d3d10core/tests: Introduce d3d10core_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>
This commit is contained in:
Józef Kucia 2016-03-10 07:41:48 +01:00 committed by Alexandre Julliard
parent 4c355b1eb5
commit 67ba537f77
1 changed files with 159 additions and 338 deletions

View File

@ -259,6 +259,65 @@ static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, const
return swapchain; return swapchain;
} }
struct d3d10core_test_context
{
ID3D10Device *device;
HWND window;
IDXGISwapChain *swapchain;
ID3D10Texture2D *backbuffer;
ID3D10RenderTargetView *backbuffer_rtv;
};
#define init_test_context(c) init_test_context_(__LINE__, c)
static BOOL init_test_context_(unsigned int line, struct d3d10core_test_context *context)
{
D3D10_VIEWPORT vp;
HRESULT hr;
memset(context, 0, sizeof(*context));
if (!(context->device = create_device()))
{
skip_(__FILE__, line)("Failed to create device.\n");
return FALSE;
}
context->window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
context->swapchain = create_swapchain(context->device, context->window, NULL);
hr = IDXGISwapChain_GetBuffer(context->swapchain, 0, &IID_ID3D10Texture2D, (void **)&context->backbuffer);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(context->device, (ID3D10Resource *)context->backbuffer,
NULL, &context->backbuffer_rtv);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(context->device, 1, &context->backbuffer_rtv, NULL);
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(context->device, 1, &vp);
return TRUE;
}
#define release_test_context(c) release_test_context_(__LINE__, c)
static void release_test_context_(unsigned int line, struct d3d10core_test_context *context)
{
ULONG ref;
ID3D10RenderTargetView_Release(context->backbuffer_rtv);
ID3D10Texture2D_Release(context->backbuffer);
IDXGISwapChain_Release(context->swapchain);
DestroyWindow(context->window);
ref = ID3D10Device_Release(context->device);
ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref);
}
static void test_feature_level(void) static void test_feature_level(void)
{ {
D3D_FEATURE_LEVEL feature_level; D3D_FEATURE_LEVEL feature_level;
@ -2028,24 +2087,19 @@ static void test_device_removed_reason(void)
static void test_scissor(void) static void test_scissor(void)
{ {
struct d3d10core_test_context test_context;
D3D10_SUBRESOURCE_DATA buffer_data; D3D10_SUBRESOURCE_DATA buffer_data;
ID3D10InputLayout *input_layout; ID3D10InputLayout *input_layout;
D3D10_RASTERIZER_DESC rs_desc; D3D10_RASTERIZER_DESC rs_desc;
D3D10_BUFFER_DESC buffer_desc; D3D10_BUFFER_DESC buffer_desc;
ID3D10RenderTargetView *rtv;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset; unsigned int stride, offset;
ID3D10RasterizerState *rs; ID3D10RasterizerState *rs;
IDXGISwapChain *swapchain;
D3D10_RECT scissor_rect; D3D10_RECT scissor_rect;
ID3D10VertexShader *vs; ID3D10VertexShader *vs;
ID3D10PixelShader *ps; ID3D10PixelShader *ps;
ID3D10Device *device; ID3D10Device *device;
D3D10_VIEWPORT vp;
ID3D10Buffer *vb; ID3D10Buffer *vb;
ULONG refcount;
DWORD color; DWORD color;
HWND window;
HRESULT hr; HRESULT hr;
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
@ -2107,16 +2161,10 @@ static void test_scissor(void)
{ 1.0f, 1.0f}, { 1.0f, 1.0f},
}; };
if (!(device = create_device())) if (!init_test_context(&test_context))
{
skip("Failed to create device, skipping tests.\n");
return; return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, device = test_context.device;
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, NULL);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout); vs_code, sizeof(vs_code), &input_layout);
@ -2152,9 +2200,6 @@ static void test_scissor(void)
hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs); hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad); stride = sizeof(*quad);
@ -2163,62 +2208,47 @@ static void test_scissor(void)
ID3D10Device_VSSetShader(device, vs); ID3D10Device_VSSetShader(device, vs);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetShader(device, ps);
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
scissor_rect.left = 160; scissor_rect.left = 160;
scissor_rect.top = 120; scissor_rect.top = 120;
scissor_rect.right = 480; scissor_rect.right = 480;
scissor_rect.bottom = 360; scissor_rect.bottom = 360;
ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect); ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
ID3D10Device_ClearRenderTargetView(device, rtv, red);
check_texture_color(backbuffer, 0xff0000ff, 1);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 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); 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); 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); 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); 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); ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
