d3d11/tests: Introduce d3d11_test_context for visual tests.
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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@ -244,6 +244,69 @@ static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window, BOOL
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return swapchain;
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}
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struct d3d11_test_context
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{
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ID3D11Device *device;
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HWND window;
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IDXGISwapChain *swapchain;
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ID3D11Texture2D *backbuffer;
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ID3D11RenderTargetView *backbuffer_rtv;
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ID3D11DeviceContext *immediate_context;
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};
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#define init_test_context(c) init_test_context_(__LINE__, c)
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static BOOL init_test_context_(unsigned int line, struct d3d11_test_context *context)
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{
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D3D11_VIEWPORT vp;
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HRESULT hr;
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memset(context, 0, sizeof(*context));
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if (!(context->device = create_device(NULL)))
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{
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skip_(__FILE__, line)("Failed to create device.\n");
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return FALSE;
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}
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context->window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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context->swapchain = create_swapchain(context->device, context->window, TRUE);
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hr = IDXGISwapChain_GetBuffer(context->swapchain, 0, &IID_ID3D11Texture2D, (void **)&context->backbuffer);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(context->device, (ID3D11Resource *)context->backbuffer,
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NULL, &context->backbuffer_rtv);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D11Device_GetImmediateContext(context->device, &context->immediate_context);
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ID3D11DeviceContext_OMSetRenderTargets(context->immediate_context, 1, &context->backbuffer_rtv, NULL);
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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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ID3D11DeviceContext_RSSetViewports(context->immediate_context, 1, &vp);
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return TRUE;
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}
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#define release_test_context(c) release_test_context_(__LINE__, c)
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static void release_test_context_(unsigned int line, struct d3d11_test_context *context)
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{
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ULONG ref;
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ID3D11DeviceContext_Release(context->immediate_context);
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ID3D11RenderTargetView_Release(context->backbuffer_rtv);
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ID3D11Texture2D_Release(context->backbuffer);
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IDXGISwapChain_Release(context->swapchain);
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DestroyWindow(context->window);
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ref = ID3D11Device_Release(context->device);
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ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref);
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}
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static void test_create_device(void)
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{
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D3D_FEATURE_LEVEL feature_level, supported_feature_level;
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@ -2755,9 +2818,9 @@ static void test_private_data(void)
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static void test_blend(void)
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{
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ID3D11RenderTargetView *backbuffer_rtv, *offscreen_rtv;
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ID3D11BlendState *src_blend, *dst_blend;
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ID3D11Texture2D *backbuffer, *offscreen;
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struct d3d11_test_context test_context;
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ID3D11RenderTargetView *offscreen_rtv;
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D3D11_SUBRESOURCE_DATA buffer_data;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11InputLayout *input_layout;
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@ -2765,15 +2828,13 @@ static void test_blend(void)
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ID3D11DeviceContext *context;
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D3D11_BLEND_DESC blend_desc;
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unsigned int stride, offset;
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IDXGISwapChain *swapchain;
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ID3D11Texture2D *offscreen;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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D3D11_VIEWPORT vp;
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ID3D11Buffer *vb;
