d3d11/tests: Test relative addressing in constant buffers.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5208,6 +5208,204 @@ static void test_clear_depth_stencil_view(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_cb_relative_addressing(void)
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{
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struct d3d11_test_context test_context;
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D3D11_SUBRESOURCE_DATA resource_data;
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ID3D11Buffer *colors_cb, *index_cb;
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unsigned int i, index[4] = {0};
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11DeviceContext *context;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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DWORD color;
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HRESULT hr;
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const DWORD vs_code[] =
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{
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#if 0
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int color_index;
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cbuffer colors
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{
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float4 colors[8];
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};
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struct vs_in
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{
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float4 position : POSITION;
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};
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struct vs_out
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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};
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vs_out main(const vs_in v)
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{
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vs_out o;
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o.position = v.position;
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o.color = colors[color_index];
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return o;
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}
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#endif
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0x43425844, 0xc2eb30bf, 0x2868c855, 0xaa34b609, 0x1f4957d4, 0x00000001, 0x00000164, 0x00000003,
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0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
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0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x58454853, 0x000000a8, 0x00010050,
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0x0000002a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000859, 0x00208e46,
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0x00000001, 0x00000008, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x05000036, 0x001020f2,
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0x00000000, 0x00101e46, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000,
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0x00000000, 0x07000036, 0x001020f2, 0x00000001, 0x04208e46, 0x00000001, 0x0010000a, 0x00000000,
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0x0100003e,
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};
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static const DWORD ps_code[] =
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{
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#if 0
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struct ps_in
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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};
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float4 main(const ps_in v) : SV_TARGET
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{
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return v.color;
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}
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#endif
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0x43425844, 0x1a6def50, 0x9c069300, 0x7cce68f0, 0x621239b9, 0x00000001, 0x000000f8, 0x00000003,
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0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x0000003c, 0x00000050,
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0x0000000f, 0x0100086a, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
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};
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static const struct
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{
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struct vec2 position;
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}
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quad[] =
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{
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{ 1.0f, -1.0f}},
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{{ 1.0f, 1.0f}},
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};
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static const struct
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{
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float color[4];
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}
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colors[10] =
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{
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{{0.0f, 0.0f, 0.0f, 1.0f}},
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{{0.0f, 0.0f, 1.0f, 0.0f}},
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{{0.0f, 0.0f, 1.0f, 1.0f}},
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{{0.0f, 1.0f, 0.0f, 0.0f}},
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{{0.0f, 1.0f, 0.0f, 1.0f}},
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{{0.0f, 1.0f, 1.0f, 0.0f}},
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{{0.0f, 1.0f, 1.0f, 1.0f}},
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{{1.0f, 0.0f, 0.0f, 0.0f}},
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{{1.0f, 0.0f, 0.0f, 1.0f}},
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{{1.0f, 0.0f, 1.0f, 0.0f}},
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};
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static const struct
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{
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unsigned int index;
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DWORD expected;
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}
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test_data[] =
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{
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{0, 0xff000000},
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{1, 0x00ff0000},
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{2, 0xffff0000},
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{3, 0x0000ff00},
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{4, 0xff00ff00},
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{5, 0x00ffff00},
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{6, 0xffffff00},
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{7, 0x000000ff},
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{8, 0xff0000ff},
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{9, 0x00ff00ff},
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};
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static const float white_color[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
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if (!init_test_context(&test_context, &feature_level))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
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vs_code, sizeof(vs_code), &test_context.input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(quad);
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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resource_data.pSysMem = quad;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &test_context.vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(colors);
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buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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resource_data.pSysMem = &colors;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &colors_cb);
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ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(index);
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &index_cb);
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ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &index_cb);
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ID3D11DeviceContext_VSSetConstantBuffers(context, 1, 1, &colors_cb);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
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{
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white_color);
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index[0] = test_data[i].index;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)index_cb, 0, NULL, &index, 0, 0);
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draw_quad(&test_context);
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color = get_texture_color(test_context.backbuffer, 319, 239);
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ok(compare_color(color, test_data[i].expected, 1),
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"Got unexpected color 0x%08x for index %u.\n", color, test_data[i].index);
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}
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ID3D11Buffer_Release(index_cb);
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ID3D11Buffer_Release(colors_cb);
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ID3D11PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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test_create_device();
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@ -5242,4 +5440,5 @@ START_TEST(d3d11)
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test_multisample_init();
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test_check_multisample_quality_levels();
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test_clear_depth_stencil_view();
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test_cb_relative_addressing();
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}
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