d3dcompiler/tests: Add tests for constant buffer binding descriptors.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2020-08-12 19:33:37 -05:00 committed by Alexandre Julliard
parent beb1bbb78c
commit 37d8d163e3
1 changed files with 36 additions and 2 deletions

View File

@ -552,6 +552,8 @@ static void test_reflection(void)
static const char vs_source[] =
"typedef uint uint_t;\n"
"float m;\n"
"\n"
"cbuffer b1\n"
"{\n"
" float a;\n"
@ -579,11 +581,14 @@ static void test_reflection(void)
" column_major float3x1 t;\n"
"};\n"
"\n"
"float m;\n"
"cbuffer b5 : register(b5)\n"
"{\n"
" float4 u;\n"
"}\n"
"\n"
"float4 main(uniform float4 n) : SV_POSITION\n"
"{\n"
" return o._31 + m + n;\n"
" return o._31 + m + n + u;\n"
"}";
struct shader_variable
@ -628,6 +633,8 @@ static void test_reflection(void)
{{"r", 256, 4}, {D3D_SVC_STRUCT, D3D_SVT_VOID, 1, 1, 0, ARRAY_SIZE(r_field_types), 0, "r_name"}, r_field_types},
{{"t", 260, 12}, {D3D_SVC_MATRIX_COLUMNS, D3D_SVT_FLOAT, 3, 1, 0, 0, 0, "float3x1"}},
};
static const struct shader_variable b5_vars =
{{"u", 0, 16, D3D_SVF_USED}, {D3D_SVC_VECTOR, D3D_SVT_FLOAT, 1, 4, 0, 0, 0, "float4"}};
static const struct
{
@ -639,6 +646,15 @@ static void test_reflection(void)
{{"$Globals", D3D_CT_CBUFFER, 1, 16}, &globals_vars},
{{"$Params", D3D_CT_CBUFFER, 1, 16}, &params_vars},
{{"b1", D3D_CT_CBUFFER, ARRAY_SIZE(buffer_vars), 272}, buffer_vars},
{{"b5", D3D_CT_CBUFFER, 1, 16}, &b5_vars},
};
static const D3D11_SHADER_INPUT_BIND_DESC vs_bindings[] =
{
{"$Globals", D3D_SIT_CBUFFER, 0, 1},
{"$Params", D3D_SIT_CBUFFER, 1, 1},
{"b1", D3D_SIT_CBUFFER, 2, 1},
{"b5", D3D_SIT_CBUFFER, 5, 1, D3D_SIF_USERPACKED},
};
todo_wine vs_code = compile_shader(vs_source, "vs_5_0");
@ -695,6 +711,24 @@ static void test_reflection(void)
}
}
for (i = 0; i < ARRAY_SIZE(vs_bindings); ++i)
{
D3D11_SHADER_INPUT_BIND_DESC desc;
hr = reflection->lpVtbl->GetResourceBindingDesc(reflection, i, &desc);
todo_wine ok(hr == S_OK, "Test %u: got hr %#x.\n", i, hr);
if (hr != S_OK)
break;
ok(!strcmp(desc.Name, vs_bindings[i].Name), "Test %u: got name %s.\n", i, debugstr_a(desc.Name));
ok(desc.Type == vs_bindings[i].Type, "Test %u: got type %#x.\n", i, desc.Type);
ok(desc.BindPoint == vs_bindings[i].BindPoint, "Test %u: got bind point %u.\n", i, desc.BindPoint);
ok(desc.BindCount == vs_bindings[i].BindCount, "Test %u: got bind count %u.\n", i, desc.BindCount);
ok(desc.uFlags == vs_bindings[i].uFlags, "Test %u: got flags %#x.\n", i, desc.uFlags);
ok(desc.ReturnType == vs_bindings[i].ReturnType, "Test %u: got return type %#x.\n", i, desc.ReturnType);
ok(desc.Dimension == vs_bindings[i].Dimension, "Test %u: got dimension %#x.\n", i, desc.Dimension);
ok(desc.NumSamples == vs_bindings[i].NumSamples, "Test %u: got multisample count %u.\n", i, desc.NumSamples);
}
ID3D10Blob_Release(vs_code);
refcount = reflection->lpVtbl->Release(reflection);
ok(!refcount, "Got unexpected refcount %u.\n", refcount);