From 3a8d3fb13cffb9815e826f9b9f123cc093d3924c Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Wed, 16 Mar 2016 00:24:13 +0100 Subject: [PATCH] d3d11/tests: Test relative addressing in constant buffers. Signed-off-by: Matteo Bruni Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 199 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 199 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 4982ebc32e7..81cb87fc9d8 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -5208,6 +5208,204 @@ static void test_clear_depth_stencil_view(void) ok(!refcount, "Device has %u references left.\n", refcount); } +static void test_cb_relative_addressing(void) +{ + struct d3d11_test_context test_context; + D3D11_SUBRESOURCE_DATA resource_data; + ID3D11Buffer *colors_cb, *index_cb; + unsigned int i, index[4] = {0}; + D3D11_BUFFER_DESC buffer_desc; + ID3D11DeviceContext *context; + ID3D11PixelShader *ps; + ID3D11Device *device; + DWORD color; + 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 +int color_index; + +cbuffer colors +{ + float4 colors[8]; +}; + +struct vs_in +{ + float4 position : POSITION; +}; + +struct vs_out +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +vs_out main(const vs_in v) +{ + vs_out o; + + o.position = v.position; + o.color = colors[color_index]; + + return o; +} +#endif + 0x43425844, 0xc2eb30bf, 0x2868c855, 0xaa34b609, 0x1f4957d4, 0x00000001, 0x00000164, 0x00000003, + 0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x58454853, 0x000000a8, 0x00010050, + 0x0000002a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000859, 0x00208e46, + 0x00000001, 0x00000008, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x05000036, 0x001020f2, + 0x00000000, 0x00101e46, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, + 0x00000000, 0x07000036, 0x001020f2, 0x00000001, 0x04208e46, 0x00000001, 0x0010000a, 0x00000000, + 0x0100003e, + }; + static const DWORD ps_code[] = + { +#if 0 +struct ps_in +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +float4 main(const ps_in v) : SV_TARGET +{ + return v.color; +} +#endif + 0x43425844, 0x1a6def50, 0x9c069300, 0x7cce68f0, 0x621239b9, 0x00000001, 0x000000f8, 0x00000003, + 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x0000003c, 0x00000050, + 0x0000000f, 0x0100086a, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, + }; + static const struct + { + struct vec2 position; + } + quad[] = + { + {{-1.0f, -1.0f}}, + {{-1.0f, 1.0f}}, + {{ 1.0f, -1.0f}}, + {{ 1.0f, 1.0f}}, + }; + static const struct + { + float color[4]; + } + colors[10] = + { + {{0.0f, 0.0f, 0.0f, 1.0f}}, + {{0.0f, 0.0f, 1.0f, 0.0f}}, + {{0.0f, 0.0f, 1.0f, 1.0f}}, + {{0.0f, 1.0f, 0.0f, 0.0f}}, + {{0.0f, 1.0f, 0.0f, 1.0f}}, + {{0.0f, 1.0f, 1.0f, 0.0f}}, + {{0.0f, 1.0f, 1.0f, 1.0f}}, + {{1.0f, 0.0f, 0.0f, 0.0f}}, + {{1.0f, 0.0f, 0.0f, 1.0f}}, + {{1.0f, 0.0f, 1.0f, 0.0f}}, + }; + static const struct + { + unsigned int index; + DWORD expected; + } + test_data[] = + { + {0, 0xff000000}, + {1, 0x00ff0000}, + {2, 0xffff0000}, + {3, 0x0000ff00}, + {4, 0xff00ff00}, + {5, 0x00ffff00}, + {6, 0xffffff00}, + {7, 0x000000ff}, + + {8, 0xff0000ff}, + {9, 0x00ff00ff}, + }; + static const float white_color[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + + if (!init_test_context(&test_context, &feature_level)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + vs_code, sizeof(vs_code), &test_context.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, &test_context.vb); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + + buffer_desc.ByteWidth = sizeof(colors); + buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + resource_data.pSysMem = &colors; + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &colors_cb); + ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); + + buffer_desc.ByteWidth = sizeof(index); + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &index_cb); + ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); + + hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.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); + + ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &index_cb); + ID3D11DeviceContext_VSSetConstantBuffers(context, 1, 1, &colors_cb); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) + { + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white_color); + + index[0] = test_data[i].index; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)index_cb, 0, NULL, &index, 0, 0); + + draw_quad(&test_context); + + color = get_texture_color(test_context.backbuffer, 319, 239); + ok(compare_color(color, test_data[i].expected, 1), + "Got unexpected color 0x%08x for index %u.\n", color, test_data[i].index); + } + + ID3D11Buffer_Release(index_cb); + ID3D11Buffer_Release(colors_cb); + ID3D11PixelShader_Release(ps); + + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -5242,4 +5440,5 @@ START_TEST(d3d11) test_multisample_init(); test_check_multisample_quality_levels(); test_clear_depth_stencil_view(); + test_cb_relative_addressing(); }