From 24c948df6810550df477fefe15e0d24a756dafea Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Bernon?= Date: Wed, 27 Jan 2021 20:50:03 +0100 Subject: [PATCH] d3d11/tests: Add tests for hull shader state swap. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: RĂ©mi Bernon Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 152 ++++++++++++++++++++++++++++++++++----- 1 file changed, 133 insertions(+), 19 deletions(-) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 20bf62b792e..c0dd5bd546c 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -6613,6 +6613,65 @@ static void test_device_context_state(void) 0x0000000e, 0x0300005f, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, }; +#if 0 + struct data + { + float4 position : SV_Position; + }; + + struct patch_constant_data + { + float edges[3] : SV_TessFactor; + float inside : SV_InsideTessFactor; + }; + + void patch_constant(InputPatch input, out patch_constant_data output) + { + output.edges[0] = output.edges[1] = output.edges[2] = 1.0f; + output.inside = 1.0f; + } + + [domain("tri")] + [outputcontrolpoints(3)] + [partitioning("integer")] + [outputtopology("triangle_ccw")] + [patchconstantfunc("patch_constant")] + data hs_main(InputPatch input, uint i : SV_OutputControlPointID) + { + return input[i]; + } + + [domain("tri")] + void ds_main(patch_constant_data input, + float3 tess_coord : SV_DomainLocation, + const OutputPatch patch, + out data output) + { + output.position = tess_coord.x * patch[0].position + + tess_coord.y * patch[1].position + + tess_coord.z * patch[2].position; + } +#endif + static const DWORD simple_hs[] = + { + 0x43425844, 0x42b5df25, 0xfd8aa2b1, 0xbe5490cb, 0xb595f8b1, 0x00000001, 0x0000020c, 0x00000004, + 0x00000030, 0x00000064, 0x00000098, 0x0000012c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, + 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x7469736f, + 0x006e6f69, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x47534350, 0x0000008c, + 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x0000000d, 0x00000003, 0x00000000, 0x00000e01, + 0x00000068, 0x00000001, 0x0000000d, 0x00000003, 0x00000001, 0x00000e01, 0x00000068, 0x00000002, + 0x0000000d, 0x00000003, 0x00000002, 0x00000e01, 0x00000076, 0x00000000, 0x0000000e, 0x00000003, + 0x00000003, 0x00000e01, 0x545f5653, 0x46737365, 0x6f746361, 0x56530072, 0x736e495f, 0x54656469, + 0x46737365, 0x6f746361, 0xabab0072, 0x58454853, 0x000000d8, 0x00030050, 0x00000036, 0x01000071, + 0x01001893, 0x01001894, 0x01001095, 0x01000896, 0x01002097, 0x0100086a, 0x01000073, 0x02000099, + 0x00000003, 0x0200005f, 0x00017000, 0x04000067, 0x00102012, 0x00000000, 0x00000011, 0x04000067, + 0x00102012, 0x00000001, 0x00000012, 0x04000067, 0x00102012, 0x00000002, 0x00000013, 0x02000068, + 0x00000001, 0x0400005b, 0x00102012, 0x00000000, 0x00000003, 0x04000036, 0x00100012, 0x00000000, + 0x0001700a, 0x06000036, 0x00902012, 0x0010000a, 0x00000000, 0x00004001, 0x3f800000, 0x0100003e, + 0x01000073, 0x04000067, 0x00102012, 0x00000003, 0x00000014, 0x05000036, 0x00102012, 0x00000003, + 0x00004001, 0x3f800000, 0x0100003e, + }; #if 0 struct gs_out { @@ -6684,6 +6743,7 @@ static void test_device_context_state(void) ID3D11GeometryShader *tmp_gs, *gs; ID3D11VertexShader *tmp_vs, *vs, *vs2; ID3D11PixelShader *tmp_ps, *ps; + ID3D11HullShader *tmp_hs, *hs; ID3D11Device *d3d11_device, *d3d11_device2; ID3D11Device1 *device, *device2; struct vec4 constant; @@ -6740,12 +6800,6 @@ static void test_device_context_state(void) ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); ID3D11SamplerState_Release(tmp_sampler); - ID3D11DeviceContext1_HSSetSamplers(context, 0, 1, &sampler); - tmp_sampler = NULL; - ID3D11DeviceContext1_HSGetSamplers(context, 0, 1, &tmp_sampler); - ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); - ID3D11SamplerState_Release(tmp_sampler); - feature_level = min(feature_level, D3D_FEATURE_LEVEL_11_1); hr = ID3D11Device1_CreateDeviceContextState(device, 0, &feature_level, 1, D3D11_SDK_VERSION, &IID_ID3D11Device1, NULL, &context_state); @@ -6782,12 +6836,6 @@ static void test_device_context_state(void) ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); ID3D11Buffer_Release(tmp_cb); - ID3D11DeviceContext1_HSSetConstantBuffers(context, 0, 1, &cb); - tmp_cb = NULL; - ID3D11DeviceContext1_HSGetConstantBuffers(context, 0, 1, &tmp_cb); - ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); - ID3D11Buffer_Release(tmp_cb); - hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); @@ -6797,6 +6845,13 @@ static void test_device_context_state(void) hr = ID3D11Device1_CreatePixelShader(device, simple_ps, sizeof(simple_ps), NULL, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + if (feature_level < D3D_FEATURE_LEVEL_11_0) hs = NULL; + else + { + hr = ID3D11Device1_CreateHullShader(device, simple_hs, sizeof(simple_hs), NULL, &hs); + ok(SUCCEEDED(hr), "Failed to create hull shader, hr %#x.\n", hr); + } + srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; U(srv_desc).Buffer.ElementOffset = 0; @@ -6822,6 +6877,11 @@ static void test_device_context_state(void) ID3D11DeviceContext1_PSSetShader(context, ps, NULL, 0); ID3D11DeviceContext1_PSSetShaderResources(context, 0, 1, &srv); + ID3D11DeviceContext1_HSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext1_HSSetSamplers(context, 0, 1, &sampler); + ID3D11DeviceContext1_HSSetShader(context, hs, NULL, 0); + ID3D11DeviceContext1_HSSetShaderResources(context, 0, 1, &srv); + previous_context_state = (ID3DDeviceContextState *)0xdeadbeef; ID3D11DeviceContext1_SwapDeviceContextState(context, NULL, &previous_context_state); todo_wine ok(previous_context_state == NULL, "Got unexpected state pointer.\n"); @@ -6874,6 +6934,23 @@ static void test_device_context_state(void) ID3D11DeviceContext1_PSGetShaderResources(context, 0, 1, &tmp_srv); ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); + tmp_cb = (ID3D11Buffer *)0xdeadbeef; + ID3D11DeviceContext1_HSGetConstantBuffers(context, 0, 1, &tmp_cb); + todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); + if (tmp_cb) ID3D11Buffer_Release(tmp_cb); + tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_HSGetSamplers(context, 0, 1, &tmp_sampler); + todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); + if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler); + tmp_hs = (ID3D11HullShader *)0xdeadbeef; + ID3D11DeviceContext1_HSGetShader(context, &tmp_hs, NULL, NULL); + if (hs) todo_wine ok(!tmp_hs, "Got unexpected shader %p.\n", tmp_hs); + if (tmp_hs) ID3D11HullShader_Release(tmp_hs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_HSGetShaderResources(context, 0, 1, &tmp_srv); + todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); + if (tmp_srv) ID3D11ShaderResourceView_Release(tmp_srv); + /* updating the device context should also update the device context state */ hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs2); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); @@ -6995,6 +7072,14 @@ static void test_device_context_state(void) ID3D11DeviceContext1_DSGetConstantBuffers(context, 0, 1, &tmp_cb); ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); ID3D11Buffer_Release(tmp_cb); + tmp_hs = (ID3D11HullShader *)0xdeadbeef; + ID3D11DeviceContext1_HSGetShader(context, &tmp_hs, NULL, NULL); + ok(tmp_hs == hs, "Got shader %p, expected %p.\n", tmp_hs, hs); + if (hs) ID3D11HullShader_Release(tmp_hs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_HSGetShaderResources(context, 0, 1, &tmp_srv); + ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv); + ID3D11ShaderResourceView_Release(tmp_srv); tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; ID3D11DeviceContext1_CSGetSamplers(context, 0, 1, &tmp_sampler); @@ -7045,12 +7130,6 @@ static void test_device_context_state(void) todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler); - ID3D11DeviceContext1_HSSetSamplers(context, 0, 1, &sampler); - tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; - ID3D11DeviceContext1_HSGetSamplers(context, 0, 1, &tmp_sampler); - todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); - if (tmp_sampler) ID3D11SamplerState_Release(tmp_sampler); - ID3D11DeviceContext1_VSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext1_VSSetSamplers(context, 0, 1, &sampler); ID3D11DeviceContext1_VSSetShader(context, vs, NULL, 0); @@ -7127,10 +7206,27 @@ static void test_device_context_state(void) todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); if (tmp_cb) ID3D11Buffer_Release(tmp_cb); + ID3D11DeviceContext1_HSSetConstantBuffers(context, 0, 1, &cb); + ID3D11DeviceContext1_HSSetSamplers(context, 0, 1, &sampler); + ID3D11DeviceContext1_HSSetShader(context, hs, NULL, 0); + ID3D11DeviceContext1_HSSetShaderResources(context, 0, 1, &srv); + tmp_cb = (ID3D11Buffer *)0xdeadbeef; ID3D11DeviceContext1_HSGetConstantBuffers(context, 0, 1, &tmp_cb); todo_wine ok(!tmp_cb, "Got unexpected buffer %p.\n", tmp_cb); - if (tmp_cb) ID3D11Buffer_Release(tmp_cb); + if (tmp_cb && tmp_cb != (ID3D11Buffer *)0xdeadbeef) ID3D11Buffer_Release(tmp_cb); + tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_HSGetSamplers(context, 0, 1, &tmp_sampler); + todo_wine ok(!tmp_sampler, "Got unexpected sampler %p.\n", tmp_sampler); + if (tmp_sampler && tmp_sampler != (ID3D11SamplerState *)0xdeadbeef) ID3D11SamplerState_Release(tmp_sampler); + tmp_hs = (ID3D11HullShader *)0xdeadbeef; + ID3D11DeviceContext1_HSGetShader(context, &tmp_hs, NULL, NULL); + if (hs) todo_wine ok(!tmp_hs, "Got unexpected shader %p.\n", tmp_hs); + if (tmp_hs && tmp_hs != (ID3D11HullShader *)0xdeadbeef) ID3D11HullShader_Release(tmp_hs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_HSGetShaderResources(context, 0, 1, &tmp_srv); + todo_wine ok(!tmp_srv, "Got unexpected srv %p.\n", tmp_srv); + if (tmp_srv && tmp_srv != (ID3D11ShaderResourceView *)0xdeadbeef) ID3D11ShaderResourceView_Release(tmp_srv); check_interface(device, &IID_ID3D10Device, TRUE, FALSE); check_interface(device, &IID_ID3D10Device1, TRUE, FALSE); @@ -7195,9 +7291,27 @@ static void test_device_context_state(void) ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv); ID3D11ShaderResourceView_Release(tmp_srv); + tmp_sampler = (ID3D11SamplerState *)0xdeadbeef; + ID3D11DeviceContext1_HSGetSamplers(context, 0, 1, &tmp_sampler); + ok(tmp_sampler == sampler, "Got sampler %p, expected %p.\n", tmp_sampler, sampler); + ID3D11SamplerState_Release(tmp_sampler); + tmp_cb = (ID3D11Buffer *)0xdeadbeef; + ID3D11DeviceContext1_HSGetConstantBuffers(context, 0, 1, &tmp_cb); + ok(tmp_cb == cb, "Got buffer %p, expected %p.\n", tmp_cb, cb); + ID3D11Buffer_Release(tmp_cb); + tmp_hs = (ID3D11HullShader *)0xdeadbeef; + ID3D11DeviceContext1_HSGetShader(context, &tmp_hs, NULL, NULL); + ok(tmp_hs == hs, "Got shader %p, expected %p.\n", tmp_hs, hs); + if (hs) ID3D11HullShader_Release(tmp_hs); + tmp_srv = (ID3D11ShaderResourceView *)0xdeadbeef; + ID3D11DeviceContext1_HSGetShaderResources(context, 0, 1, &tmp_srv); + ok(tmp_srv == srv, "Got srv %p, expected %p.\n", tmp_srv, srv); + ID3D11ShaderResourceView_Release(tmp_srv); + check_interface(device, &IID_ID3D10Device, TRUE, FALSE); check_interface(device, &IID_ID3D10Device1, TRUE, FALSE); + if (hs) ID3D11HullShader_Release(hs); ID3D11PixelShader_Release(ps); ID3D11GeometryShader_Release(gs); ID3D11VertexShader_Release(vs);