diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 89f9c5b4a22..819c54738b6 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -4736,12 +4736,15 @@ static void test_copy_subresource_region(void) { ID3D11Texture2D *dst_texture, *src_texture; struct d3d11_test_context test_context; + ID3D11Buffer *dst_buffer, *src_buffer; D3D11_SUBRESOURCE_DATA resource_data; D3D11_TEXTURE2D_DESC texture_desc; ID3D11SamplerState *sampler_state; ID3D11ShaderResourceView *ps_srv; D3D11_SAMPLER_DESC sampler_desc; + D3D11_BUFFER_DESC buffer_desc; ID3D11DeviceContext *context; + struct vec4 float_colors[16]; struct texture_readback rb; ID3D11PixelShader *ps; ID3D11Device *device; @@ -4776,6 +4779,31 @@ static void test_copy_subresource_region(void) 0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, }; + static const DWORD ps_buffer_code[] = + { +#if 0 + float4 buffer[16]; + + float4 main(float4 position : SV_POSITION) : SV_TARGET + { + float2 p = (float2)4; + p *= float2(position.x / 640.0f, position.y / 480.0f); + return buffer[(int)p.y * 4 + (int)p.x]; + } +#endif + 0x43425844, 0x57e7139f, 0x4f0c9e52, 0x598b77e3, 0x5a239132, 0x00000001, 0x0000016c, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000d0, 0x00000040, + 0x00000034, 0x04000859, 0x00208e46, 0x00000000, 0x00000010, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, + 0x00000000, 0x00101516, 0x00000000, 0x00004002, 0x3c088889, 0x3bcccccd, 0x00000000, 0x00000000, + 0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x07000029, 0x00100012, 0x00000000, + 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a, + 0x00000000, 0x0010001a, 0x00000000, 0x07000036, 0x001020f2, 0x00000000, 0x04208e46, 0x00000000, + 0x0010000a, 0x00000000, 0x0100003e, + }; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const DWORD bitmap_data[] = { @@ -4900,10 +4928,91 @@ static void test_copy_subresource_region(void) release_texture_readback(&rb); ID3D11PixelShader_Release(ps); - ID3D11SamplerState_Release(sampler_state); + hr = ID3D11Device_CreatePixelShader(device, ps_buffer_code, sizeof(ps_buffer_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11ShaderResourceView_Release(ps_srv); + ps_srv = NULL; + + ID3D11SamplerState_Release(sampler_state); + sampler_state = NULL; + ID3D11Texture2D_Release(dst_texture); ID3D11Texture2D_Release(src_texture); + + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv); + ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + buffer_desc.ByteWidth = sizeof(float_colors); + buffer_desc.Usage = D3D11_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = 0; + buffer_desc.StructureByteStride = 0; + + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &dst_buffer); + ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); + + ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &dst_buffer); + + buffer_desc.ByteWidth = 256 * sizeof(*float_colors); + buffer_desc.BindFlags = 0; + + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &src_buffer); + ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); + + for (i = 0; i < 4; ++i) + { + for (j = 0; j < 4; ++j) + { + float_colors[j + i * 4].x = ((bitmap_data[j + i * 4] >> 0) & 0xff) / 255.0f; + float_colors[j + i * 4].y = ((bitmap_data[j + i * 4] >> 8) & 0xff) / 255.0f; + float_colors[j + i * 4].z = ((bitmap_data[j + i * 4] >> 16) & 0xff) / 255.0f; + float_colors[j + i * 4].w = ((bitmap_data[j + i * 4] >> 24) & 0xff) / 255.0f; + } + } + set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 1); + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)src_buffer, 0, &box, float_colors, 0, 0); + + set_box(&box, 0, 0, 0, sizeof(float_colors), 0, 1); + ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0, + 0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0x00000000, 0); + + set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 0); + ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0, + 0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0x00000000, 0); + + set_box(&box, 0, 0, 0, sizeof(float_colors), 0, 0); + ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0, + 0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box); + draw_quad(&test_context); + check_texture_color(test_context.backbuffer, 0x00000000, 0); + + set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 1); + ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0, + 0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box); + draw_quad(&test_context); + get_texture_readback(test_context.backbuffer, &rb); + for (i = 0; i < 4; ++i) + { + for (j = 0; j < 4; ++j) + { + color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120); + ok(compare_color(color, bitmap_data[j + i * 4], 1), + "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n", + color, j, i, bitmap_data[j + i * 4]); + } + } + release_texture_readback(&rb); + + ID3D11Buffer_Release(dst_buffer); + ID3D11Buffer_Release(src_buffer); + ID3D11PixelShader_Release(ps); release_test_context(&test_context); }