d3d10core/tests: Test swapchain buffer cycling.
Signed-off-by: Stefan Dösinger <stefandoesinger@gmx.at> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
9307474f1d
commit
402ffb9c60
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@ -165,10 +165,20 @@ static ID3D10Device *create_device(void)
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return NULL;
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}
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static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, BOOL windowed)
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#define SWAPCHAIN_FLAG_SHADER_INPUT 0x1
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struct swapchain_desc
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{
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BOOL windowed;
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UINT buffer_count;
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DXGI_SWAP_EFFECT swap_effect;
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DWORD flags;
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};
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static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, const struct swapchain_desc *swapchain_desc)
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{
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IDXGISwapChain *swapchain;
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DXGI_SWAP_CHAIN_DESC desc;
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DXGI_SWAP_CHAIN_DESC dxgi_desc;
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IDXGIDevice *dxgi_device;
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IDXGIAdapter *adapter;
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IDXGIFactory *factory;
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@ -183,23 +193,33 @@ static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, BOOL
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ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
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IDXGIAdapter_Release(adapter);
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desc.BufferDesc.Width = 640;
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desc.BufferDesc.Height = 480;
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desc.BufferDesc.RefreshRate.Numerator = 60;
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desc.BufferDesc.RefreshRate.Denominator = 1;
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desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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desc.BufferCount = 1;
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desc.OutputWindow = window;
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desc.Windowed = windowed;
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desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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desc.Flags = 0;
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dxgi_desc.BufferDesc.Width = 640;
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dxgi_desc.BufferDesc.Height = 480;
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dxgi_desc.BufferDesc.RefreshRate.Numerator = 60;
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dxgi_desc.BufferDesc.RefreshRate.Denominator = 1;
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dxgi_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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dxgi_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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dxgi_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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dxgi_desc.SampleDesc.Count = 1;
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dxgi_desc.SampleDesc.Quality = 0;
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dxgi_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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dxgi_desc.BufferCount = 1;
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dxgi_desc.OutputWindow = window;
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dxgi_desc.Windowed = TRUE;
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dxgi_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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dxgi_desc.Flags = 0;
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hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &desc, &swapchain);
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if (swapchain_desc)
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{
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dxgi_desc.Windowed = swapchain_desc->windowed;
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dxgi_desc.SwapEffect = swapchain_desc->swap_effect;
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dxgi_desc.BufferCount = swapchain_desc->buffer_count;
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if (swapchain_desc->flags & SWAPCHAIN_FLAG_SHADER_INPUT)
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dxgi_desc.BufferUsage |= DXGI_USAGE_SHADER_INPUT;
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}
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hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain);
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ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr);
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IDXGIFactory_Release(factory);
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@ -2017,7 +2037,7 @@ static void test_scissor(void)
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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@ -3107,7 +3127,7 @@ static void test_blend(void)
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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@ -3702,7 +3722,7 @@ static void test_texture(void)
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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@ -4227,7 +4247,7 @@ static void test_il_append_aligned(void)
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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@ -4422,7 +4442,7 @@ static void test_fragment_coords(void)
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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@ -4639,7 +4659,7 @@ static void test_update_subresource(void)
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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@ -4907,7 +4927,7 @@ static void test_copy_subresource_region(void)
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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@ -5097,7 +5117,7 @@ static void test_multisample_init(void)
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtview);
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@ -5370,7 +5390,7 @@ float4 main(const ps_in v) : SV_TARGET
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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@ -5457,6 +5477,273 @@ float4 main(const ps_in v) : SV_TARGET
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DestroyWindow(window);
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}
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static void test_swapchain_flip(void)
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{
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IDXGISwapChain *swapchain;
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ID3D10Texture2D *backbuffer_0, *backbuffer_1, *backbuffer_2, *offscreen;
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ID3D10RenderTargetView *backbuffer_0_rtv, *offscreen_rtv;
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ID3D10ShaderResourceView *backbuffer_0_srv, *backbuffer_1_srv;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10InputLayout *input_layout;
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ID3D10Buffer *vb;
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D3D10_SUBRESOURCE_DATA resource_data;
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D3D10_BUFFER_DESC buffer_desc;
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unsigned int stride, offset;
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ID3D10Device *device;
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D3D10_VIEWPORT vp;
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ULONG refcount;
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DWORD color;
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HWND window;
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HRESULT hr;
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UINT count;
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static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_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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float4 main(float4 position : POSITION) : SV_POSITION
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{
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return position;
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}
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#endif