ID3D10Device_ClearRenderTargetView(device, rtv, red); ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
ID3D10Device_RSSetState(device, rs); ID3D10Device_RSSetState(device, rs);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 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); 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); 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); 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); 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); ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
ID3D10RenderTargetView_Release(rtv);
ID3D10RasterizerState_Release(rs); ID3D10RasterizerState_Release(rs);
ID3D10PixelShader_Release(ps); ID3D10PixelShader_Release(ps);
ID3D10VertexShader_Release(vs); ID3D10VertexShader_Release(vs);
ID3D10Buffer_Release(vb); ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout); ID3D10InputLayout_Release(input_layout);
ID3D10Texture2D_Release(backbuffer); release_test_context(&test_context);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
} }
static void test_clear_state(void) static void test_clear_state(void)
@ -3097,24 +3127,22 @@ float4 main(float4 color : COLOR) : SV_TARGET
static void test_blend(void) static void test_blend(void)
{ {
ID3D10RenderTargetView *backbuffer_rtv, *offscreen_rtv; struct d3d10core_test_context test_context;
ID3D10BlendState *src_blend, *dst_blend; ID3D10BlendState *src_blend, *dst_blend;
ID3D10Texture2D *backbuffer, *offscreen; ID3D10RenderTargetView *offscreen_rtv;
D3D10_SUBRESOURCE_DATA buffer_data; D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_TEXTURE2D_DESC texture_desc; D3D10_TEXTURE2D_DESC texture_desc;
ID3D10InputLayout *input_layout; ID3D10InputLayout *input_layout;
D3D10_BUFFER_DESC buffer_desc; D3D10_BUFFER_DESC buffer_desc;
D3D10_BLEND_DESC blend_desc; D3D10_BLEND_DESC blend_desc;
unsigned int stride, offset; unsigned int stride, offset;
IDXGISwapChain *swapchain; ID3D10Texture2D *offscreen;
ID3D10VertexShader *vs; ID3D10VertexShader *vs;
ID3D10PixelShader *ps; ID3D10PixelShader *ps;
ID3D10Device *device; ID3D10Device *device;
D3D10_VIEWPORT vp; D3D10_VIEWPORT vp;
ID3D10Buffer *vb; ID3D10Buffer *vb;
ULONG refcount;
DWORD color; DWORD color;
HWND window;
HRESULT hr; HRESULT hr;
static const DWORD vs_code[] = static const DWORD vs_code[] =
@ -3196,16 +3224,10 @@ static void test_blend(void)
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
if (!(device = create_device())) if (!init_test_context(&test_context))
{
skip("Failed to create device, skipping tests.\n");
return; return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, device = test_context.device;
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, NULL);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout); vs_code, sizeof(vs_code), &input_layout);
@ -3228,9 +3250,6 @@ static void test_blend(void)
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
memset(&blend_desc, 0, sizeof(blend_desc)); memset(&blend_desc, 0, sizeof(blend_desc));
blend_desc.BlendEnable[0] = TRUE; blend_desc.BlendEnable[0] = TRUE;
blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
@ -3252,7 +3271,6 @@ static void test_blend(void)
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend); hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend);
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quads); stride = sizeof(*quads);
@ -3261,24 +3279,16 @@ static void test_blend(void)
ID3D10Device_VSSetShader(device, vs); ID3D10Device_VSSetShader(device, vs);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetShader(device, ps);
vp.TopLeftX = 0; ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
vp.TopLeftY = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
ID3D10Device_OMSetBlendState(device, src_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK); ID3D10Device_OMSetBlendState(device, src_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 4, 0);
ID3D10Device_OMSetBlendState(device, dst_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK); ID3D10Device_OMSetBlendState(device, dst_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_Draw(device, 4, 4); ID3D10Device_Draw(device, 4, 4);
color = get_texture_color(backbuffer, 320, 360); color = get_texture_color(test_context.backbuffer, 320, 360);
ok(compare_color(color, 0x700040bf, 1), "Got unexpected color 0x%08x.\n", color); ok(compare_color(color, 0x700040bf, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(backbuffer, 320, 120); color = get_texture_color(test_context.backbuffer, 320, 120);
