diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 36878ed7f28..f768773e808 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -6609,6 +6609,123 @@ static void test_draw_depth_only(void) release_test_context(&test_context); } +static void test_shader_stage_input_output_matching(void) +{ + struct d3d10core_test_context test_context; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10Texture2D *render_target; + ID3D10RenderTargetView *rtv[2]; + ID3D10VertexShader *vs; + ID3D10PixelShader *ps; + ID3D10Device *device; + HRESULT hr; + + static const DWORD vs_code[] = + { +#if 0 + struct output + { + float4 position : SV_PoSiTion; + float4 color0 : COLOR0; + float4 color1 : COLOR1; + }; + + void main(uint id : SV_VertexID, out output o) + { + float2 coords = float2((id << 1) & 2, id & 2); + o.position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); + o.color0 = float4(1.0f, 0.0f, 0.0f, 1.0f); + o.color1 = float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0x93c216a1, 0xbaa7e8d4, 0xd5368c6a, 0x4e889e07, 0x00000001, 0x00000224, 0x00000003, + 0x0000002c, 0x00000060, 0x000000cc, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, + 0x4e47534f, 0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5469536f, + 0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000150, 0x00010040, 0x00000054, 0x04000060, + 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, + 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000001, 0x07000029, + 0x00100012, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000001, 0x07000001, 0x00100012, + 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x07000001, 0x00100042, 0x00000000, + 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086, + 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, + 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, + 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, + 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, + 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, + 0x0100003e, + }; + static const DWORD ps_code[] = + { +#if 0 + struct input + { + float4 position : SV_PoSiTiOn; + float4 color1 : COLOR1; + float4 color0 : COLOR0; + }; + + struct output + { + float4 target0 : SV_Target0; + float4 target1 : SV_Target1; + }; + + void main(const in input i, out output o) + { + o.target0 = i.color0; + o.target1 = i.color1; + } +#endif + 0x43425844, 0x620ef963, 0xed8f19fe, 0x7b3a0a53, 0x126ce021, 0x00000001, 0x00000150, 0x00000003, + 0x0000002c, 0x00000098, 0x000000e4, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000001, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000002, + 0x00000f0f, 0x505f5653, 0x5469536f, 0x006e4f69, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x00000044, + 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, + 0x00000038, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x545f5653, 0x65677261, + 0xabab0074, 0x52444853, 0x00000064, 0x00000040, 0x00000019, 0x03001062, 0x001010f2, 0x00000001, + 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, + 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002, 0x05000036, 0x001020f2, + 0x00000001, 0x00101e46, 0x00000001, 0x0100003e, + }; + + if (!init_test_context(&test_context)) + return; + + device = test_context.device; + + 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); + + ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + rtv[0] = test_context.backbuffer_rtv; + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtv[1]); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + + ID3D10Device_VSSetShader(device, vs); + ID3D10Device_PSSetShader(device, ps); + ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D10Device_OMSetRenderTargets(device, 2, rtv, NULL); + ID3D10Device_Draw(device, 3, 0); + + check_texture_color(test_context.backbuffer, 0xff00ff00, 0); + check_texture_color(render_target, 0xff0000ff, 0); + + ID3D10RenderTargetView_Release(rtv[1]); + ID3D10Texture2D_Release(render_target); + ID3D10PixelShader_Release(ps); + ID3D10VertexShader_Release(vs); + release_test_context(&test_context); +} + START_TEST(device) { test_feature_level(); @@ -6646,4 +6763,5 @@ START_TEST(device) test_clear_render_target_view(); test_clear_depth_stencil_view(); test_draw_depth_only(); + test_shader_stage_input_output_matching(); }