d3d10core/tests: Add a basic texturing test.

This commit is contained in:
Henri Verbeet 2015-01-19 13:44:10 +01:00 committed by Alexandre Julliard
parent 2912e2938e
commit 6b4623008f
1 changed files with 215 additions and 0 deletions

View File

@ -2305,6 +2305,220 @@ done:
DestroyWindow(window);
}
static void test_texture(void)
{
ID3D10RenderTargetView *backbuffer_rtv;
D3D10_SUBRESOURCE_DATA resource_data;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10SamplerState *sampler_state;
ID3D10ShaderResourceView *ps_srv;
D3D10_SAMPLER_DESC sampler_desc;
ID3D10InputLayout *input_layout;
D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset;
IDXGISwapChain *swapchain;
ID3D10Texture2D *texture;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10Device *device;
D3D10_VIEWPORT vp;
unsigned int i, j;
ID3D10Buffer *vb;
ULONG refcount;
DWORD color;
HWND window;
HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
static const DWORD vs_code[] =
{
#if 0
float4 main(float4 position : POSITION) : SV_POSITION
{
return position;
}
#endif
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
};
static const DWORD ps_code[] =
{
#if 0
Texture2D t;
SamplerState s;
float4 main(float4 position : SV_POSITION) : SV_Target
{
float2 p;
p.x = position.x / 640.0f;
p.y = position.y / 480.0f;
return t.Sample(s, p);
}
#endif
0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
static const struct
{
float x, y;
}
quad[] =
{
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
static const DWORD bitmap_data[] =
{
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
};
if (!(device = create_device()))
{
skip("Failed to create device, skipping tests.\n");
return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, TRUE);
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),
vs_code, sizeof(vs_code), &input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
buffer_desc.ByteWidth = sizeof(quad);
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
resource_data.pSysMem = quad;
resource_data.SysMemPitch = 0;
resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
texture_desc.Width = 4;
texture_desc.Height = 4;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D10_USAGE_DEFAULT;
texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
resource_data.pSysMem = bitmap_data;
resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv);
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr);
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
sampler_desc.MipLODBias = 0.0f;
sampler_desc.MaxAnisotropy = 0;
sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
sampler_desc.BorderColor[0] = 0.0f;
sampler_desc.BorderColor[1] = 0.0f;
sampler_desc.BorderColor[2] = 0.0f;
sampler_desc.BorderColor[3] = 0.0f;
sampler_desc.MinLOD = 0.0f;
sampler_desc.MaxLOD = 0.0f;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad);
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
ID3D10Device_VSSetShader(device, vs);
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
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);
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
ID3D10Device_Draw(device, 4, 0);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
ok(compare_color(color, bitmap_data[j + i * 4], 1),
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, j, i, bitmap_data[j + i * 4]);
}
}
ID3D10PixelShader_Release(ps);
ID3D10VertexShader_Release(vs);
ID3D10SamplerState_Release(sampler_state);
ID3D10ShaderResourceView_Release(ps_srv);
ID3D10Texture2D_Release(texture);
ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(backbuffer_rtv);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
START_TEST(device)
{
test_create_texture2d();
@ -2322,4 +2536,5 @@ START_TEST(device)
test_scissor();
test_clear_state();
test_blend();
test_texture();
}