ok(compare_color(color, 0xa080007f, 1), "Got unexpected color 0x%08x.\n", color); ok(compare_color(color, 0xa080007f, 1), "Got unexpected color 0x%08x.\n", color);
texture_desc.Width = 128; texture_desc.Width = 128;
@ -3334,12 +3344,7 @@ done:
ID3D10VertexShader_Release(vs); ID3D10VertexShader_Release(vs);
ID3D10Buffer_Release(vb); ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout); ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(backbuffer_rtv); release_test_context(&test_context);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
} }
static void test_texture(void) static void test_texture(void)
@ -3358,20 +3363,18 @@ static void test_texture(void)
D3D10_SUBRESOURCE_DATA data[3]; D3D10_SUBRESOURCE_DATA data[3];
}; };
D3D10_SUBRESOURCE_DATA resource_data; struct d3d10core_test_context test_context;
const struct texture *current_texture; const struct texture *current_texture;
D3D10_SUBRESOURCE_DATA resource_data;
D3D10_TEXTURE2D_DESC texture_desc; D3D10_TEXTURE2D_DESC texture_desc;
D3D10_SAMPLER_DESC sampler_desc; D3D10_SAMPLER_DESC sampler_desc;
ID3D10InputLayout *input_layout; ID3D10InputLayout *input_layout;
const struct shader *current_ps; const struct shader *current_ps;
ID3D10ShaderResourceView *srv; ID3D10ShaderResourceView *srv;
D3D10_BUFFER_DESC buffer_desc; D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
ID3D10RenderTargetView *rtv;
ID3D10SamplerState *sampler; ID3D10SamplerState *sampler;
unsigned int stride, offset; unsigned int stride, offset;
struct texture_readback rb; struct texture_readback rb;
IDXGISwapChain *swapchain;
ID3D10Texture2D *texture; ID3D10Texture2D *texture;
ID3D10VertexShader *vs; ID3D10VertexShader *vs;
ID3D10PixelShader *ps; ID3D10PixelShader *ps;
@ -3379,9 +3382,6 @@ static void test_texture(void)
ID3D10Device *device; ID3D10Device *device;
unsigned int i, x, y; unsigned int i, x, y;
struct vec4 miplevel; struct vec4 miplevel;
D3D10_VIEWPORT vp;
ULONG refcount;
HWND window;
DWORD color; DWORD color;
HRESULT hr; HRESULT hr;
@ -3825,16 +3825,10 @@ static void test_texture(void)
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors}, {&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors},
}; };
if (!(device = create_device())) if (!init_test_context(&test_context))
{
skip("Failed to create device.\n");
return; return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, device = test_context.device;
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, NULL);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout); vs_code, sizeof(vs_code), &input_layout);
@ -3862,10 +3856,6 @@ static void test_texture(void)
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad); stride = sizeof(*quad);
@ -3874,14 +3864,6 @@ static void test_texture(void)
ID3D10Device_VSSetShader(device, vs); ID3D10Device_VSSetShader(device, vs);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb); ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
texture_desc.Width = 4; texture_desc.Width = 4;
texture_desc.Height = 4; texture_desc.Height = 4;
texture_desc.MipLevels = 3; texture_desc.MipLevels = 3;
@ -3976,10 +3958,10 @@ static void test_texture(void)
miplevel.x = test->miplevel; miplevel.x = test->miplevel;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &miplevel, 0, 0); ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &miplevel, 0, 0);
ID3D10Device_ClearRenderTargetView(device, rtv, red); ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 4, 0);
get_texture_readback(backbuffer, &rb); get_texture_readback(test_context.backbuffer, &rb);
for (x = 0; x < 4; ++x) for (x = 0; x < 4; ++x)
{ {
for (y = 0; y < 4; ++y) for (y = 0; y < 4; ++y)
@ -4000,12 +3982,7 @@ static void test_texture(void)
ID3D10VertexShader_Release(vs); ID3D10VertexShader_Release(vs);
ID3D10Buffer_Release(vb); ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout); ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(rtv); release_test_context(&test_context);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
} }
static void test_multiple_render_targets(void) static void test_multiple_render_targets(void)
@ -4386,21 +4363,16 @@ static void test_private_data(void)
static void test_il_append_aligned(void) static void test_il_append_aligned(void)
{ {
ID3D10RenderTargetView *backbuffer_rtv; struct d3d10core_test_context test_context;
D3D10_SUBRESOURCE_DATA resource_data; D3D10_SUBRESOURCE_DATA resource_data;
ID3D10InputLayout *input_layout; ID3D10InputLayout *input_layout;
D3D10_BUFFER_DESC buffer_desc; D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset; unsigned int stride, offset;
IDXGISwapChain *swapchain;
ID3D10VertexShader *vs; ID3D10VertexShader *vs;
ID3D10PixelShader *ps; ID3D10PixelShader *ps;
