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>
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@ -259,6 +259,65 @@ static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, const
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return swapchain;
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return swapchain;
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}
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}
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struct d3d10core_test_context
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{
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ID3D10Device *device;
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HWND window;
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IDXGISwapChain *swapchain;
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ID3D10Texture2D *backbuffer;
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ID3D10RenderTargetView *backbuffer_rtv;
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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 d3d10core_test_context *context)
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{
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D3D10_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()))
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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", "d3d10core_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, NULL);
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hr = IDXGISwapChain_GetBuffer(context->swapchain, 0, &IID_ID3D10Texture2D, (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 = ID3D10Device_CreateRenderTargetView(context->device, (ID3D10Resource *)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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ID3D10Device_OMSetRenderTargets(context->device, 1, &context->backbuffer_rtv, NULL);
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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vp.Width = 640;
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vp.Height = 480;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D10Device_RSSetViewports(context->device, 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 d3d10core_test_context *context)
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{
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ULONG ref;
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ID3D10RenderTargetView_Release(context->backbuffer_rtv);
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ID3D10Texture2D_Release(context->backbuffer);
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IDXGISwapChain_Release(context->swapchain);
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DestroyWindow(context->window);
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ref = ID3D10Device_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_feature_level(void)
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static void test_feature_level(void)
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{
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{
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D3D_FEATURE_LEVEL feature_level;
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D3D_FEATURE_LEVEL feature_level;
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@ -2028,24 +2087,19 @@ static void test_device_removed_reason(void)
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static void test_scissor(void)
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static void test_scissor(void)
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{
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{
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struct d3d10core_test_context test_context;
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D3D10_SUBRESOURCE_DATA buffer_data;
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D3D10_SUBRESOURCE_DATA buffer_data;
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ID3D10InputLayout *input_layout;
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ID3D10InputLayout *input_layout;
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D3D10_RASTERIZER_DESC rs_desc;
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D3D10_RASTERIZER_DESC rs_desc;
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D3D10_BUFFER_DESC buffer_desc;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10RenderTargetView *rtv;
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ID3D10Texture2D *backbuffer;
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unsigned int stride, offset;
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unsigned int stride, offset;
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ID3D10RasterizerState *rs;
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ID3D10RasterizerState *rs;
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IDXGISwapChain *swapchain;
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D3D10_RECT scissor_rect;
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D3D10_RECT scissor_rect;
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ID3D10VertexShader *vs;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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ID3D10Device *device;
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D3D10_VIEWPORT vp;
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ID3D10Buffer *vb;
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ID3D10Buffer *vb;
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ULONG refcount;
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DWORD color;
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DWORD color;
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HWND window;
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HRESULT hr;
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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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static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
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@ -2107,16 +2161,10 @@ static void test_scissor(void)
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{ 1.0f, 1.0f},
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{ 1.0f, 1.0f},
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};
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};
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if (!(device = create_device()))
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if (!init_test_context(&test_context))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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return;
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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device = test_context.device;
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
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hr = ID3D10Device_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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vs_code, sizeof(vs_code), &input_layout);
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@ -2152,9 +2200,6 @@ static void test_scissor(void)
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hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
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hr = ID3D10Device_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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ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D10Device_IASetInputLayout(device, input_layout);
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ID3D10Device_IASetInputLayout(device, input_layout);
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ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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stride = sizeof(*quad);
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@ -2163,62 +2208,47 @@ static void test_scissor(void)
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ID3D10Device_VSSetShader(device, vs);
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ID3D10Device_VSSetShader(device, vs);
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ID3D10Device_PSSetShader(device, ps);
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ID3D10Device_PSSetShader(device, ps);
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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vp.Width = 640;
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vp.Height = 480;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D10Device_RSSetViewports(device, 1, &vp);
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scissor_rect.left = 160;
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scissor_rect.left = 160;
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scissor_rect.top = 120;
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scissor_rect.top = 120;
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scissor_rect.right = 480;
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scissor_rect.right = 480;
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scissor_rect.bottom = 360;
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scissor_rect.bottom = 360;
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ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
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ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
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ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
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check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
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ID3D10Device_ClearRenderTargetView(device, rtv, red);
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check_texture_color(backbuffer, 0xff0000ff, 1);
