d3d10core/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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@ -5224,6 +5224,239 @@ done:
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ok(!refcount, "Device has %u references left.\n", refcount);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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}
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static void test_cb_relative_addressing(void)
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{
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ID3D10Buffer *vb, *colors_cb, *index_cb;
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ID3D10RenderTargetView *backbuffer_rtv;
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D3D10_SUBRESOURCE_DATA resource_data;
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ID3D10InputLayout *input_layout;
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unsigned int i, index[4] = {0};
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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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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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ULONG refcount;
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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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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, 0xcecf6d7c, 0xe418097c, 0x47902dd0, 0x9500abc2, 0x00000001, 0x00000160, 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, 0x52444853, 0x000000a4, 0x00010040,
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0x00000029, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000859, 0x00208e46, 0x00000001,
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0x00000008, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x05000036, 0x001020f2, 0x00000000,
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0x00101e46, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000,
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0x07000036, 0x001020f2, 0x00000001, 0x04208e46, 0x00000001, 0x0010000a, 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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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, 0xe2087fa6, 0xa35fbd95, 0x8e585b3f, 0x67890f54, 0x00000001, 0x000000f4, 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, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
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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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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[] = {1.0f, 1.0f, 1.0f, 1.0f};
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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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buffer_desc.ByteWidth = sizeof(colors);
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buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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resource_data.pSysMem = &colors;
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hr = ID3D10Device_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 = ID3D10Device_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 = 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_VSSetConstantBuffers(device, 0, 1, &index_cb);
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ID3D10Device_VSSetConstantBuffers(device, 1, 1, &colors_cb);
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ID3D10Device_PSSetShader(device, ps);
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vp.TopLeftX = 0.0f;
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vp.TopLeftY = 0.0f;
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vp.Width = 640.0f;
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vp.Height = 480.0f;
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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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for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
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{
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ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, white);
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index[0] = test_data[i].index;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)index_cb, 0, NULL, index, 0, 0);
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ID3D10Device_Draw(device, 4, 0);
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color = get_texture_color(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 %d.\n", color, test_data[i].index);
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}
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ID3D10Buffer_Release(index_cb);
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ID3D10Buffer_Release(colors_cb);
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ID3D10PixelShader_Release(ps);
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ID3D10VertexShader_Release(vs);
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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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START_TEST(device)
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START_TEST(device)
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{
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{
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test_feature_level();
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test_feature_level();
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@ -5254,4 +5487,5 @@ START_TEST(device)
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test_copy_subresource_region();
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test_copy_subresource_region();
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test_multisample_init();
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test_multisample_init();
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test_check_multisample_quality_levels();
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test_check_multisample_quality_levels();
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test_cb_relative_addressing();
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}
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}
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