ID3D10Device *device; ID3D10Device *device;
ID3D10Buffer *vb[3]; ID3D10Buffer *vb[3];
D3D10_VIEWPORT vp;
ULONG refcount;
DWORD color; DWORD color;
HWND window;
HRESULT hr; HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
@ -4524,16 +4496,10 @@ static void test_il_append_aligned(void)
}; };
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
if (!(device = create_device())) if (!init_test_context(&test_context))
{
skip("Failed to create device, skipping tests.\n");
return; return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, device = test_context.device;
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, NULL);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout); vs_code, sizeof(vs_code), &input_layout);
@ -4569,10 +4535,6 @@ static void test_il_append_aligned(void)
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
offset = 0; offset = 0;
@ -4585,25 +4547,17 @@ static void test_il_append_aligned(void)
ID3D10Device_VSSetShader(device, vs); ID3D10Device_VSSetShader(device, vs);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetShader(device, ps);
vp.TopLeftX = 0; ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
vp.TopLeftY = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
ID3D10Device_DrawInstanced(device, 4, 4, 0, 0); ID3D10Device_DrawInstanced(device, 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); 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); 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); 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); ok(compare_color(color, 0xffff00ff, 1), "Got unexpected color 0x%08x.\n", color);
ID3D10PixelShader_Release(ps); ID3D10PixelShader_Release(ps);
@ -4612,31 +4566,21 @@ static void test_il_append_aligned(void)
ID3D10Buffer_Release(vb[1]); ID3D10Buffer_Release(vb[1]);
ID3D10Buffer_Release(vb[0]); ID3D10Buffer_Release(vb[0]);
ID3D10InputLayout_Release(input_layout); ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(backbuffer_rtv); release_test_context(&test_context);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
} }
static void test_fragment_coords(void) static void test_fragment_coords(void)
{ {
ID3D10RenderTargetView *backbuffer_rtv; struct d3d10core_test_context test_context;
D3D10_SUBRESOURCE_DATA resource_data; D3D10_SUBRESOURCE_DATA resource_data;
ID3D10InputLayout *input_layout; ID3D10InputLayout *input_layout;
ID3D10PixelShader *ps, *ps_frac; ID3D10PixelShader *ps, *ps_frac;
D3D10_BUFFER_DESC buffer_desc; D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset; unsigned int stride, offset;
IDXGISwapChain *swapchain;
ID3D10Buffer *vb, *ps_cb; ID3D10Buffer *vb, *ps_cb;
ID3D10VertexShader *vs; ID3D10VertexShader *vs;
ID3D10Device *device; ID3D10Device *device;
D3D10_VIEWPORT vp;
ULONG refcount;
DWORD color; DWORD color;
HWND window;
HRESULT hr; HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
@ -4719,16 +4663,10 @@ static void test_fragment_coords(void)
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f}; struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f};
if (!(device = create_device())) if (!init_test_context(&test_context))
{
skip("Failed to create device, skipping tests.\n");
return; return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, device = test_context.device;
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, NULL);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout); vs_code, sizeof(vs_code), &input_layout);
@ -4762,10 +4700,6 @@ static void test_fragment_coords(void)
hr = ID3D10Device_CreatePixelShader(device, ps_frac_code, sizeof(ps_frac_code), &ps_frac); hr = ID3D10Device_CreatePixelShader(device, ps_frac_code, sizeof(ps_frac_code), &ps_frac);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad); stride = sizeof(*quad);
@ -4775,25 +4709,17 @@ static void test_fragment_coords(void)
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb); ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetShader(device, ps);
vp.TopLeftX = 0; ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
vp.TopLeftY = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 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); 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); 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); 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); ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
ID3D10Buffer_Release(ps_cb); ID3D10Buffer_Release(ps_cb);
@ -4805,21 +4731,21 @@ static void test_fragment_coords(void)
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 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); 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); 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); 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); ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
