATURE_LEVEL_10_1)))
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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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buffer_desc.ByteWidth = 1024;
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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hr = ID3D10Device1_CreateBuffer(device, &buffer_desc, NULL, &buffer);
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ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);
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hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)buffer, NULL, &srview);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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srv_desc.ViewDimension = D3D10_1_SRV_DIMENSION_BUFFER;
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U(srv_desc).Buffer.ElementOffset = 0;
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U(srv_desc).Buffer.ElementWidth = 64;
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)buffer, &srv_desc, &srview);
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ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp_device = NULL;
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expected_refcount = refcount + 1;
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ID3D10ShaderResourceView1_GetDevice(srview, &tmp_device);
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ok(tmp_device == (ID3D10Device *)device, "Got unexpected device %p, expected %p.\n", tmp_device, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp_device);
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hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
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ok(SUCCEEDED(hr), "Shader resource view should implement ID3D10ShaderResourceView.\n");
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IUnknown_Release(iface);
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hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Shader resource view should implement ID3D11ShaderResourceView.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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ID3D10ShaderResourceView1_Release(srview);
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ID3D10Buffer_Release(buffer);
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texture_desc.Width = 512;
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texture_desc.Height = 512;
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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 = D3D10_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D10Device1_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)texture, NULL, &srview);
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ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
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ID3D10ShaderResourceView1_GetDesc1(srview, &srv_desc);
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ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format);
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ok(srv_desc.ViewDimension == D3D10_1_SRV_DIMENSION_TEXTURE2D,
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"Got unexpected view dimension %#x.\n", srv_desc.ViewDimension);
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ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n",
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U(srv_desc).Texture2D.MostDetailedMip);
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ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels);
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hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
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ok(SUCCEEDED(hr), "Shader resource view should implement ID3D10ShaderResourceView.\n");
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IUnknown_Release(iface);
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hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Shader resource view should implement ID3D11ShaderResourceView.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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ID3D10ShaderResourceView1_Release(srview);
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ID3D10Texture2D_Release(texture);
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refcount = ID3D10Device1_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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START_TEST(d3d10_1)
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{
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test_create_shader_resource_view();
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}
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