d3d10core/tests: Add test showing that inputs aren't matched with outputs.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6609,6 +6609,123 @@ static void test_draw_depth_only(void)
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release_test_context(&test_context);
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}
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static void test_shader_stage_input_output_matching(void)
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{
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struct d3d10core_test_context test_context;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10Texture2D *render_target;
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ID3D10RenderTargetView *rtv[2];
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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HRESULT hr;
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static const DWORD vs_code[] =
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{
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#if 0
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struct output
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{
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float4 position : SV_PoSiTion;
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float4 color0 : COLOR0;
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float4 color1 : COLOR1;
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};
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void main(uint id : SV_VertexID, out output o)
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{
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float2 coords = float2((id << 1) & 2, id & 2);
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o.position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
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o.color0 = float4(1.0f, 0.0f, 0.0f, 1.0f);
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o.color1 = float4(0.0f, 1.0f, 0.0f, 1.0f);
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}
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#endif
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0x43425844, 0x93c216a1, 0xbaa7e8d4, 0xd5368c6a, 0x4e889e07, 0x00000001, 0x00000224, 0x00000003,
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0x0000002c, 0x00000060, 0x000000cc, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
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0x4e47534f, 0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
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0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5469536f,
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0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000150, 0x00010040, 0x00000054, 0x04000060,
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0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065,
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0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000001, 0x07000029,
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0x00100012, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000001, 0x07000001, 0x00100012,
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0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x07000001, 0x00100042, 0x00000000,
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0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086,
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0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000,
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0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000,
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0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000,
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0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000,
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0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000,
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0x0100003e,
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};
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static const DWORD ps_code[] =
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{
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#if 0
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struct input
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{
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float4 position : SV_PoSiTiOn;
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float4 color1 : COLOR1;
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float4 color0 : COLOR0;
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};
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struct output
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{
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float4 target0 : SV_Target0;
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float4 target1 : SV_Target1;
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};
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void main(const in input i, out output o)
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{
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o.target0 = i.color0;
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o.target1 = i.color1;
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}
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#endif
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0x43425844, 0x620ef963, 0xed8f19fe, 0x7b3a0a53, 0x126ce021, 0x00000001, 0x00000150, 0x00000003,
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0x0000002c, 0x00000098, 0x000000e4, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000001, 0x00000000,
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0x00000003, 0x00000001, 0x00000f0f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000002,
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0x00000f0f, 0x505f5653, 0x5469536f, 0x006e4f69, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x00000044,
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0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f,
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0x00000038, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x545f5653, 0x65677261,
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0xabab0074, 0x52444853, 0x00000064, 0x00000040, 0x00000019, 0x03001062, 0x001010f2, 0x00000001,
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0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2,
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0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002, 0x05000036, 0x001020f2,
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0x00000001, 0x00101e46, 0x00000001, 0x0100003e,
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};
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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rtv[0] = test_context.backbuffer_rtv;
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtv[1]);
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ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
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ID3D10Device_VSSetShader(device, vs);
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ID3D10Device_PSSetShader(device, ps);
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ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D10Device_OMSetRenderTargets(device, 2, rtv, NULL);
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ID3D10Device_Draw(device, 3, 0);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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check_texture_color(render_target, 0xff0000ff, 0);
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ID3D10RenderTargetView_Release(rtv[1]);
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ID3D10Texture2D_Release(render_target);
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ID3D10PixelShader_Release(ps);
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ID3D10VertexShader_Release(vs);
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release_test_context(&test_context);
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}
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START_TEST(device)
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{
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test_feature_level();
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@ -6646,4 +6763,5 @@ START_TEST(device)
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test_clear_render_target_view();
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test_clear_depth_stencil_view();
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test_draw_depth_only();
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test_shader_stage_input_output_matching();
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}
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