From 6bd741e3ce4e4cb8764dbce496db431900e7fb89 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 13 Oct 2009 10:38:02 +0200 Subject: [PATCH] d3d8: Add some stateblock tests for device resources. --- dlls/d3d8/tests/stateblock.c | 319 ++++++++++++++++++++++++++++++++++- 1 file changed, 316 insertions(+), 3 deletions(-) diff --git a/dlls/d3d8/tests/stateblock.c b/dlls/d3d8/tests/stateblock.c index 0e88ff4067b..f97f910fc04 100644 --- a/dlls/d3d8/tests/stateblock.c +++ b/dlls/d3d8/tests/stateblock.c @@ -1540,6 +1540,312 @@ static void render_states_queue_test(struct state_test *test, const struct rende test->test_arg = test_arg; } +/* resource tests */ + +struct resource_test_arg +{ + DWORD vs_version; + DWORD ps_version; + UINT stream_count; + UINT tex_count; +}; + +struct resource_test_data +{ + DWORD vs; + DWORD ps; + IDirect3DIndexBuffer8 *ib; + IDirect3DVertexBuffer8 **vb; + IDirect3DTexture8 **tex; +}; + +struct resource_test_context +{ + struct resource_test_data default_data; + struct resource_test_data test_data_all; + struct resource_test_data test_data_vertex; + struct resource_test_data test_data_pixel; + struct resource_test_data poison_data; +}; + +static void resource_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data) +{ + const struct resource_test_arg *arg = test->test_arg; + const struct resource_test_data *d = data; + unsigned int i; + HRESULT hr; + + hr = IDirect3DDevice8_SetVertexShader(device, d->vs); + ok(SUCCEEDED(hr), "SetVertexShader (%u) returned %#x.\n", d->vs, hr); + + hr = IDirect3DDevice8_SetPixelShader(device, d->ps); + ok(SUCCEEDED(hr), "SetPixelShader (%u) returned %#x.\n", d->ps, hr); + + hr = IDirect3DDevice8_SetIndices(device, d->ib, 0); + ok(SUCCEEDED(hr), "SetIndices (%p) returned %#x.\n", d->ib, hr); + + for (i = 0; i < arg->stream_count; ++i) + { + hr = IDirect3DDevice8_SetStreamSource(device, i, d->vb[i], 64); + ok(SUCCEEDED(hr), "SetStreamSource (%u, %p, 64) returned %#x.\n", + i, d->vb[i], hr); + } + + for (i = 0; i < arg->tex_count; ++i) + { + hr = IDirect3DDevice8_SetTexture(device, i, (IDirect3DBaseTexture8 *)d->tex[i]); + ok(SUCCEEDED(hr), "SetTexture (%u, %p) returned %#x.\n", i, d->tex[i], hr); + } +} + +static void resource_check_data(IDirect3DDevice8 *device, const struct state_test *test, + const void *expected_data, unsigned int chain_stage) +{ + const struct resource_test_context *ctx = test->test_context; + const struct resource_test_data *poison = &ctx->poison_data; + const struct resource_test_arg *arg = test->test_arg; + const struct resource_test_data *d = expected_data; + unsigned int i; + HRESULT hr; + void *ptr; + DWORD v; + + v = poison->vs; + hr = IDirect3DDevice8_GetVertexShader(device, &v); + ok(SUCCEEDED(hr), "GetVertexShader returned %#x.\n", hr); + ok(v == d->vs, "Chain stage %u, expected vertex shader %#x, received %#x.\n", + chain_stage, d->vs, v); + + v = poison->ps; + hr = IDirect3DDevice8_GetPixelShader(device, &v); + ok(SUCCEEDED(hr), "GetPixelShader returned %#x.\n", hr); + ok(v == d->ps, "Chain stage %u, expected pixel shader %#x, received %#x.\n", + chain_stage, d->ps, v); + + ptr = poison->ib; + hr = IDirect3DDevice8_GetIndices(device, (IDirect3DIndexBuffer8 **)&ptr, &v); + ok(SUCCEEDED(hr), "GetIndices returned %#x.\n", hr); + ok(ptr == d->ib, "Chain stage %u, expected index buffer %p, received %p.\n", + chain_stage, d->ib, ptr); + if (SUCCEEDED(hr) && ptr) + { + IDirect3DIndexBuffer8_Release((IDirect3DIndexBuffer8 *)ptr); + } + + for (i = 0; i < arg->stream_count; ++i) + { + ptr = poison->vb[i]; + hr = IDirect3DDevice8_GetStreamSource(device, i, (IDirect3DVertexBuffer8 **)&ptr, &v); + ok(SUCCEEDED(hr), "GetStreamSource (%u) returned %#x.\n", i, hr); + ok(ptr == d->vb[i], "Chain stage %u, stream %u, expected vertex buffer %p, received %p.\n", + chain_stage, i, d->vb[i], ptr); + if (SUCCEEDED(hr) && ptr) + { + IDirect3DIndexBuffer8_Release((IDirect3DVertexBuffer8 *)ptr); + } + } + + for (i = 0; i < arg->tex_count; ++i) + { + ptr = poison->tex[i]; + hr = IDirect3DDevice8_GetTexture(device, i, (IDirect3DBaseTexture8 **)&ptr); + ok(SUCCEEDED(hr), "SetTexture (%u) returned %#x.