d3d11/tests: Add test for resuming stream output.
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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@ -16011,6 +16011,151 @@ float4 main(struct ps_data ps_input) : SV_Target
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release_test_context(&test_context);
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}
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static void test_stream_output_resume(void)
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{
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struct d3d11_test_context test_context;
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ID3D11Buffer *cb, *so_buffer, *buffer;
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unsigned int i, j, idx, offset;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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ID3D11GeometryShader *gs;
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const struct vec4 *data;
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ID3D11Device *device;
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HRESULT hr;
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static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
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static const DWORD gs_code[] =
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{
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#if 0
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float4 constant;
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struct vertex
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{
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float4 position : SV_POSITION;
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};
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struct element
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{
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float4 position : SV_POSITION;
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float4 so_output : so_output;
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};
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[maxvertexcount(3)]
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void main(triangle vertex input[3], inout PointStream<element> output)
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{
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element o;
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o.so_output = constant;
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o.position = input[0].position;
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output.Append(o);
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o.position = input[1].position;
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output.Append(o);
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o.position = input[2].position;
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output.Append(o);
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}
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#endif
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0x43425844, 0x4c16e500, 0xa0dc6126, 0x261156f3, 0xf01eedc8, 0x00000001, 0x000001b8, 0x00000003,
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0x0000002c, 0x00000060, 0x000000b8, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x00000050, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
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0x505f5653, 0x5449534f, 0x004e4f49, 0x6f5f6f73, 0x75707475, 0xabab0074, 0x52444853, 0x000000f8,
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0x00020040, 0x0000003e, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x05000061, 0x002010f2,
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0x00000003, 0x00000000, 0x00000001, 0x0100185d, 0x0100085c, 0x04000067, 0x001020f2, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x0200005e, 0x00000003, 0x06000036, 0x001020f2,
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0x00000000, 0x00201e46, 0x00000000, 0x00000000, 0x06000036, 0x001020f2, 0x00000001, 0x00208e46,
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0x00000000, 0x00000000, 0x01000013, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000001,
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0x00000000, 0x06000036, 0x001020f2, 0x00000001, 0x00208e46, 0x00000000, 0x00000000, 0x01000013,
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0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000002, 0x00000000, 0x06000036, 0x001020f2,
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0x00000001, 0x00208e46, 0x00000000, 0x00000000, 0x01000013, 0x0100003e,
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};
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static const D3D11_SO_DECLARATION_ENTRY so_declaration[] =
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{
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{0, "so_output", 0, 0, 4, 0},
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};
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static const struct vec4 constants[] =
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{
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{0.5f, 0.250f, 0.0f, 0.0f},
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{0.0f, 0.125f, 0.0f, 1.0f},
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{1.0f, 1.000f, 1.0f, 0.0f}
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};
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static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
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static const struct vec4 white = {1.0f, 1.0f, 1.0f, 1.0f};
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static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
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if (!init_test_context(&test_context, &feature_level))
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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_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code),
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so_declaration, ARRAY_SIZE(so_declaration), NULL, 0, D3D11_SO_NO_RASTERIZED_STREAM, NULL, &gs);
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ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constants[0]), &constants[0]);
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so_buffer = create_buffer(device, D3D11_BIND_STREAM_OUTPUT, 1024, NULL);
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ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0);
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ID3D11DeviceContext_GSSetConstantBuffers(context, 0, 1, &cb);
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offset = 0;
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ID3D11DeviceContext_SOSetTargets(context, 1, &so_buffer, &offset);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, &white.x);
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check_texture_color(test_context.backbuffer, 0xffffffff, 0);
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draw_color_quad(&test_context, &red);
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todo_wine check_texture_color(test_context.backbuffer, 0xffffffff, 0);
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ID3D11DeviceContext_GSSetShader(context, NULL, NULL, 0);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constants[1], 0, 0);
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ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0);
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draw_color_quad(&test_context, &red);
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todo_wine check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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ID3D11DeviceContext_GSSetShader(context, NULL, NULL, 0);
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draw_color_quad(&test_context, &red);
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check_texture_color(test_context.backbuffer, 0xff0000ff, 0);
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &constants[2], 0, 0);
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ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0);
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draw_color_quad(&test_context, &white);
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todo_wine check_texture_color(test_context.backbuffer, 0xff0000ff, 0);
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ID3D11DeviceContext_GSSetShader(context, NULL, NULL, 0);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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buffer = NULL;
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ID3D11DeviceContext_SOSetTargets(context, 1, &buffer, &offset);
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ID3D11DeviceContext_GSSetShader(context, NULL, NULL, 0);
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draw_color_quad(&test_context, &white);
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check_texture_color(test_context.backbuffer, 0xffffffff, 0);
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idx = 0;
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get_buffer_readback(so_buffer, &rb);
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for (i = 0; i < ARRAY_SIZE(constants); ++i)
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{
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for (j = 0; j < 6; ++j) /* 2 triangles */
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{
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data = get_readback_vec4(&rb, idx++, 0);
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todo_wine
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ok(compare_vec4(data, &constants[i], 0),
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"Got unexpected result {%.8e, %.8e, %.8e, %.8e} at %u (%u, %u).\n",
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data->x, data->y, data->z, data->w, idx, i, j);
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}
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}
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release_resource_readback(&rb);
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ID3D11Buffer_Release(cb);
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ID3D11Buffer_Release(so_buffer);
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ID3D11GeometryShader_Release(gs);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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test_create_device();
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@ -16093,4 +16238,5 @@ START_TEST(d3d11)
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test_compute_shader_registers();
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test_tgsm();
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test_geometry_shader();
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test_stream_output_resume();
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}
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