d3d10core/tests: Port test_copy_subresource_region() from d3d11.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4630,6 +4630,270 @@ static void test_update_subresource(void)
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DestroyWindow(window);
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}
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static void test_copy_subresource_region(void)
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{
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ID3D10Texture2D *dst_texture, *src_texture;
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ID3D10RenderTargetView *backbuffer_rtv;
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D3D10_SUBRESOURCE_DATA resource_data;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10SamplerState *sampler_state;
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ID3D10ShaderResourceView *ps_srv;
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D3D10_SAMPLER_DESC sampler_desc;
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ID3D10InputLayout *input_layout;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10Texture2D *backbuffer;
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unsigned int stride, offset;
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struct texture_readback rb;
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IDXGISwapChain *swapchain;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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D3D10_VIEWPORT vp;
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unsigned int i, j;
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ID3D10Buffer *vb;
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ULONG refcount;
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D3D10_BOX box;
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DWORD color;
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HWND window;
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HRESULT hr;
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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 t;
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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 = position.x / 640.0f;
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p.y = position.y / 480.0f;
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return t.Sample(s, p);
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}
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#endif
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0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
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0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
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0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
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0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
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};
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static const struct
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{
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float x, y;
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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 DWORD bitmap_data[] =
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{
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0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
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0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
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0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
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0xffffffff, 0xff000000, 0xff000000, 0xff000000,
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};
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static const DWORD expected_colors[] =
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{
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0xffffffff, 0xff000000, 0xff000000, 0xff000000,
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0xffffff00, 0xff0000ff, 0xff00ffff, 0x00000000,
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0xff7f7f7f, 0xffff0000, 0xffff00ff, 0xff7f7f7f,
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0xffffffff, 0xffffffff, 0xff000000, 0x00000000,
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};
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if (!(device = create_device()))
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{
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skip("Failed to create device.\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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swapchain = create_swapchain(device, window, TRUE);
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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_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
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vs_code, sizeof(vs_code), &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 = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 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 = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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texture_desc.Width = 4;
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texture_desc.Height = 4;
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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;
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texture_desc.Usage = D3D10_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &dst_texture);
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ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
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texture_desc.Usage = D3D10_USAGE_IMMUTABLE;
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resource_data.pSysMem = bitmap_data;
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resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &src_texture);
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ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)dst_texture, NULL, &ps_srv);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.MipLODBias = 0.0f;
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sampler_desc.MaxAnisotropy = 0;
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sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
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sampler_desc.BorderColor[0] = 0.0f;
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sampler_desc.BorderColor[1] = 0.0f;
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sampler_desc.BorderColor[2] = 0.0f;
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sampler_desc.BorderColor[3] = 0.0f;
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sampler_desc.MinLOD = 0.0f;
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sampler_desc.MaxLOD = 0.0f;
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hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
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ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
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hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
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ID3D10Device_IASetInputLayout(device, input_layout);
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ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
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ID3D10Device_VSSetShader(device, vs);
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ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
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ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
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ID3D10Device_PSSetShader(device, ps);
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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vp.Width = 640;
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vp.Height = 480;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D10Device_RSSetViewports(device, 1, &vp);
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ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
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set_box(&box, 0, 0, 0, 2, 2, 1);
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ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
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1, 1, 0, (ID3D10Resource *)src_texture, 0, &box);
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set_box(&box, 1, 2, 0, 4, 3, 1);
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ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
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0, 3, 0, (ID3D10Resource *)src_texture, 0, &box);
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set_box(&box, 0, 3, 0, 4, 4, 1);
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ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
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0, 0, 0, (ID3D10Resource *)src_texture, 0, &box);
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set_box(&box, 3, 0, 0, 4, 2, 1);
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ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
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0, 1, 0, (ID3D10Resource *)src_texture, 0, &box);
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set_box(&box, 3, 1, 0, 4, 2, 1);
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ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
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3, 2, 0, (ID3D10Resource *)src_texture, 0, &box);
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set_box(&box, 0, 0, 0, 4, 4, 0);
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ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
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0, 0, 0, (ID3D10Resource *)src_texture, 0, &box);
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ID3D10Device_Draw(device, 4, 0);
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get_texture_readback(backbuffer, &rb);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
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ok(compare_color(color, expected_colors[j + i * 4], 1),
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"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
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color, j, i, expected_colors[j + i * 4]);
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}
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}
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release_texture_readback(&rb);
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ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
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0, 0, 0, (ID3D10Resource *)src_texture, 0, NULL);
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ID3D10Device_Draw(device, 4, 0);
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get_texture_readback(backbuffer, &rb);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
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ok(compare_color(color, bitmap_data[j + i * 4], 1),
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"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
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color, j, i, bitmap_data[j + i * 4]);
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}
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}
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release_texture_readback(&rb);
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ID3D10PixelShader_Release(ps);
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ID3D10VertexShader_Release(vs);
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ID3D10SamplerState_Release(sampler_state);
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ID3D10ShaderResourceView_Release(ps_srv);
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ID3D10Texture2D_Release(dst_texture);
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ID3D10Texture2D_Release(src_texture);
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ID3D10Buffer_Release(vb);
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ID3D10InputLayout_Release(input_layout);
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ID3D10RenderTargetView_Release(backbuffer_rtv);
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ID3D10Texture2D_Release(backbuffer);
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IDXGISwapChain_Release(swapchain);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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DestroyWindow(window);
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}
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static void test_multisample_init(void)
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{
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D3D10_TEXTURE2D_DESC desc;
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@ -4743,5 +5007,6 @@ START_TEST(device)
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test_il_append_aligned();
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test_fragment_coords();
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test_update_subresource();
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test_copy_subresource_region();
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test_multisample_init();
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}
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