ID3D10Device_PSSetShader(device, ps_frac); ID3D10Device_PSSetShader(device, ps_frac);
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red); ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 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); ok(compare_color(color, 0xff008080, 1), "Got unexpected color 0x%08x.\n", color);
ID3D10Buffer_Release(ps_cb); ID3D10Buffer_Release(ps_cb);
@ -4828,17 +4754,12 @@ static void test_fragment_coords(void)
ID3D10VertexShader_Release(vs); ID3D10VertexShader_Release(vs);
ID3D10Buffer_Release(vb); ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout); ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(backbuffer_rtv); release_test_context(&test_context);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
} }
static void test_update_subresource(void) static void test_update_subresource(void)
{ {
ID3D10RenderTargetView *backbuffer_rtv; struct d3d10core_test_context test_context;
D3D10_SUBRESOURCE_DATA resource_data; D3D10_SUBRESOURCE_DATA resource_data;
D3D10_TEXTURE2D_DESC texture_desc; D3D10_TEXTURE2D_DESC texture_desc;
ID3D10SamplerState *sampler_state; ID3D10SamplerState *sampler_state;
@ -4846,21 +4767,16 @@ static void test_update_subresource(void)
D3D10_SAMPLER_DESC sampler_desc; D3D10_SAMPLER_DESC sampler_desc;
ID3D10InputLayout *input_layout; ID3D10InputLayout *input_layout;
D3D10_BUFFER_DESC buffer_desc; D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset; unsigned int stride, offset;
struct texture_readback rb; struct texture_readback rb;
IDXGISwapChain *swapchain;
ID3D10Texture2D *texture; ID3D10Texture2D *texture;
ID3D10VertexShader *vs; ID3D10VertexShader *vs;
ID3D10PixelShader *ps; ID3D10PixelShader *ps;
ID3D10Device *device; ID3D10Device *device;
D3D10_VIEWPORT vp;
unsigned int i, j; unsigned int i, j;
ID3D10Buffer *vb; ID3D10Buffer *vb;
ULONG refcount;
D3D10_BOX box; D3D10_BOX box;
DWORD color; DWORD color;
HWND window;
HRESULT hr; HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
@ -4936,16 +4852,10 @@ static void test_update_subresource(void)
0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000, 0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000,
}; };
if (!(device = create_device())) if (!init_test_context(&test_context))
{
skip("Failed to create device, skipping tests.\n");
return; return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, device = test_context.device;
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, NULL);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout); vs_code, sizeof(vs_code), &input_layout);
@ -5004,10 +4914,6 @@ static void test_update_subresource(void)
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad); stride = sizeof(*quad);
@ -5018,19 +4924,11 @@ static void test_update_subresource(void)
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state); ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetShader(device, ps);
vp.TopLeftX = 0; ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
vp.TopLeftY = 0; check_texture_color(test_context.backbuffer, 0x7f0000ff, 1);
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
check_texture_color(backbuffer, 0x7f0000ff, 1);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 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); set_box(&box, 1, 1, 0, 3, 3, 1);
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box, ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
@ -5051,7 +4949,7 @@ static void test_update_subresource(void)
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box, ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
bitmap_data, 4 * sizeof(*bitmap_data), 0); bitmap_data, 4 * sizeof(*bitmap_data), 0);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 4, 0);
get_texture_readback(backbuffer, &rb); get_texture_readback(test_context.backbuffer, &rb);
for (i = 0; i < 4; ++i) for (i = 0; i < 4; ++i)
{ {
for (j = 0; j < 4; ++j) for (j = 0; j < 4; ++j)
@ -5067,7 +4965,7 @@ static void test_update_subresource(void)
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, NULL, ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, NULL,
bitmap_data, 4 * sizeof(*bitmap_data), 0); bitmap_data, 4 * sizeof(*bitmap_data), 0);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 4, 0);
get_texture_readback(backbuffer, &rb); get_texture_readback(test_context.backbuffer, &rb);
for (i = 0; i < 4; ++i) for (i = 0; i < 4; ++i)
{ {
for (j = 0; j < 4; ++j) for (j = 0; j < 4; ++j)
@ -5087,18 +4985,13 @@ static void test_update_subresource(void)
ID3D10Texture2D_Release(texture); ID3D10Texture2D_Release(texture);
