From 3f10995ecb362526a1428bcf44864e3744e5537c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Wed, 15 Mar 2017 12:00:06 +0100 Subject: [PATCH] d3d11/tests: Add basic test for texturing on feature level 9. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 64 ++++++++++++++++++++++++++++++++++++++-- 1 file changed, 62 insertions(+), 2 deletions(-) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 2bcbec860b6..852326513ac 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -11826,7 +11826,11 @@ static void test_required_format_support(const D3D_FEATURE_LEVEL feature_level) static void test_fl9_draw(const D3D_FEATURE_LEVEL feature_level) { struct d3d11_test_context test_context; + D3D11_SUBRESOURCE_DATA resource_data; + D3D11_TEXTURE2D_DESC texture_desc; + ID3D11ShaderResourceView *srv; ID3D11DeviceContext *context; + ID3D11Texture2D *texture; ID3D11PixelShader *ps; ID3D11Device *device; HRESULT hr; @@ -11853,6 +11857,34 @@ static void test_fl9_draw(const D3D_FEATURE_LEVEL feature_level) 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, }; + static const DWORD ps_texture_code[] = + { +#if 0 + Texture2D t; + SamplerState s; + + float4 main() : SV_TARGET + { + return t.Sample(s, (float2)0); + } +#endif + 0x43425844, 0xf876c2db, 0x13725f1f, 0xcb6d3d65, 0x9994473f, 0x00000001, 0x000001d4, 0x00000005, + 0x00000034, 0x000000a0, 0x00000124, 0x00000190, 0x000001a0, 0x53414e58, 0x00000064, 0x00000064, + 0xffff0200, 0x0000003c, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001, 0x00280000, + 0x00000000, 0xffff0200, 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x0200001f, 0x90000000, 0xa00f0800, 0x03000042, 0x800f0800, 0xa0000000, 0xa0e40800, 0x0000ffff, + 0x396e6f41, 0x0000007c, 0x0000007c, 0xffff0200, 0x00000054, 0x00000028, 0x00280000, 0x00280000, + 0x00280000, 0x00240001, 0x00280000, 0x00000000, 0xffff0200, 0x05000051, 0xa00f0000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x0200001f, 0x90000000, 0xa00f0800, 0x02000001, 0x80030000, + 0xa0000000, 0x03000042, 0x800f0000, 0x80e40000, 0xa0e40800, 0x02000001, 0x800f0800, 0x80e40000, + 0x0000ffff, 0x52444853, 0x00000064, 0x00000040, 0x00000019, 0x0300005a, 0x00106000, 0x00000000, + 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x0c000045, + 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46, + 0x00000000, 0x00106000, 0x00000000, 0x0100003e, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, + }; + static const DWORD texture_data[] = {0xffffff00}; if (!init_test_context(&test_context, &feature_level)) return; @@ -11860,9 +11892,27 @@ static void test_fl9_draw(const D3D_FEATURE_LEVEL feature_level) device = test_context.device; context = test_context.immediate_context; + texture_desc.Width = 1; + texture_desc.Height = 1; + texture_desc.MipLevels = 0; + 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 = texture_data; + resource_data.SysMemPitch = sizeof(texture_data); + resource_data.SysMemSlicePitch = 0; + 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, &srv); + ok(SUCCEEDED(hr), "Failed to create shader resource view, 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, feature level %#x.\n", - hr, feature_level); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x, feature level %#x.\n", hr, feature_level); ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); draw_quad(&test_context); check_texture_color(test_context.backbuffer, 0x7f0000ff, 1); @@ -11871,6 +11921,16 @@ static void test_fl9_draw(const D3D_FEATURE_LEVEL feature_level) draw_color_quad(&test_context, &color); todo_wine check_texture_color(test_context.backbuffer, 0xff004c33, 1); + hr = ID3D11Device_CreatePixelShader(device, ps_texture_code, sizeof(ps_texture_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x, feature level %#x.\n", hr, feature_level); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0xffffff00, 1); + ID3D11PixelShader_Release(ps); + + ID3D11ShaderResourceView_Release(srv); + ID3D11Texture2D_Release(texture); release_test_context(&test_context); }