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0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 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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Texture2D t0, t1;
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SamplerState s;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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p.x = 0.5;
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p.y = 0.5;
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if (position.x < 320)
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return t0.Sample(s, p);
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return t1.Sample(s, p);
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}
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#endif
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0x43425844, 0x1733542c, 0xf74c6b6a, 0x0fb11eac, 0x76f6a999, 0x00000001, 0x000002cc, 0x00000005,
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0x00000034, 0x000000f4, 0x00000128, 0x0000015c, 0x00000250, 0x46454452, 0x000000b8, 0x00000000,
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0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100, 0x00000084, 0x0000007c, 0x00000003,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000007e, 0x00000002,
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0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000c, 0x00000081, 0x00000002,
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0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000c, 0x30740073, 0x00317400,
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0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d,
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0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00, 0x4e475349, 0x0000002c, 0x00000001,
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0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653,
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0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000,
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0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853,
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0x000000ec, 0x00000040, 0x0000003b, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000,
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0x00000000, 0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04002064, 0x00101012,
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0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x07000031,
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0x00100012, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x43a00000, 0x0304001f, 0x0010000a,
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0x00000000, 0x0c000045, 0x001020f2, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000,
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0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, 0x01000015, 0x0c000045,
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0x001020f2, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000, 0x00000000, 0x00107e46,
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0x00000001, 0x00106000, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, 0x00000007, 0x00000001,
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0x00000000, 0x00000002, 0x00000001, 0x00000000, 0x00000000, 0x00000002, 0x00000001, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000
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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 float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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static const float green[] = {0.0f, 1.0f, 0.0f, 0.5f};
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static const float blue[] = {0.0f, 0.0f, 1.0f, 0.5f};
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struct swapchain_desc desc;
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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desc.buffer_count = 3;
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desc.swap_effect = DXGI_SWAP_EFFECT_SEQUENTIAL;
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desc.windowed = TRUE;
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desc.flags = SWAPCHAIN_FLAG_SHADER_INPUT;
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swapchain = create_swapchain(device, window, &desc);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer_0);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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hr = IDXGISwapChain_GetBuffer(swapchain, 1, &IID_ID3D10Texture2D, (void **)&backbuffer_1);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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hr = IDXGISwapChain_GetBuffer(swapchain, 2, &IID_ID3D10Texture2D, (void **)&backbuffer_2);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer_0, NULL, &backbuffer_0_rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)backbuffer_0, NULL, &backbuffer_0_srv);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)backbuffer_1, NULL, &backbuffer_1_srv);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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ID3D10Texture2D_GetDesc(backbuffer_0, &texture_desc);
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todo_wine ok((texture_desc.BindFlags & (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE))
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== (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE),
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"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
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ok(texture_desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
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ID3D10Texture2D_GetDesc(backbuffer_1, &texture_desc);
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todo_wine ok((texture_desc.BindFlags & (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE))
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== (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE),
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"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
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ok(texture_desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer_1, NULL, &offscreen_rtv);
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todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ID3D10RenderTargetView_Release(offscreen_rtv);
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ID3D10Device_PSSetShaderResources(device, 0, 1, &backbuffer_0_srv);
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ID3D10Device_PSSetShaderResources(device, 1, 1, &backbuffer_1_srv);
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texture_desc.Width = 640;
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texture_desc.Height = 480;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
|
||||
texture_desc.Usage = D3D10_USAGE_DEFAULT;
|
||||
texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
|
||||
texture_desc.CPUAccessFlags = 0;
|
||||
texture_desc.MiscFlags = 0;
|
||||
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &offscreen);
|
||||
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
|
||||
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)offscreen, NULL, &offscreen_rtv);
|
||||
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
||||
ID3D10Device_OMSetRenderTargets(device, 1, &offscreen_rtv, NULL);
|
||||
vp.TopLeftX = 0;
|
||||
vp.TopLeftY = 0;
|
||||
vp.Width = 640;
|
||||
vp.Height = 480;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
ID3D10Device_RSSetViewports(device, 1, &vp);
|
||||
|
||||
buffer_desc.ByteWidth = sizeof(quad);
|
||||
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
||||
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
buffer_desc.CPUAccessFlags = 0;
|
||||
buffer_desc.MiscFlags = 0;
|
||||
|
||||
resource_data.pSysMem = quad;
|
||||
resource_data.SysMemPitch = 0;
|
||||
resource_data.SysMemSlicePitch = 0;
|
||||
|
||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
||||
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
||||
vs_code, sizeof(vs_code), &input_layout);
|
||||
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
||||
ID3D10Device_IASetInputLayout(device, input_layout);
|
||||
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
ID3D10Device_VSSetShader(device, vs);
|
||||
stride = sizeof(*quad);
|
||||
offset = 0;
|
||||
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
|
||||
|
||||
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
ID3D10Device_PSSetShader(device, ps);
|
||||
|
||||
ID3D10Device_ClearRenderTargetView(device, backbuffer_0_rtv, red);
|
||||
|
||||
ID3D10Device_Draw(device, 4, 0);
|
||||
color = get_texture_color(offscreen, 120, 240);
|
||||
todo_wine ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
/* DXGI moves buffers in the same direction as earlier versions. Buffer 2 becomes buffer 1,
|
||||
* buffer 1 becomes the new buffer 0, and buffer 0 becomes buffer n - 1. However, only buffer
|
||||
* 0 can be rendered to.