\n", i, hr); + ok(ptr == d->tex[i], "Chain stage %u, texture stage %u, expected texture %p, received %p.\n", + chain_stage, i, d->tex[i], ptr); + if (SUCCEEDED(hr) && ptr) + { + IDirect3DBaseTexture8_Release((IDirect3DBaseTexture8 *)ptr); + } + } +} + +static void resource_default_data_init(struct resource_test_data *data, const struct resource_test_arg *arg) +{ + unsigned int i; + + data->vs = 0; + data->ps = 0; + data->ib = NULL; + data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb)); + for (i = 0; i < arg->stream_count; ++i) + { + data->vb[i] = NULL; + } + data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex)); + for (i = 0; i < arg->tex_count; ++i) + { + data->tex[i] = NULL; + } +} + +static void resource_test_data_init(IDirect3DDevice8 *device, + struct resource_test_data *data, const struct resource_test_arg *arg) +{ + static const DWORD vs_code[] = + { + 0xfffe0101, /* vs_1_1 */ + 0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */ + 0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */ + 0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */ + 0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */ + 0x0000ffff, /* END */ + }; + static const DWORD ps_code[] = + { + 0xffff0101, /* ps_1_1 */ + 0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */ + 0x00000042, 0xb00f0000, /* tex t0 */ + 0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */ + 0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */ + 0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */ + 0x0000ffff, /* END */ + }; + static const DWORD decl[] = + { + D3DVSD_STREAM(0), + D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), + D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), + D3DVSD_END(), + }; + + unsigned int i; + HRESULT hr; + + if (arg->vs_version) + { + hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &data->vs, 0); + ok(SUCCEEDED(hr), "CreateVertexShader returned hr %#x.\n", hr); + } + + if (arg->ps_version) + { + hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &data->ps); + ok(SUCCEEDED(hr), "CreatePixelShader returned hr %#x.\n", hr); + } + + hr = IDirect3DDevice8_CreateIndexBuffer(device, 64, D3DUSAGE_DYNAMIC, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &data->ib); + ok(SUCCEEDED(hr), "CreateIndexBuffer returned hr %#x.\n", hr); + + data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb)); + for (i = 0; i < arg->stream_count; ++i) + { + hr = IDirect3DDevice8_CreateVertexBuffer(device, 64, D3DUSAGE_DYNAMIC, + 0, D3DPOOL_DEFAULT, &data->vb[i]); + ok(SUCCEEDED(hr), "CreateVertexBuffer (%u) returned hr %#x.\n", i, hr); + } + + data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex)); + for (i = 0; i < arg->tex_count; ++i) + { + hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 0, D3DUSAGE_DYNAMIC, + D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &data->tex[i]); + ok(SUCCEEDED(hr), "CreateTexture (%u) returned hr %#x.\n", i, hr); + } +} + +static void resource_poison_data_init(struct resource_test_data *data, const struct resource_test_arg *arg) +{ + DWORD poison = 0xdeadbeef; + unsigned int i; + + data->vs = poison++; + data->ps = poison++; + data->ib = (IDirect3DIndexBuffer8 *)poison++; + data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb)); + for (i = 0; i < arg->stream_count; ++i) + { + data->vb[i] = (IDirect3DVertexBuffer8 *)poison++; + } + data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex)); + for (i = 0; i < arg->tex_count; ++i) + { + data->tex[i] = (IDirect3DTexture8 *)poison++; + } +} + +static HRESULT resource_test_init(IDirect3DDevice8 *device, struct state_test *test) +{ + const struct resource_test_arg *arg = test->test_arg; + struct resource_test_context *ctx; + + ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx)); + if (!ctx) return E_OUTOFMEMORY; + + test->test_context = ctx; + test->test_data_in = &ctx->test_data_all; + test->test_data_out_all = &ctx->test_data_all; + test->test_data_out_vertex = &ctx->test_data_vertex; + test->test_data_out_pixel = &ctx->test_data_pixel; + test->default_data = &ctx->default_data; + test->initial_data = &ctx->default_data; + + resource_default_data_init(&ctx->default_data, arg); + resource_test_data_init(device, &ctx->test_data_all, arg); + resource_default_data_init(&ctx->test_data_vertex, arg); + resource_default_data_init(&ctx->test_data_pixel, arg); + resource_poison_data_init(&ctx->poison_data, arg); + + ctx->test_data_vertex.vs = ctx->test_data_all.vs; + ctx->test_data_pixel.ps = ctx->test_data_all.ps; + + return D3D_OK; +} + +static void resource_test_cleanup(IDirect3DDevice8 *device, struct state_test *test) +{ + struct resource_test_context *ctx = test->test_context; + const struct resource_test_arg *arg = test->test_arg; + unsigned int i; + HRESULT hr; + + resource_apply_data(device, test, &ctx->default_data); + + if (ctx->test_data_all.vs) + { + hr = IDirect3DDevice8_DeleteVertexShader(device, ctx->test_data_all.vs); + ok(SUCCEEDED(hr), "DeleteVertexShader (%u) returned %#x.\n", ctx->test_data_all.vs, hr); + } + + if (ctx->test_data_all.ps) + { + hr = IDirect3DDevice8_DeletePixelShader(device, ctx->test_data_all.ps); + ok(SUCCEEDED(hr), "DeletePixelShader (%u) returned %#x.\n", ctx->test_data_all.ps, hr); + } + + IDirect3DIndexBuffer8_Release(ctx->test_data_all.ib); + for (i = 0; i < arg->stream_count; ++i) + { + IDirect3DVertexBuffer8_Release(ctx->test_data_all.vb[i]); + } + + for (i = 0; i < arg->tex_count; ++i) + { + hr = IDirect3DBaseTexture8_Release(ctx->test_data_all.tex[i]); + } + + HeapFree(GetProcessHeap(), 0, ctx->default_data.vb); + HeapFree(GetProcessHeap(), 0, ctx->default_data.tex); + HeapFree(GetProcessHeap(), 0, ctx->test_data_all.vb); + HeapFree(GetProcessHeap(), 0, ctx->test_data_all.tex); + HeapFree(GetProcessHeap(), 0, ctx->test_data_vertex.vb); + HeapFree(GetProcessHeap(), 0, ctx->test_data_vertex.tex); + HeapFree(GetProcessHeap(), 0, ctx->test_data_pixel.vb); + HeapFree(GetProcessHeap(), 0, ctx->test_data_pixel.tex); + HeapFree(GetProcessHeap(), 0, ctx->poison_data.vb); + HeapFree(GetProcessHeap(), 0, ctx->poison_data.tex); + HeapFree(GetProcessHeap(), 0, ctx); +} + +static void resource_test_queue(struct state_test *test, const struct resource_test_arg *test_arg) +{ + test->init = resource_test_init; + test->cleanup = resource_test_cleanup; + test->apply_data = resource_apply_data; + test->check_data = resource_check_data; + test->test_name = "set_get_resources"; + test->test_arg = test_arg; +} + /* =================== Main state tests function =============================== */ static void test_state_management(IDirect3DDevice8 *device, D3DPRESENT_PARAMETERS *device_pparams) @@ -1551,13 +1857,14 @@ static void test_state_management(IDirect3DDevice8 *device, D3DPRESENT_PARAMETER * 1 for lights * 1 for transforms * 1 for render states + * 1 for resources */ - const int max_tests = 5; - struct state_test tests[5]; + struct state_test tests[6]; unsigned int tcount = 0; struct shader_constant_arg pshader_constant_arg; struct shader_constant_arg vshader_constant_arg; + struct resource_test_arg resource_test_arg; struct render_state_arg render_state_arg; struct light_arg light_arg; @@ -1568,7 +1875,7 @@ static void test_state_management(IDirect3DDevice8 *device, D3DPRESENT_PARAMETER texture_stages = caps.MaxTextureBlendStages; /* Zero test memory */ - memset(tests, 0, max_tests * sizeof(*tests)); + memset(tests, 0, sizeof(tests)); if (caps.VertexShaderVersion & 0xffff) { @@ -1593,6 +1900,12 @@ static void test_state_management(IDirect3DDevice8 *device, D3DPRESENT_PARAMETER render_state_arg.pointsize_max = caps.MaxPointSize; render_states_queue_test(&tests[tcount++], &render_state_arg); + resource_test_arg.vs_version = caps.VertexShaderVersion & 0xffff; + resource_test_arg.ps_version = caps.PixelShaderVersion & 0xffff; + resource_test_arg.stream_count = caps.MaxStreams; + resource_test_arg.tex_count = caps.MaxTextureBlendStages; + resource_test_queue(&tests[tcount++], &resource_test_arg); + execute_test_chain_all(device, tests, tcount); }