d3d10core/tests: Add test for clearing 1D render target views.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-05-28 11:33:14 +02:00 committed by Alexandre Julliard
parent 0d5648b463
commit 7096136137
1 changed files with 118 additions and 5 deletions

View File

@ -570,6 +570,49 @@ static void get_buffer_readback(ID3D10Buffer *buffer, struct resource_readback *
ID3D10Device_Release(device);
}
static void get_texture1d_readback(ID3D10Texture1D *texture, unsigned int sub_resource_idx,
struct resource_readback *rb)
{
D3D10_TEXTURE1D_DESC texture_desc;
unsigned int miplevel;
ID3D10Device *device;
HRESULT hr;
memset(rb, 0, sizeof(*rb));
rb->dimension = D3D10_RESOURCE_DIMENSION_TEXTURE1D;
ID3D10Texture1D_GetDevice(texture, &device);
ID3D10Texture1D_GetDesc(texture, &texture_desc);
texture_desc.Usage = D3D10_USAGE_STAGING;
texture_desc.BindFlags = 0;
texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
texture_desc.MiscFlags = 0;
if (FAILED(hr = ID3D10Device_CreateTexture1D(device, &texture_desc, NULL, (ID3D10Texture1D **)&rb->resource)))
{
trace("Failed to create texture, hr %#x.\n", hr);
ID3D10Device_Release(device);
return;
}
miplevel = sub_resource_idx % texture_desc.MipLevels;
rb->width = max(1, texture_desc.Width >> miplevel);
rb->height = 1;
rb->sub_resource_idx = sub_resource_idx;
ID3D10Device_CopyResource(device, rb->resource, (ID3D10Resource *)texture);
if (FAILED(hr = ID3D10Texture1D_Map((ID3D10Texture1D *)rb->resource, sub_resource_idx,
D3D10_MAP_READ, 0, &rb->map_desc.pData)))
{
trace("Failed to map sub-resource %u, hr %#x.\n", sub_resource_idx, hr);
ID3D10Resource_Release(rb->resource);
rb->resource = NULL;
}
rb->map_desc.RowPitch = 0;
ID3D10Device_Release(device);
}
static void get_texture_readback(ID3D10Texture2D *texture, unsigned int sub_resource_idx,
struct resource_readback *rb)
{
@ -644,6 +687,9 @@ static void release_resource_readback(struct resource_readback *rb)
case D3D10_RESOURCE_DIMENSION_BUFFER:
ID3D10Buffer_Unmap((ID3D10Buffer *)rb->resource);
break;
case D3D10_RESOURCE_DIMENSION_TEXTURE1D:
ID3D10Texture1D_Unmap((ID3D10Texture1D *)rb->resource, rb->sub_resource_idx);
break;
case D3D10_RESOURCE_DIMENSION_TEXTURE2D:
ID3D10Texture2D_Unmap((ID3D10Texture2D *)rb->resource, rb->sub_resource_idx);
break;
@ -724,6 +770,30 @@ static void check_texture_color_(unsigned int line, ID3D10Texture2D *texture,
check_texture_sub_resource_color_(line, texture, sub_resource_idx, NULL, expected_color, max_diff);
}
#define check_texture1d_sub_resource_color(a, b, c, d, e) check_texture1d_sub_resource_color_(__LINE__, a, b, c, d, e)
static void check_texture1d_sub_resource_color_(unsigned int line, ID3D10Texture1D *texture,
unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
{
struct resource_readback rb;
get_texture1d_readback(texture, sub_resource_idx, &rb);
check_readback_data_color_(line, &rb, rect, expected_color, max_diff);
release_resource_readback(&rb);
}
#define check_texture1d_color(t, c, d) check_texture1d_color_(__LINE__, t, c, d)
static void check_texture1d_color_(unsigned int line, ID3D10Texture1D *texture,
DWORD expected_color, BYTE max_diff)
{
unsigned int sub_resource_idx, sub_resource_count;
D3D10_TEXTURE1D_DESC texture_desc;
ID3D10Texture1D_GetDesc(texture, &texture_desc);
sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
check_texture1d_sub_resource_color_(line, texture, sub_resource_idx, NULL, expected_color, max_diff);
}
#define check_texture_sub_resource_float(a, b, c, d, e) check_texture_sub_resource_float_(__LINE__, a, b, c, d, e)
static void check_texture_sub_resource_float_(unsigned int line, ID3D10Texture2D *texture,
unsigned int sub_resource_idx, const RECT *rect, float expected_value, BYTE max_diff)
@ -10182,7 +10252,49 @@ static void test_swapchain_flip(void)
DestroyWindow(window);
}
static void test_clear_render_target_view(void)
static void test_clear_render_target_view_1d(void)
{
static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f};
static const float green[] = {0.0f, 1.0f, 0.0f, 0.5f};
struct d3d10core_test_context test_context;
D3D10_TEXTURE1D_DESC texture_desc;
ID3D10RenderTargetView *rtv;
ID3D10Texture1D *texture;
ID3D10Device *device;
HRESULT hr;
if (!init_test_context(&test_context))
return;
device = test_context.device;
texture_desc.Width = 64;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.Usage = D3D10_USAGE_DEFAULT;
texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture1D(device, &texture_desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
ID3D10Device_ClearRenderTargetView(device, rtv, color);
check_texture1d_color(texture, 0xbf4c7f19, 1);
ID3D10Device_ClearRenderTargetView(device, rtv, green);
check_texture1d_color(texture, 0x8000ff00, 1);
ID3D10RenderTargetView_Release(rtv);
ID3D10Texture1D_Release(texture);
release_test_context(&test_context);
}
static void test_clear_render_target_view_2d(void)
{
static const DWORD expected_color = 0xbf4c7f19, expected_srgb_color = 0xbf95bc59;
static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f};
@ -10215,11 +10327,11 @@ static void test_clear_render_target_view(void)
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &srgb_texture);
ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
@ -10253,7 +10365,7 @@ static void test_clear_render_target_view(void)
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
@ -16964,7 +17076,8 @@ START_TEST(device)
test_swapchain_formats();
test_swapchain_views();
test_swapchain_flip();
test_clear_render_target_view();
test_clear_render_target_view_1d();
test_clear_render_target_view_2d();
test_clear_depth_stencil_view();
test_initial_depth_stencil_state();
test_draw_depth_only();