d3d11/tests: Add test for relative addressing of vertex shader inputs.
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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@ -12228,6 +12228,127 @@ float4 main(const ps_in v) : SV_TARGET
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release_test_context(&test_context);
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}
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static void test_vs_input_relative_addressing(void)
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{
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struct d3d11_test_context test_context;
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ID3D11DeviceContext *context;
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unsigned int offset, stride;
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unsigned int index[4] = {0};
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ID3D11PixelShader *ps;
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ID3D11Buffer *vb, *cb;
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ID3D11Device *device;
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unsigned int i;
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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 vertex
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{
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float4 position : POSITION;
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float4 colors[4] : COLOR;
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};
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uint index;
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void main(vertex vin, out float4 position : SV_Position,
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out float4 color : COLOR)
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{
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position = vin.position;
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color = vin.colors[index];
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}
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#endif
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0x43425844, 0x8623dd89, 0xe37fecf5, 0xea3fdfe1, 0xdf36e4e4, 0x00000001, 0x000001f4, 0x00000003,
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0x0000002c, 0x000000c4, 0x00000118, 0x4e475349, 0x00000090, 0x00000005, 0x00000008, 0x00000080,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000089, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000f0f, 0x00000089, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
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0x00000f0f, 0x00000089, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x00000f0f, 0x00000089,
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0x00000003, 0x00000000, 0x00000003, 0x00000004, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300,
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0xab00524f, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001,
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0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
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0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000d4,
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0x00010040, 0x00000035, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005f, 0x001010f2,
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0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002, 0x0300005f,
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0x001010f2, 0x00000003, 0x0300005f, 0x001010f2, 0x00000004, 0x04000067, 0x001020f2, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x0400005b, 0x001010f2,
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0x00000001, 0x00000004, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x06000036,
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0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x07000036, 0x001020f2, 0x00000001,
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0x00d01e46, 0x00000001, 0x0010000a, 0x00000000, 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 vs_out
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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};
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float4 main(struct vs_out i) : SV_TARGET
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{
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return i.color;
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}
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#endif
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0x43425844, 0xe2087fa6, 0xa35fbd95, 0x8e585b3f, 0x67890f54, 0x00000001, 0x000000f4, 0x00000003,
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0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
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0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
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};
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1},
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{"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 4, D3D11_INPUT_PER_INSTANCE_DATA, 1},
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{"COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 8, D3D11_INPUT_PER_INSTANCE_DATA, 1},
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{"COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 12, D3D11_INPUT_PER_INSTANCE_DATA, 1},
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};
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static const unsigned int colors[] = {0xff0000ff, 0xff00ff00, 0xffff0000, 0xff0f0f0f};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
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vs_code, sizeof(vs_code), &test_context.input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
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ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &cb);
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vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(colors), colors);
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stride = sizeof(colors);
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(context, 1, 1, &vb, &stride, &offset);
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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for (i = 0; i < ARRAY_SIZE(colors); ++i)
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{
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*index = i;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, index, 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
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draw_quad(&test_context);
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todo_wine_if(i > 0)
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check_texture_color(test_context.backbuffer, colors[i], 1);
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}
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ID3D11Buffer_Release(cb);
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ID3D11Buffer_Release(vb);
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ID3D11PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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static void test_getdc(void)
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{
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static const struct
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@ -23420,6 +23541,7 @@ START_TEST(d3d11)
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test_draw_depth_only();
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test_draw_uav_only();
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test_cb_relative_addressing();
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test_vs_input_relative_addressing();
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test_getdc();
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test_shader_stage_input_output_matching();
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test_shader_interstage_interface();
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