ID3D10Buffer_Release(vb); ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout); ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(backbuffer_rtv); release_test_context(&test_context);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
} }
static void test_copy_subresource_region(void) static void test_copy_subresource_region(void)
{ {
struct d3d10core_test_context test_context;
ID3D10Texture2D *dst_texture, *src_texture; ID3D10Texture2D *dst_texture, *src_texture;
ID3D10RenderTargetView *backbuffer_rtv;
D3D10_SUBRESOURCE_DATA resource_data; D3D10_SUBRESOURCE_DATA resource_data;
D3D10_TEXTURE2D_DESC texture_desc; D3D10_TEXTURE2D_DESC texture_desc;
ID3D10SamplerState *sampler_state; ID3D10SamplerState *sampler_state;
@ -5106,20 +4999,15 @@ static void test_copy_subresource_region(void)
D3D10_SAMPLER_DESC sampler_desc; D3D10_SAMPLER_DESC sampler_desc;
ID3D10InputLayout *input_layout; ID3D10InputLayout *input_layout;
D3D10_BUFFER_DESC buffer_desc; D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset; unsigned int stride, offset;
struct texture_readback rb; struct texture_readback rb;
IDXGISwapChain *swapchain;
ID3D10VertexShader *vs; ID3D10VertexShader *vs;
ID3D10PixelShader *ps; ID3D10PixelShader *ps;
ID3D10Device *device; ID3D10Device *device;
D3D10_VIEWPORT vp;
unsigned int i, j; unsigned int i, j;
ID3D10Buffer *vb; ID3D10Buffer *vb;
ULONG refcount;
D3D10_BOX box; D3D10_BOX box;
DWORD color; DWORD color;
HWND window;
HRESULT hr; HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
@ -5195,16 +5083,10 @@ static void test_copy_subresource_region(void)
0xffffffff, 0xffffffff, 0xff000000, 0x00000000, 0xffffffff, 0xffffffff, 0xff000000, 0x00000000,
}; };
if (!(device = create_device())) if (!init_test_context(&test_context))
{
skip("Failed to create device.\n");
return; return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, device = test_context.device;
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, NULL);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout); vs_code, sizeof(vs_code), &input_layout);
@ -5271,10 +5153,6 @@ static void test_copy_subresource_region(void)
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad); stride = sizeof(*quad);
@ -5285,15 +5163,7 @@ static void test_copy_subresource_region(void)
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state); ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetShader(device, ps);
vp.TopLeftX = 0; ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
vp.TopLeftY = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
set_box(&box, 0, 0, 0, 2, 2, 1); set_box(&box, 0, 0, 0, 2, 2, 1);
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0, ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
@ -5314,7 +5184,7 @@ static void test_copy_subresource_region(void)
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0, ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
0, 0, 0, (ID3D10Resource *)src_texture, 0, &box); 0, 0, 0, (ID3D10Resource *)src_texture, 0, &box);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 4, 0);
get_texture_readback(backbuffer, &rb); get_texture_readback(test_context.backbuffer, &rb);
for (i = 0; i < 4; ++i) for (i = 0; i < 4; ++i)
{ {
for (j = 0; j < 4; ++j) for (j = 0; j < 4; ++j)
@ -5330,7 +5200,7 @@ static void test_copy_subresource_region(void)
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0, ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
0, 0, 0, (ID3D10Resource *)src_texture, 0, NULL); 0, 0, 0, (ID3D10Resource *)src_texture, 0, NULL);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 4, 0);
get_texture_readback(backbuffer, &rb); get_texture_readback(test_context.backbuffer, &rb);
for (i = 0; i < 4; ++i) for (i = 0; i < 4; ++i)
{ {
for (j = 0; j < 4; ++j) for (j = 0; j < 4; ++j)
@ -5351,32 +5221,23 @@ static void test_copy_subresource_region(void)
ID3D10Texture2D_Release(src_texture); ID3D10Texture2D_Release(src_texture);
ID3D10Buffer_Release(vb); ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout); ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(backbuffer_rtv); release_test_context(&test_context);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
} }
static void test_multisample_init(void) static void test_multisample_init(void)
{ {
D3D10_TEXTURE2D_DESC desc;
ID3D10Texture2D *backbuffer, *multi;
ID3D10Device *device;
ULONG refcount;
HRESULT hr;
UINT count = 0;
HWND window;
IDXGISwapChain *swapchain;
ID3D10RenderTargetView *rtview;
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
struct d3d10core_test_context test_context;
D3D10_TEXTURE2D_DESC desc;
ID3D10Texture2D *multi;
ID3D10Device *device;
UINT count = 0;
HRESULT hr;
if (!(device = create_device())) if (!init_test_context(&test_context))
{
skip("Failed to create device, skipping tests.\n");
return; return;
}
device = test_context.device;
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count); hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
@ -5386,14 +5247,7 @@ static void test_multisample_init(void)
goto done; goto done;
} }
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, NULL);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtview);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_ClearRenderTargetView(device, rtview, white);
desc.Width = 640; desc.Width = 640;
desc.Height = 480; desc.Height = 480;
@ -5409,19 +5263,14 @@ static void test_multisample_init(void)
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &multi); hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &multi);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)backbuffer, 0, ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0,
(ID3D10Resource *)multi, 0, DXGI_FORMAT_R8G8B8A8_UNORM); (ID3D10Resource *)multi, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
todo_wine check_texture_color(backbuffer, 0x00000000, 0); todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0);
ID3D10RenderTargetView_Release(rtview);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
ID3D10Texture2D_Release(multi); ID3D10Texture2D_Release(multi);
DestroyWindow(window);
done: done:
refcount = ID3D10Device_Release(device); release_test_context(&test_context);
ok(!refcount, "Device has %u references left.\n", refcount);
} }
static void test_check_multisample_quality_levels(void) static void test_check_multisample_quality_levels(void)
@ -5501,22 +5350,17 @@ done:
static void test_cb_relative_addressing(void) static void test_cb_relative_addressing(void)
{ {
struct d3d10core_test_context test_context;
ID3D10Buffer *vb, *colors_cb, *index_cb; ID3D10Buffer *vb, *colors_cb, *index_cb;
ID3D10RenderTargetView *backbuffer_rtv;
D3D10_SUBRESOURCE_DATA resource_data; D3D10_SUBRESOURCE_DATA resource_data;
ID3D10InputLayout *input_layout; ID3D10InputLayout *input_layout;
unsigned int i, index[4] = {0}; unsigned int i, index[4] = {0};
D3D10_BUFFER_DESC buffer_desc; D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset; unsigned int stride, offset;
IDXGISwapChain *swapchain;
ID3D10VertexShader *vs; ID3D10VertexShader *vs;
ID3D10PixelShader *ps; ID3D10PixelShader *ps;
ID3D10Device *device; ID3D10Device *device;
D3D10_VIEWPORT vp;
ULONG refcount;
DWORD color; DWORD color;
HWND window;
HRESULT hr; HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
@ -5638,16 +5482,10 @@ float4 main(const ps_in v) : SV_TARGET
}; };
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
if (!(device = create_device())) if (!init_test_context(&test_context))
{
skip("Failed to create device.\n");
return; return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, device = test_context.device;
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, NULL);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout); vs_code, sizeof(vs_code), &input_layout);
@ -5681,10 +5519,6 @@ float4 main(const ps_in v) : SV_TARGET
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad); stride = sizeof(*quad);
@ -5695,24 +5529,16 @@ float4 main(const ps_in v) : SV_TARGET
ID3D10Device_VSSetConstantBuffers(device, 1, 1, &colors_cb); ID3D10Device_VSSetConstantBuffers(device, 1, 1, &colors_cb);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetShader(device, ps);
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
{ {
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, white); ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
index[0] = test_data[i].index; index[0] = test_data[i].index;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)index_cb, 0, NULL, index, 0, 0); ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)index_cb, 0, NULL, index, 0, 0);
ID3D10Device_Draw(device, 4, 0); ID3D10Device_Draw(device, 4, 0);
color = get_texture_color(backbuffer, 319, 239); color = get_texture_color(test_context.backbuffer, 319, 239);
ok(compare_color(color, test_data[i].expected, 1), ok(compare_color(color, test_data[i].expected, 1),
"Got unexpected color 0x%08x for index %d.\n", color, test_data[i].index); "Got unexpected color 0x%08x for index %d.\n", color, test_data[i].index);
} }
@ -5724,12 +5550,7 @@ float4 main(const ps_in v) : SV_TARGET
ID3D10VertexShader_Release(vs); ID3D10VertexShader_Release(vs);
ID3D10Buffer_Release(vb); ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout); ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(backbuffer_rtv); release_test_context(&test_context);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
} }
static void test_swapchain_flip(void) static void test_swapchain_flip(void)