diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index fda0c64b644..7819362b26a 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -10558,6 +10558,93 @@ static void test_shader_input_registers_limits(void) release_test_context(&test_context); } +static void test_unbind_shader_resource_view(void) +{ + struct d3d10core_test_context test_context; + D3D10_SUBRESOURCE_DATA resource_data; + ID3D10ShaderResourceView *srv, *srv2; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10Texture2D *texture; + ID3D10PixelShader *ps; + ID3D10Device *device; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + Texture2D t0; + Texture2D t1; + SamplerState s; + + float4 main() : SV_Target + { + return min(t0.Sample(s, float2(0, 0)) + t1.Sample(s, float2(0, 0)), 1.0f); + } +#endif + 0x43425844, 0x698dc0cb, 0x0bf322b8, 0xee127418, 0xfe9214ce, 0x00000001, 0x00000168, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c, + 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, + 0x00107000, 0x00000001, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, + 0x0c000045, 0x001000f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0c000045, 0x001000f2, 0x00000001, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, + 0x07000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x0a000033, + 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, + 0x3f800000, 0x0100003e, + }; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const DWORD texture_data[] = {0xff00ff00}; + + if (!init_test_context(&test_context)) + return; + + device = test_context.device; + + texture_desc.Width = 1; + texture_desc.Height = 1; + texture_desc.MipLevels = 0; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D10_USAGE_DEFAULT; + texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + + resource_data.pSysMem = texture_data; + resource_data.SysMemPitch = sizeof(texture_data); + resource_data.SysMemSlicePitch = 0; + + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); + hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); + ok(SUCCEEDED(hr), "Failed to create shader resource view, 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); + ID3D10Device_PSSetShader(device, ps); + + ID3D10Device_PSSetShaderResources(device, 0, 1, &srv); + ID3D10Device_PSSetShaderResources(device, 1, 1, &srv); + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0xff00ff00, 1); + + srv2 = NULL; + ID3D10Device_PSSetShaderResources(device, 0, 1, &srv2); + ID3D10Device_PSSetShaderResources(device, 1, 1, &srv2); + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); + draw_quad(&test_context); + todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 1); + + ID3D10PixelShader_Release(ps); + ID3D10ShaderResourceView_Release(srv); + ID3D10Texture2D_Release(texture); + release_test_context(&test_context); +} + static void test_stencil_separate(void) { struct d3d10core_test_context test_context; @@ -11527,6 +11614,7 @@ START_TEST(device) test_required_format_support(); test_ddy(); test_shader_input_registers_limits(); + test_unbind_shader_resource_view(); test_stencil_separate(); test_sm4_ret_instruction(); test_primitive_restart();