diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 819285ee228..99a375eb5e1 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -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();