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ID3D10Device_Draw(device, 4, 0);
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ID3D10Device_Draw(device, 4, 0);
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color = get_texture_color(backbuffer, 320, 60);
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color = get_texture_color(test_context.backbuffer, 320, 60);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 80, 240);
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color = get_texture_color(test_context.backbuffer, 80, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 240);
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color = get_texture_color(test_context.backbuffer, 320, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 560, 240);
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color = get_texture_color(test_context.backbuffer, 560, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 420);
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color = get_texture_color(test_context.backbuffer, 320, 420);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D10Device_ClearRenderTargetView(device, rtv, red);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
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ID3D10Device_RSSetState(device, rs);
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ID3D10Device_RSSetState(device, rs);
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ID3D10Device_Draw(device, 4, 0);
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ID3D10Device_Draw(device, 4, 0);
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color = get_texture_color(backbuffer, 320, 60);
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color = get_texture_color(test_context.backbuffer, 320, 60);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 80, 240);
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color = get_texture_color(test_context.backbuffer, 80, 240);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 240);
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color = get_texture_color(test_context.backbuffer, 320, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 560, 240);
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color = get_texture_color(test_context.backbuffer, 560, 240);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 420);
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color = get_texture_color(test_context.backbuffer, 320, 420);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D10RenderTargetView_Release(rtv);
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ID3D10RasterizerState_Release(rs);
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ID3D10RasterizerState_Release(rs);
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ID3D10PixelShader_Release(ps);
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ID3D10PixelShader_Release(ps);
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ID3D10VertexShader_Release(vs);
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ID3D10VertexShader_Release(vs);
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ID3D10Buffer_Release(vb);
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ID3D10Buffer_Release(vb);
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ID3D10InputLayout_Release(input_layout);
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ID3D10InputLayout_Release(input_layout);
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ID3D10Texture2D_Release(backbuffer);
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release_test_context(&test_context);
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IDXGISwapChain_Release(swapchain);
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refcount = ID3D10Device_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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}
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}
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static void test_clear_state(void)
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static void test_clear_state(void)
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@ -3097,24 +3127,22 @@ float4 main(float4 color : COLOR) : SV_TARGET
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static void test_blend(void)
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static void test_blend(void)
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{
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{
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ID3D10RenderTargetView *backbuffer_rtv, *offscreen_rtv;
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struct d3d10core_test_context test_context;
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ID3D10BlendState *src_blend, *dst_blend;
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ID3D10BlendState *src_blend, *dst_blend;
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ID3D10Texture2D *backbuffer, *offscreen;
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ID3D10RenderTargetView *offscreen_rtv;
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D3D10_SUBRESOURCE_DATA buffer_data;
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D3D10_SUBRESOURCE_DATA buffer_data;
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10InputLayout *input_layout;
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ID3D10InputLayout *input_layout;
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D3D10_BUFFER_DESC buffer_desc;
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D3D10_BUFFER_DESC buffer_desc;
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D3D10_BLEND_DESC blend_desc;
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D3D10_BLEND_DESC blend_desc;
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unsigned int stride, offset;
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unsigned int stride, offset;
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IDXGISwapChain *swapchain;
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ID3D10Texture2D *offscreen;
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ID3D10VertexShader *vs;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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ID3D10Device *device;
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D3D10_VIEWPORT vp;
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D3D10_VIEWPORT vp;
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ID3D10Buffer *vb;
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ID3D10Buffer *vb;
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ULONG refcount;
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DWORD color;
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DWORD color;
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HWND window;
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HRESULT hr;
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HRESULT hr;
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static const DWORD vs_code[] =
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static const DWORD vs_code[] =
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@ -3196,16 +3224,10 @@ 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 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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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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if (!(device = create_device()))
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if (!init_test_context(&test_context))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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return;
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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device = test_context.device;
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, NULL);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
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hr = ID3D10Device_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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vs_code, sizeof(vs_code), &input_layout);
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@ -3228,9 +3250,6 @@ static void test_blend(void)
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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)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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memset(&blend_desc, 0, sizeof(blend_desc));
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blend_desc.BlendEnable[0] = TRUE;
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blend_desc.BlendEnable[0] = TRUE;
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blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
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blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
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@ -3252,7 +3271,6 @@ static void test_blend(void)
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hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend);
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hr = ID3D10Device_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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ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
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ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
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ID3D10Device_IASetInputLayout(device, input_layout);
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ID3D10Device_IASetInputLayout(device, input_layout);
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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)
|
||||||
|
|
Loading…
Reference in New Issue