d3d11/tests: Add a test for unbound input streams.
Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -17157,6 +17157,93 @@ static void test_shader_stage_input_output_matching(void)
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release_test_context(&test_context);
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}
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static void test_unbound_streams(void)
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{
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struct d3d11_test_context test_context;
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ID3D11DeviceContext *context;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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HRESULT hr;
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static const DWORD vs_code[] =
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{
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#if 0
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struct vs_ps
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{
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float4 position : SV_POSITION;
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float4 color : COLOR0;
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};
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vs_ps vs_main(float4 position : POSITION, float4 color : COLOR0)
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{
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vs_ps result;
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result.position = position;
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result.color = color;
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result.color.w = 1.0;
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return result;
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}
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#endif
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0x43425844, 0x4a9efaec, 0xe2c6cdf5, 0x15dd28a7, 0xae68e320, 0x00000001, 0x00000154, 0x00000003,
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0x0000002c, 0x0000007c, 0x000000d0, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x0000070f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f,
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0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
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0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x505f5653,
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0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x0000007c, 0x00010040, 0x0000001f,
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0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101072, 0x00000001, 0x04000067, 0x001020f2,
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0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2, 0x00000000,
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0x00101e46, 0x00000000, 0x05000036, 0x00102072, 0x00000001, 0x00101246, 0x00000001, 0x05000036,
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0x00102082, 0x00000001, 0x00004001, 0x3f800000, 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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float4 ps_main(vs_ps input) : SV_TARGET
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{
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return input.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 float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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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_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
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vs_code, sizeof(vs_code), &test_context.input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
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draw_quad_vs(&test_context, vs_code, sizeof(vs_code));
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check_texture_color(test_context.backbuffer, 0xff000000, 1);
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ID3D11PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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static void test_shader_interstage_interface(void)
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{
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struct d3d11_test_context test_context;
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@ -32520,6 +32607,7 @@ START_TEST(d3d11)
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queue_test(test_deferred_context_state);
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queue_test(test_deferred_context_swap_state);
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queue_test(test_deferred_context_rendering);
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queue_test(test_unbound_streams);
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run_queued_tests();
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}
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