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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 DWORD vs_code[] =
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@ -2855,16 +2916,11 @@ static void test_blend(void)
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static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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if (!(device = create_device(NULL)))
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{
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skip("Failed to create device.\n");
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if (!init_test_context(&test_context))
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return;
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}
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window = CreateWindowA("static", "d3d11_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_ID3D11Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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device = test_context.device;
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context = test_context.immediate_context;
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hr = ID3D11Device_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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@ -2888,9 +2944,6 @@ static void test_blend(void)
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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memset(&blend_desc, 0, sizeof(blend_desc));
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blend_desc.RenderTarget[0].BlendEnable = TRUE;
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blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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@ -2912,9 +2965,6 @@ static void test_blend(void)
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hr = ID3D11Device_CreateBlendState(device, &blend_desc, &dst_blend);
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ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
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ID3D11Device_GetImmediateContext(device, &context);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
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ID3D11DeviceContext_IASetInputLayout(context, input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quads);
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@ -2923,24 +2973,16 @@ static void test_blend(void)
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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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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ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
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ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
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ID3D11DeviceContext_OMSetBlendState(context, src_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
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ID3D11DeviceContext_Draw(context, 4, 0);
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ID3D11DeviceContext_OMSetBlendState(context, dst_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
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ID3D11DeviceContext_Draw(context, 4, 4);
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color = get_texture_color(backbuffer, 320, 360);
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color = get_texture_color(test_context.backbuffer, 320, 360);
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ok(compare_color(color, 0x700040bf, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 120);
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color = get_texture_color(test_context.backbuffer, 320, 120);
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ok(compare_color(color, 0xa080007f, 1), "Got unexpected color 0x%08x.\n", color);
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texture_desc.Width = 128;
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@ -2996,13 +3038,7 @@ done:
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ID3D11VertexShader_Release(vs);
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ID3D11Buffer_Release(vb);
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ID3D11InputLayout_Release(input_layout);
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ID3D11RenderTargetView_Release(backbuffer_rtv);
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ID3D11Texture2D_Release(backbuffer);
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IDXGISwapChain_Release(swapchain);
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ID3D11DeviceContext_Release(context);
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refcount = ID3D11Device_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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release_test_context(&test_context);
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}
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static void test_texture(void)
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@ -3021,8 +3057,9 @@ static void test_texture(void)
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D3D11_SUBRESOURCE_DATA data[3];
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};
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D3D11_SUBRESOURCE_DATA resource_data;
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struct d3d11_test_context test_context;
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const struct texture *current_texture;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_TEXTURE2D_DESC texture_desc;
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D3D11_SAMPLER_DESC sampler_desc;
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ID3D11InputLayout *input_layout;
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@ -3030,12 +3067,9 @@ static void test_texture(void)
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ID3D11ShaderResourceView *srv;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11DeviceContext *context;
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ID3D11Texture2D *backbuffer;
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ID3D11RenderTargetView *rtv;
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ID3D11SamplerState *sampler;
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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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ID3D11Texture2D *texture;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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@ -3043,9 +3077,6 @@ static void test_texture(void)
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ID3D11Device *device;
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unsigned int i, x, y;
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struct vec4 miplevel;
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D3D11_VIEWPORT vp;
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ULONG refcount;
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HWND window;
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DWORD color;
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HRESULT hr;
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@ -3489,16 +3520,11 @@ static void test_texture(void)
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{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors},
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};
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if (!(device = create_device(NULL)))
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{
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skip("Failed to create device.\n");
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if (!init_test_context(&test_context))
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return;
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}
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window = CreateWindowA("static", "d3d11_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_ID3D11Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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device = test_context.device;
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context = test_context.immediate_context;
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hr = ID3D11Device_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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@ -3527,12 +3553,6 @@ static void test_texture(void)
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D11Device_GetImmediateContext(device, &context);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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ID3D11DeviceContext_IASetInputLayout(context, input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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@ -3541,14 +3561,6 @@ static void test_texture(void)
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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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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ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
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texture_desc.Width = 4;
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texture_desc.Height = 4;
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texture_desc.MipLevels = 3;
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@ -3643,10 +3655,10 @@ static void test_texture(void)
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miplevel.x = test->miplevel;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &miplevel, 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, rtv, red);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
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ID3D11DeviceContext_Draw(context, 4, 0);
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get_texture_readback(backbuffer, &rb);
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get_texture_readback(test_context.backbuffer, &rb);
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for (x = 0; x < 4; ++x)
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{
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for (y = 0; y < 4; ++y)
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@ -3667,13 +3679,7 @@ static void test_texture(void)
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ID3D11VertexShader_Release(vs);
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ID3D11Buffer_Release(vb);
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ID3D11InputLayout_Release(input_layout);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11Texture2D_Release(backbuffer);
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ID3D11DeviceContext_Release(context);
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IDXGISwapChain_Release(swapchain);
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refcount = ID3D11Device_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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release_test_context(&test_context);
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}
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static void test_multiple_render_targets(void)
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@ -3864,25 +3870,20 @@ static void test_multiple_render_targets(void)
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static void test_scissor(void)
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{
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struct d3d11_test_context test_context;
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ID3D11DeviceContext *immediate_context;
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D3D11_SUBRESOURCE_DATA buffer_data;
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ID3D11InputLayout *input_layout;
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D3D11_RASTERIZER_DESC rs_desc;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11RenderTargetView *rtv;
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ID3D11Texture2D *backbuffer;
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unsigned int stride, offset;
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ID3D11RasterizerState *rs;
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IDXGISwapChain *swapchain;
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D3D11_RECT scissor_rect;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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D3D11_VIEWPORT vp;
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ID3D11Buffer *vb;
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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 float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
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@ -3948,16 +3949,11 @@ static void test_scissor(void)
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{ 1.0f, 1.0f},
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};
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if (!(device = create_device(NULL)))
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{
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skip("Failed to create device.\n");
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if (!init_test_context(&test_context))
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return;
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}
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window = CreateWindowA("static", "d3d11_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_ID3D11Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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device = test_context.device;
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immediate_context = test_context.immediate_context;
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hr = ID3D11Device_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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@ -3994,11 +3990,6 @@ static void test_scissor(void)
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hr = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
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ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D11Device_GetImmediateContext(device, &immediate_context);
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ID3D11DeviceContext_IASetInputLayout(immediate_context, input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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@ -4007,83 +3998,62 @@ static void test_scissor(void)
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ID3D11DeviceContext_VSSetShader(immediate_context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(immediate_context, ps, NULL, 0);
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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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ID3D11DeviceContext_RSSetViewports(immediate_context, 1, &vp);
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scissor_rect.left = 160;
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scissor_rect.top = 120;
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scissor_rect.right = 480;
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scissor_rect.bottom = 360;
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ID3D11DeviceContext_RSSetScissorRects(immediate_context, 1, &scissor_rect);
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ID3D11DeviceContext_OMSetRenderTargets(immediate_context, 1, &rtv, NULL);
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ID3D11DeviceContext_ClearRenderTargetView(immediate_context, rtv, red);
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check_texture_color(backbuffer, 0xff0000ff, 1);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(immediate_context, test_context.backbuffer_rtv, red);
|
||||
check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
|
||||
|
||||
ID3D11DeviceContext_Draw(immediate_context, 4, 0);
|
||||
color = get_texture_color(backbuffer, 320, 60);
|
||||
color = get_texture_color(test_context.backbuffer, 320, 60);
|
||||
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 80, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 80, 240);
|
||||
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 320, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 320, 240);
|
||||
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 560, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 560, 240);
|
||||
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 320, 420);
|
||||
color = get_texture_color(test_context.backbuffer, 320, 420);
|
||||
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
ID3D11DeviceContext_ClearRenderTargetView(immediate_context, rtv, red);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(immediate_context, test_context.backbuffer_rtv, red);
|
||||
ID3D11DeviceContext_RSSetState(immediate_context, rs);
|
||||
ID3D11DeviceContext_Draw(immediate_context, 4, 0);
|
||||
color = get_texture_color(backbuffer, 320, 60);
|
||||
color = get_texture_color(test_context.backbuffer, 320, 60);
|
||||
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 80, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 80, 240);
|
||||
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 320, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 320, 240);
|
||||
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 560, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 560, 240);
|
||||
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 320, 420);
|
||||
color = get_texture_color(test_context.backbuffer, 320, 420);
|
||||
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
ID3D11RenderTargetView_Release(rtv);
|
||||
ID3D11RasterizerState_Release(rs);
|
||||
ID3D11PixelShader_Release(ps);
|
||||
ID3D11VertexShader_Release(vs);
|
||||
ID3D11Buffer_Release(vb);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
ID3D11Texture2D_Release(backbuffer);
|
||||
IDXGISwapChain_Release(swapchain);
|
||||
ID3D11DeviceContext_Release(immediate_context);
|
||||
refcount = ID3D11Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
DestroyWindow(window);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_il_append_aligned(void)
|
||||
{
|
||||
ID3D11RenderTargetView *backbuffer_rtv;
|
||||
struct d3d11_test_context test_context;
|
||||
D3D11_SUBRESOURCE_DATA resource_data;
|
||||
ID3D11InputLayout *input_layout;
|
||||
D3D11_BUFFER_DESC buffer_desc;
|
||||
ID3D11DeviceContext *context;
|
||||
ID3D11Texture2D *backbuffer;
|
||||
unsigned int stride, offset;
|
||||
IDXGISwapChain *swapchain;
|
||||
ID3D11VertexShader *vs;
|
||||
ID3D11PixelShader *ps;
|
||||
ID3D11Device *device;
|
||||
ID3D11Buffer *vb[3];
|
||||
D3D11_VIEWPORT vp;
|
||||
ULONG refcount;
|
||||
DWORD color;
|
||||
HWND window;
|
||||
HRESULT hr;
|
||||
|
||||
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
||||
|
@ -4207,16 +4177,11 @@ static void test_il_append_aligned(void)
|
|||
};
|
||||
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
||||
|
||||
if (!(device = create_device(NULL)))
|
||||
{
|
||||
skip("Failed to create device.\n");
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
}
|
||||
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
||||
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
||||
swapchain = create_swapchain(device, window, TRUE);
|
||||
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
||||
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
||||
|
||||
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), &input_layout);
|
||||
|
@ -4253,12 +4218,6 @@ static void test_il_append_aligned(void)
|
|||
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
|
||||
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
||||
|
||||
ID3D11Device_GetImmediateContext(device, &context);
|
||||
|
||||
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
|
||||
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
offset = 0;
|
||||
|
@ -4271,25 +4230,17 @@ static void test_il_append_aligned(void)
|
|||
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
|
||||
vp.TopLeftX = 0.0f;
|
||||
vp.TopLeftY = 0.0f;
|
||||
vp.Width = 640.0f;
|
||||
vp.Height = 480.0f;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
||||
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
|
||||
ID3D11DeviceContext_DrawInstanced(context, 4, 4, 0, 0);
|
||||
|
||||
color = get_texture_color(backbuffer, 80, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 80, 240);
|
||||
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 240, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 240, 240);
|
||||
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 400, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 400, 240);
|
||||
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 560, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 560, 240);
|
||||
ok(compare_color(color, 0xffff00ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
ID3D11PixelShader_Release(ps);
|
||||
|
@ -4298,33 +4249,22 @@ static void test_il_append_aligned(void)
|
|||
ID3D11Buffer_Release(vb[1]);
|
||||
ID3D11Buffer_Release(vb[0]);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
ID3D11RenderTargetView_Release(backbuffer_rtv);
|
||||
ID3D11Texture2D_Release(backbuffer);
|
||||
IDXGISwapChain_Release(swapchain);
|
||||
ID3D11DeviceContext_Release(context);
|
||||
refcount = ID3D11Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
DestroyWindow(window);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_fragment_coords(void)
|
||||
{
|
||||
ID3D11RenderTargetView *backbuffer_rtv;
|
||||
struct d3d11_test_context test_context;
|
||||
D3D11_SUBRESOURCE_DATA resource_data;
|
||||
ID3D11InputLayout *input_layout;
|
||||
ID3D11PixelShader *ps, *ps_frac;
|
||||
D3D11_BUFFER_DESC buffer_desc;
|
||||
ID3D11DeviceContext *context;
|
||||
ID3D11Texture2D *backbuffer;
|
||||
unsigned int stride, offset;
|
||||
IDXGISwapChain *swapchain;
|
||||
ID3D11Buffer *vb, *ps_cb;
|
||||
ID3D11VertexShader *vs;
|
||||
ID3D11Device *device;
|
||||
D3D11_VIEWPORT vp;
|
||||
ULONG refcount;
|
||||
DWORD color;
|
||||
HWND window;
|
||||
HRESULT hr;
|
||||
|
||||
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
||||
|
@ -4407,16 +4347,11 @@ static void test_fragment_coords(void)
|
|||
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
||||
struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f};
|
||||
|
||||
if (!(device = create_device(NULL)))
|
||||
{
|
||||
skip("Failed to create device.\n");
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
}
|
||||
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
||||
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
||||
swapchain = create_swapchain(device, window, TRUE);
|
||||
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
||||
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
||||
|
||||
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), &input_layout);
|
||||
|
@ -4451,12 +4386,6 @@ static void test_fragment_coords(void)
|
|||
hr = ID3D11Device_CreatePixelShader(device, ps_frac_code, sizeof(ps_frac_code), NULL, &ps_frac);
|
||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
|
||||
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
||||
|
||||
ID3D11Device_GetImmediateContext(device, &context);
|
||||
|
||||
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
|
||||
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
stride = sizeof(*quad);
|
||||
|
@ -4466,25 +4395,17 @@ static void test_fragment_coords(void)
|
|||
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
|
||||
vp.TopLeftX = 0.0f;
|
||||
vp.TopLeftY = 0.0f;
|
||||
vp.Width = 640.0f;
|
||||
vp.Height = 480.0f;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
||||
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
|
||||
color = get_texture_color(backbuffer, 319, 239);
|
||||
color = get_texture_color(test_context.backbuffer, 319, 239);
|
||||
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 320, 239);
|
||||
color = get_texture_color(test_context.backbuffer, 320, 239);
|
||||
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 319, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 319, 240);
|
||||
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 320, 240);
|
||||
color = get_texture_color(test_context.backbuffer, 320, 240);
|
||||
ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
ID3D11Buffer_Release(ps_cb);
|
||||
|
@ -4496,21 +4417,21 @@ static void test_fragment_coords(void)
|
|||
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
|
||||
color = get_texture_color(backbuffer, 14, 14);
|
||||
color = get_texture_color(test_context.backbuffer, 14, 14);
|
||||
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 18, 14);
|
||||
color = get_texture_color(test_context.backbuffer, 18, 14);
|
||||
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 14, 18);
|
||||
color = get_texture_color(test_context.backbuffer, 14, 18);
|
||||
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(backbuffer, 18, 18);
|
||||
color = get_texture_color(test_context.backbuffer, 18, 18);
|
||||
ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
ID3D11DeviceContext_PSSetShader(context, ps_frac, NULL, 0);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
|
||||
color = get_texture_color(backbuffer, 14, 14);
|
||||
color = get_texture_color(test_context.backbuffer, 14, 14);
|
||||
ok(compare_color(color, 0xff008080, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
||||
ID3D11Buffer_Release(ps_cb);
|
||||
|
@ -4519,18 +4440,12 @@ static void test_fragment_coords(void)
|
|||
ID3D11VertexShader_Release(vs);
|
||||
ID3D11Buffer_Release(vb);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
ID3D11RenderTargetView_Release(backbuffer_rtv);
|
||||
ID3D11Texture2D_Release(backbuffer);
|
||||
IDXGISwapChain_Release(swapchain);
|
||||
ID3D11DeviceContext_Release(context);
|
||||
refcount = ID3D11Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
DestroyWindow(window);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_update_subresource(void)
|
||||
{
|
||||
ID3D11RenderTargetView *backbuffer_rtv;
|
||||
struct d3d11_test_context test_context;
|
||||
D3D11_SUBRESOURCE_DATA resource_data;
|
||||
D3D11_TEXTURE2D_DESC texture_desc;
|
||||
ID3D11SamplerState *sampler_state;
|
||||
|
@ -4539,21 +4454,16 @@ static void test_update_subresource(void)
|
|||
ID3D11InputLayout *input_layout;
|
||||
D3D11_BUFFER_DESC buffer_desc;
|
||||
ID3D11DeviceContext *context;
|
||||
ID3D11Texture2D *backbuffer;
|
||||
unsigned int stride, offset;
|
||||
struct texture_readback rb;
|
||||
IDXGISwapChain *swapchain;
|
||||
ID3D11Texture2D *texture;
|
||||
ID3D11VertexShader *vs;
|
||||
ID3D11PixelShader *ps;
|
||||
ID3D11Device *device;
|
||||
D3D11_VIEWPORT vp;
|
||||
unsigned int i, j;
|
||||
ID3D11Buffer *vb;
|
||||
ULONG refcount;
|
||||
D3D11_BOX box;
|
||||
DWORD color;
|
||||
HWND window;
|
||||
HRESULT hr;
|
||||
|
||||
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
||||
|
@ -4629,16 +4539,11 @@ static void test_update_subresource(void)
|
|||
0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000,
|
||||
};
|
||||
|
||||
if (!(device = create_device(NULL)))
|
||||
{
|
||||
skip("Failed to create device.\n");
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
}
|
||||
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
||||
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
||||
swapchain = create_swapchain(device, window, TRUE);
|
||||
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
||||
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
||||
|
||||
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), &input_layout);
|
||||
|
@ -4698,12 +4603,6 @@ static void test_update_subresource(void)
|
|||
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
|
||||
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
||||
|
||||
ID3D11Device_GetImmediateContext(device, &context);
|
||||
|
||||
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
|
||||
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
stride = sizeof(*quad);
|
||||
|
@ -4714,19 +4613,11 @@ static void test_update_subresource(void)
|
|||
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
|
||||
vp.TopLeftX = 0.0f;
|
||||
vp.TopLeftY = 0.0f;
|
||||
vp.Width = 640.0f;
|
||||
vp.Height = 480.0f;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
||||
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
||||
check_texture_color(backbuffer, 0x7f0000ff, 1);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
check_texture_color(test_context.backbuffer, 0x7f0000ff, 1);
|
||||
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
check_texture_color(backbuffer, 0x00000000, 0);
|
||||
check_texture_color(test_context.backbuffer, 0x00000000, 0);
|
||||
|
||||
set_box(&box, 1, 1, 0, 3, 3, 1);
|
||||
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
|
||||
|
@ -4747,7 +4638,7 @@ static void test_update_subresource(void)
|
|||
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
|
||||
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
get_texture_readback(backbuffer, &rb);
|
||||
get_texture_readback(test_context.backbuffer, &rb);
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
for (j = 0; j < 4; ++j)
|
||||
|
@ -4763,7 +4654,7 @@ static void test_update_subresource(void)
|
|||
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, NULL,
|
||||
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
get_texture_readback(backbuffer, &rb);
|
||||
get_texture_readback(test_context.backbuffer, &rb);
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
for (j = 0; j < 4; ++j)
|
||||
|
@ -4783,19 +4674,13 @@ static void test_update_subresource(void)
|
|||
ID3D11Texture2D_Release(texture);
|
||||
ID3D11Buffer_Release(vb);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
ID3D11RenderTargetView_Release(backbuffer_rtv);
|
||||
ID3D11Texture2D_Release(backbuffer);
|
||||
IDXGISwapChain_Release(swapchain);
|
||||
ID3D11DeviceContext_Release(context);
|
||||
refcount = ID3D11Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
DestroyWindow(window);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_copy_subresource_region(void)
|
||||
{
|
||||
ID3D11Texture2D *dst_texture, *src_texture;
|
||||
ID3D11RenderTargetView *backbuffer_rtv;
|
||||
struct d3d11_test_context test_context;
|
||||
D3D11_SUBRESOURCE_DATA resource_data;
|
||||
D3D11_TEXTURE2D_DESC texture_desc;
|
||||
ID3D11SamplerState *sampler_state;
|
||||
|
@ -4804,20 +4689,15 @@ static void test_copy_subresource_region(void)
|
|||
ID3D11InputLayout *input_layout;
|
||||
D3D11_BUFFER_DESC buffer_desc;
|
||||
ID3D11DeviceContext *context;
|
||||
ID3D11Texture2D *backbuffer;
|
||||
unsigned int stride, offset;
|
||||
struct texture_readback rb;
|
||||
IDXGISwapChain *swapchain;
|
||||
ID3D11VertexShader *vs;
|
||||
ID3D11PixelShader *ps;
|
||||
ID3D11Device *device;
|
||||
D3D11_VIEWPORT vp;
|
||||
unsigned int i, j;
|
||||
ID3D11Buffer *vb;
|
||||
ULONG refcount;
|
||||
D3D11_BOX box;
|
||||
DWORD color;
|
||||
HWND window;
|
||||
HRESULT hr;
|
||||
|
||||
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
||||
|
@ -4893,16 +4773,11 @@ static void test_copy_subresource_region(void)
|
|||
0xffffffff, 0xffffffff, 0xff000000, 0x00000000,
|
||||
};
|
||||
|
||||
if (!(device = create_device(NULL)))
|
||||
{
|
||||
skip("Failed to create device.\n");
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
}
|
||||
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
||||
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
||||
swapchain = create_swapchain(device, window, TRUE);
|
||||
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
||||
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
||||
|
||||
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), &input_layout);
|
||||
|
@ -4970,12 +4845,6 @@ static void test_copy_subresource_region(void)
|
|||
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
|
||||
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
||||
|
||||
ID3D11Device_GetImmediateContext(device, &context);
|
||||
|
||||
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
|
||||
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
stride = sizeof(*quad);
|
||||
|
@ -4986,15 +4855,7 @@ static void test_copy_subresource_region(void)
|
|||
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
|
||||
vp.TopLeftX = 0.0f;
|
||||
vp.TopLeftY = 0.0f;
|
||||
vp.Width = 640.0f;
|
||||
vp.Height = 480.0f;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
||||
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
|
||||
set_box(&box, 0, 0, 0, 2, 2, 1);
|
||||
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
||||
|
@ -5015,7 +4876,7 @@ static void test_copy_subresource_region(void)
|
|||
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
||||
0, 0, 0, (ID3D11Resource *)src_texture, 0, &box);
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
get_texture_readback(backbuffer, &rb);
|
||||
get_texture_readback(test_context.backbuffer, &rb);
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
for (j = 0; j < 4; ++j)
|
||||
|
@ -5031,7 +4892,7 @@ static void test_copy_subresource_region(void)
|
|||
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
||||
0, 0, 0, (ID3D11Resource *)src_texture, 0, NULL);
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
get_texture_readback(backbuffer, &rb);
|
||||
get_texture_readback(test_context.backbuffer, &rb);
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
for (j = 0; j < 4; ++j)
|
||||
|
@ -5052,13 +4913,7 @@ static void test_copy_subresource_region(void)
|
|||
ID3D11Texture2D_Release(src_texture);
|
||||
ID3D11Buffer_Release(vb);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
ID3D11RenderTargetView_Release(backbuffer_rtv);
|
||||
ID3D11Texture2D_Release(backbuffer);
|
||||
IDXGISwapChain_Release(swapchain);
|
||||
ID3D11DeviceContext_Release(context);
|
||||
refcount = ID3D11Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
DestroyWindow(window);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_resource_map(void)
|
||||
|
@ -5205,23 +5060,20 @@ done:
|
|||
|
||||
static void test_multisample_init(void)
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ID3D11Texture2D *backbuffer, *multi;
|
||||
ID3D11Device *device;
|
||||
ID3D11DeviceContext *context;
|
||||
ULONG refcount;
|
||||
HRESULT hr;
|
||||
UINT count = 0;
|
||||
HWND window;
|
||||
IDXGISwapChain *swapchain;
|
||||
ID3D11RenderTargetView *rtview;
|
||||
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
struct d3d11_test_context test_context;
|
||||
ID3D11DeviceContext *context;
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
ID3D11Texture2D *multi;
|
||||
ID3D11Device *device;
|
||||
UINT count = 0;
|
||||
HRESULT hr;
|
||||
|
||||
if (!(device = create_device(NULL)))
|
||||
{
|
||||
skip("Failed to create device, skipping tests.\n");
|
||||
if (!init_test_context(&test_context))
|
||||
return;
|
||||
}
|
||||
|
||||
device = test_context.device;
|
||||
context = test_context.immediate_context;
|
||||
|
||||
hr = ID3D11Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
|
||||
ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
|
||||
|
@ -5231,16 +5083,7 @@ static void test_multisample_init(void)
|
|||
goto done;
|
||||
}
|
||||
|
||||
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
||||
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
||||
swapchain = create_swapchain(device, window, TRUE);
|
||||
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
||||
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
||||
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &rtview);
|
||||
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
||||
|
||||
ID3D11Device_GetImmediateContext(device, &context);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, rtview, white);
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
|
||||
|
||||
desc.Width = 640;
|
||||
desc.Height = 480;
|
||||
|
@ -5256,20 +5099,14 @@ static void test_multisample_init(void)
|
|||
hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &multi);
|
||||
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
||||
|
||||
ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)backbuffer, 0,
|
||||
ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0,
|
||||
(ID3D11Resource *)multi, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
|
||||
|
||||
todo_wine check_texture_color(backbuffer, 0x00000000, 0);
|
||||
todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0);
|
||||
|
||||
ID3D11DeviceContext_Release(context);
|
||||
ID3D11RenderTargetView_Release(rtview);
|
||||
ID3D11Texture2D_Release(backbuffer);
|
||||
IDXGISwapChain_Release(swapchain);
|
||||
ID3D11Texture2D_Release(multi);
|
||||
DestroyWindow(window);
|
||||
done:
|
||||
refcount = ID3D11Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_check_multisample_quality_levels(void)
|
||||
|
|
Loading…
Reference in New Issue