d3d11/tests: Add test for copying buffer resources.
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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@ -4736,12 +4736,15 @@ static void test_copy_subresource_region(void)
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{
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ID3D11Texture2D *dst_texture, *src_texture;
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struct d3d11_test_context test_context;
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ID3D11Buffer *dst_buffer, *src_buffer;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11SamplerState *sampler_state;
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ID3D11ShaderResourceView *ps_srv;
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D3D11_SAMPLER_DESC sampler_desc;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11DeviceContext *context;
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struct vec4 float_colors[16];
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struct texture_readback rb;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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@ -4776,6 +4779,31 @@ static void test_copy_subresource_region(void)
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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 DWORD ps_buffer_code[] =
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{
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#if 0
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float4 buffer[16];
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float4 main(float4 position : SV_POSITION) : SV_TARGET
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{
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float2 p = (float2)4;
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p *= float2(position.x / 640.0f, position.y / 480.0f);
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return buffer[(int)p.y * 4 + (int)p.x];
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}
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#endif
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0x43425844, 0x57e7139f, 0x4f0c9e52, 0x598b77e3, 0x5a239132, 0x00000001, 0x0000016c, 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, 0x45475241, 0xabab0054, 0x52444853, 0x000000d0, 0x00000040,
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0x00000034, 0x04000859, 0x00208e46, 0x00000000, 0x00000010, 0x04002064, 0x00101032, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032,
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0x00000000, 0x00101516, 0x00000000, 0x00004002, 0x3c088889, 0x3bcccccd, 0x00000000, 0x00000000,
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0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x07000029, 0x00100012, 0x00000000,
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0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a,
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0x00000000, 0x0010001a, 0x00000000, 0x07000036, 0x001020f2, 0x00000000, 0x04208e46, 0x00000000,
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0x0010000a, 0x00000000, 0x0100003e,
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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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@ -4900,10 +4928,91 @@ static void test_copy_subresource_region(void)
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release_texture_readback(&rb);
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ID3D11PixelShader_Release(ps);
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ID3D11SamplerState_Release(sampler_state);
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hr = ID3D11Device_CreatePixelShader(device, ps_buffer_code, sizeof(ps_buffer_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11ShaderResourceView_Release(ps_srv);
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ps_srv = NULL;
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ID3D11SamplerState_Release(sampler_state);
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sampler_state = NULL;
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ID3D11Texture2D_Release(dst_texture);
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ID3D11Texture2D_Release(src_texture);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv);
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ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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buffer_desc.ByteWidth = sizeof(float_colors);
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &dst_buffer);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &dst_buffer);
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buffer_desc.ByteWidth = 256 * sizeof(*float_colors);
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buffer_desc.BindFlags = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &src_buffer);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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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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float_colors[j + i * 4].x = ((bitmap_data[j + i * 4] >> 0) & 0xff) / 255.0f;
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float_colors[j + i * 4].y = ((bitmap_data[j + i * 4] >> 8) & 0xff) / 255.0f;
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float_colors[j + i * 4].z = ((bitmap_data[j + i * 4] >> 16) & 0xff) / 255.0f;
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float_colors[j + i * 4].w = ((bitmap_data[j + i * 4] >> 24) & 0xff) / 255.0f;
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}
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}
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set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 1);
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)src_buffer, 0, &box, float_colors, 0, 0);
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set_box(&box, 0, 0, 0, sizeof(float_colors), 0, 1);
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ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0,
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0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0x00000000, 0);
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set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 0);
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ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0,
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0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0x00000000, 0);
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set_box(&box, 0, 0, 0, sizeof(float_colors), 0, 0);
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ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0,
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0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0x00000000, 0);
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set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 1);
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ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0,
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0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box);
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draw_quad(&test_context);
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get_texture_readback(test_context.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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ID3D11Buffer_Release(dst_buffer);
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ID3D11Buffer_Release(src_buffer);
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ID3D11PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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