|
||||
*
|
||||
* What is this good for? I don't know. Ad-hoc tests suggest that Present always waits for
|
||||
* the next vsync interval, even if there are still untouched buffers. Buffer 0 is the buffer
|
||||
* that is shown on the screen, just like in <= d3d9. Present also doesn't discard buffers if
|
||||
* rendering finishes before the vsync interval is over. I haven't found any productive use
|
||||
* for more than one buffer. */
|
||||
IDXGISwapChain_Present(swapchain, 0, 0);
|
||||
|
||||
ID3D10Device_ClearRenderTargetView(device, backbuffer_0_rtv, green);
|
||||
|
||||
ID3D10Device_Draw(device, 4, 0);
|
||||
color = get_texture_color(offscreen, 120, 240); /* green, buf 0 */
|
||||
todo_wine ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
/* Buffer 1 is still untouched. */
|
||||
|
||||
color = get_texture_color(backbuffer_0, 320, 240); /* green */
|
||||
ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer_2, 320, 240); /* red */
|
||||
ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
IDXGISwapChain_Present(swapchain, 0, 0);
|
||||
|
||||
ID3D10Device_ClearRenderTargetView(device, backbuffer_0_rtv, blue);
|
||||
|
||||
ID3D10Device_Draw(device, 4, 0);
|
||||
color = get_texture_color(offscreen, 120, 240); /* blue, buf 0 */
|
||||
todo_wine ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(offscreen, 360, 240); /* red, buf 1 */
|
||||
todo_wine ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
color = get_texture_color(backbuffer_0, 320, 240); /* blue */
|
||||
ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer_1, 320, 240); /* red */
|
||||
ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer_2, 320, 240); /* green */
|
||||
ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
ID3D10VertexShader_Release(vs);
|
||||
ID3D10PixelShader_Release(ps);
|
||||
ID3D10Buffer_Release(vb);
|
||||
ID3D10InputLayout_Release(input_layout);
|
||||
ID3D10ShaderResourceView_Release(backbuffer_0_srv);
|
||||
ID3D10ShaderResourceView_Release(backbuffer_1_srv);
|
||||
ID3D10RenderTargetView_Release(backbuffer_0_rtv);
|
||||
ID3D10RenderTargetView_Release(offscreen_rtv);
|
||||
ID3D10Texture2D_Release(offscreen);
|
||||
ID3D10Texture2D_Release(backbuffer_0);
|
||||
ID3D10Texture2D_Release(backbuffer_1);
|
||||
ID3D10Texture2D_Release(backbuffer_2);
|
||||
IDXGISwapChain_Release(swapchain);
|
||||
|
||||
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
|
||||
ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
|
||||
refcount = ID3D10Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
DestroyWindow(window);
|
||||
}
|
||||
|
||||
START_TEST(device)
|
||||
{
|
||||
test_feature_level();
|
||||
|
@ -5488,4 +5775,5 @@ START_TEST(device)
|
|||
test_multisample_init();
|
||||
test_check_multisample_quality_levels();
|
||||
test_cb_relative_addressing();
|
||||
test_swapchain_flip();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue