d3d11/tests: Port test_texture() 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>
This commit is contained in:
Józef Kucia 2015-11-06 18:38:12 +01:00 committed by Alexandre Julliard
parent b62720feb6
commit 28110c1217
1 changed files with 220 additions and 0 deletions

View File

@ -2801,6 +2801,225 @@ done:
DestroyWindow(window);
}
static void test_texture(void)
{
ID3D11RenderTargetView *backbuffer_rtv;
D3D11_SUBRESOURCE_DATA resource_data;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11SamplerState *sampler_state;
ID3D11ShaderResourceView *ps_srv;
D3D11_SAMPLER_DESC sampler_desc;
ID3D11InputLayout *input_layout;
D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
ID3D11Texture2D *backbuffer;
unsigned int stride, offset;
IDXGISwapChain *swapchain;
ID3D11Texture2D *texture;
ID3D11VertexShader *vs;
ID3D11PixelShader *ps;
ID3D11Device *device;
D3D11_VIEWPORT vp;
unsigned int i, j;
ID3D11Buffer *vb;
ULONG refcount;
DWORD color;
HWND window;
HRESULT hr;
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
static const DWORD vs_code[] =
{
#if 0
float4 main(float4 position : POSITION) : SV_POSITION
{
return position;
}
#endif
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
};
static const DWORD ps_code[] =
{
#if 0
Texture2D t;
SamplerState s;
float4 main(float4 position : SV_POSITION) : SV_Target
{
float2 p;
p.x = position.x / 640.0f;
p.y = position.y / 480.0f;
return t.Sample(s, p);
}
#endif
0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
static const struct
{
float x, y;
}
quad[] =
{
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
static const DWORD bitmap_data[] =
{
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
};
if (!(device = create_device(NULL)))
{
skip("Failed to create device.\n");
return;
}
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, TRUE);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D11Device_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);
buffer_desc.ByteWidth = sizeof(quad);
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_desc.StructureByteStride = 0;
resource_data.pSysMem = quad;
resource_data.SysMemPitch = 0;
resource_data.SysMemSlicePitch = 0;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
texture_desc.Width = 4;
texture_desc.Height = 4;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
resource_data.pSysMem = bitmap_data;
resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &ps_srv);
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampler_desc.MipLODBias = 0.0f;
sampler_desc.MaxAnisotropy = 0;
sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampler_desc.BorderColor[0] = 0.0f;
sampler_desc.BorderColor[1] = 0.0f;
sampler_desc.BorderColor[2] = 0.0f;
sampler_desc.BorderColor[3] = 0.0f;
sampler_desc.MinLOD = 0.0f;
sampler_desc.MaxLOD = 0.0f;
hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D11Device_GetImmediateContext(device, &context);
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad);
offset = 0;
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv);
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
vp.Width = 640.0f;
vp.Height = 480.0f;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
ID3D11DeviceContext_Draw(context, 4, 0);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
ok(compare_color(color, bitmap_data[j + i * 4], 1),
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, j, i, bitmap_data[j + i * 4]);
}
}
ID3D11PixelShader_Release(ps);
ID3D11VertexShader_Release(vs);
ID3D11SamplerState_Release(sampler_state);
ID3D11ShaderResourceView_Release(ps_srv);
ID3D11Texture2D_Release(texture);
ID3D11Buffer_Release(vb);
ID3D11InputLayout_Release(input_layout);
ID3D11RenderTargetView_Release(backbuffer_rtv);
ID3D11Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
ID3D11DeviceContext_Release(context);
refcount = ID3D11Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
static void test_scissor(void)
{
ID3D11DeviceContext *immediate_context;
@ -3412,6 +3631,7 @@ START_TEST(d3d11)
test_device_removed_reason();
test_private_data();
test_blend();
test_texture();
test_scissor();
test_il_append_aligned();
test_resource_map();