diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 65f610d81ce..be09f44c03c 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -16339,6 +16339,91 @@ done: release_test_context(&test_context); } +static void test_unbound_multisample_texture(void) +{ + struct d3d10core_test_context test_context; + ID3D10PixelShader *ps; + struct uvec4 cb_data; + ID3D10Device *device; + ID3D10Buffer *cb; + unsigned int i; + HRESULT hr; + + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const DWORD ps_code[] = + { +#if 0 + Texture2DMS t; + + uint sample_index; + + float4 main(float4 position : SV_Position) : SV_Target + { + float3 p; + t.GetDimensions(p.x, p.y, p.z); + p *= float3(position.x / 640.0f, position.y / 480.0f, 0.0f); + /* sample index must be a literal */ + switch (sample_index) + { + case 1: return t.Load(int2(p.xy), 1); + case 2: return t.Load(int2(p.xy), 2); + case 3: return t.Load(int2(p.xy), 3); + default: return t.Load(int2(p.xy), 0); + } + } +#endif + 0x43425844, 0x03d62416, 0x1914ee8b, 0xccd08d68, 0x27f42136, 0x00000001, 0x000002f8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000025c, 0x00000040, + 0x00000097, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04042058, 0x00107000, 0x00000000, + 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, 0x00000000, 0x00004001, 0x00000000, 0x00107e46, + 0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000, + 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, + 0x00000000, 0x00000000, 0x0400004c, 0x0020800a, 0x00000000, 0x00000000, 0x03000006, 0x00004001, + 0x00000001, 0x0500001b, 0x00100032, 0x00000001, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, + 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0900002e, 0x001020f2, + 0x00000000, 0x00100e46, 0x00000001, 0x00107e46, 0x00000000, 0x00004001, 0x00000001, 0x0100003e, + 0x03000006, 0x00004001, 0x00000002, 0x0500001b, 0x00100032, 0x00000001, 0x00100046, 0x00000000, + 0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x0900002e, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00107e46, 0x00000000, 0x00004001, + 0x00000002, 0x0100003e, 0x03000006, 0x00004001, 0x00000003, 0x0500001b, 0x00100032, 0x00000001, + 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x0900002e, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00107e46, + 0x00000000, 0x00004001, 0x00000003, 0x0100003e, 0x0100000a, 0x0500001b, 0x00100032, 0x00000000, + 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x0900002e, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, + 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000017, 0x0100003e, + }; + + if (!init_test_context(&test_context)) + return; + device = test_context.device; + + hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); + ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ID3D10Device_PSSetShader(device, ps); + + memset(&cb_data, 0, sizeof(cb_data)); + cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data); + ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb); + + for (i = 0; i < 4; ++i) + { + cb_data.x = i; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &cb_data, 0, 0); + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0x00000000, 1); + } + + ID3D10Buffer_Release(cb); + ID3D10PixelShader_Release(ps); + release_test_context(&test_context); +} + static void test_multiple_viewports(void) { struct @@ -16922,6 +17007,7 @@ START_TEST(device) test_combined_clip_and_cull_distances(); test_generate_mips(); test_alpha_to_coverage(); + test_unbound_multisample_texture(); test_multiple_viewports(); test_multisample_resolve(); test_depth_clip();