d3d10core/tests: Add create_buffer() helper.
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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4c8f89d37d
commit
9eef3c90ca
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@ -88,6 +88,30 @@ static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
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return TRUE;
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return TRUE;
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}
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}
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#define create_buffer(a, b, c, d) create_buffer_(__LINE__, a, b, c, d)
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static ID3D10Buffer *create_buffer_(unsigned int line, ID3D10Device *device,
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unsigned int bind_flags, unsigned int size, const void *data)
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{
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D3D10_SUBRESOURCE_DATA resource_data;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10Buffer *buffer;
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HRESULT hr;
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buffer_desc.ByteWidth = size;
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = bind_flags;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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resource_data.pSysMem = data;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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return buffer;
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}
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struct texture_readback
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struct texture_readback
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{
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{
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ID3D10Texture2D *texture;
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ID3D10Texture2D *texture;
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@ -459,8 +483,6 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context
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};
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};
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ID3D10Device *device = context->device;
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ID3D10Device *device = context->device;
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D3D10_SUBRESOURCE_DATA resource_data;
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D3D10_BUFFER_DESC buffer_desc;
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unsigned int stride, offset;
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unsigned int stride, offset;
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HRESULT hr;
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HRESULT hr;
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@ -471,18 +493,7 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context
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default_vs_code, sizeof(default_vs_code), &context->input_layout);
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default_vs_code, sizeof(default_vs_code), &context->input_layout);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(quad);
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context->vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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resource_data.pSysMem = quad;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &context->vb);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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hr = ID3D10Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), &context->vs);
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hr = ID3D10Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), &context->vs);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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@ -520,7 +531,6 @@ static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *c
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};
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};
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ID3D10Device *device = context->device;
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ID3D10Device *device = context->device;
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D3D10_BUFFER_DESC buffer_desc;
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HRESULT hr;
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HRESULT hr;
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if (!context->ps)
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if (!context->ps)
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@ -530,16 +540,7 @@ static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *c
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}
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}
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if (!context->ps_cb)
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if (!context->ps_cb)
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{
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context->ps_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(*color), NULL);
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buffer_desc.ByteWidth = sizeof(*color);
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &context->ps_cb);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
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}
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ID3D10Device_PSSetShader(device, context->ps);
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ID3D10Device_PSSetShader(device, context->ps);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &context->ps_cb);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &context->ps_cb);
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@ -1148,15 +1149,7 @@ static void test_buffer_interfaces(void)
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return;
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return;
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}
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}
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desc.ByteWidth = 1024;
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buffer = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, 1024, NULL);
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desc.Usage = D3D10_USAGE_DEFAULT;
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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hr = ID3D10Device_CreateBuffer(device, &desc, NULL, &buffer);
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ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr);
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hr = ID3D10Buffer_QueryInterface(buffer, &IID_ID3D11Buffer, (void **)&d3d11_buffer);
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hr = ID3D10Buffer_QueryInterface(buffer, &IID_ID3D11Buffer, (void **)&d3d11_buffer);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Buffer should implement ID3D11Buffer.\n");
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"Buffer should implement ID3D11Buffer.\n");
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@ -1661,7 +1654,6 @@ static void test_create_shader_resource_view(void)
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ULONG refcount, expected_refcount;
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ULONG refcount, expected_refcount;
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ID3D10ShaderResourceView *srview;
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ID3D10ShaderResourceView *srview;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10Device *device, *tmp;
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ID3D10Device *device, *tmp;
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ID3D10Texture2D *texture;
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ID3D10Texture2D *texture;
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ID3D10Buffer *buffer;
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ID3D10Buffer *buffer;
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@ -1674,14 +1666,7 @@ static void test_create_shader_resource_view(void)
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return;
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return;
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}
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}
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buffer_desc.ByteWidth = 1024;
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buffer = create_buffer(device, D3D10_BIND_SHADER_RESOURCE, 1024, NULL);
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
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ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, NULL, &srview);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, NULL, &srview);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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@ -2919,7 +2904,6 @@ float4 main(float4 color : COLOR) : SV_TARGET
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D3D10_QUERY_DESC predicate_desc;
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D3D10_QUERY_DESC predicate_desc;
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ID3D10PixelShader *tmp_ps, *ps;
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ID3D10PixelShader *tmp_ps, *ps;
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D3D10_RASTERIZER_DESC rs_desc;
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D3D10_RASTERIZER_DESC rs_desc;
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D3D10_BUFFER_DESC buffer_desc;
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D3D10_BLEND_DESC blend_desc;
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D3D10_BLEND_DESC blend_desc;
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ID3D10Texture2D *ds_texture;
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ID3D10Texture2D *ds_texture;
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float tmp_blend_factor[4];
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float tmp_blend_factor[4];
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@ -3068,36 +3052,21 @@ float4 main(float4 color : COLOR) : SV_TARGET
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/* Create resources. */
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/* Create resources. */
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buffer_desc.ByteWidth = 1024;
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
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for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
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{
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cb[i] = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, 1024, NULL);
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb[i]);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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}
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buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_INDEX_BUFFER | D3D10_BIND_SHADER_RESOURCE;
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for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
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for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
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{
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{
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer[i]);
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buffer[i] = create_buffer(device,
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_INDEX_BUFFER | D3D10_BIND_SHADER_RESOURCE,
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1024, NULL);
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stride[i] = (i + 1) * 4;
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stride[i] = (i + 1) * 4;
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offset[i] = (i + 1) * 16;
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offset[i] = (i + 1) * 16;
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}
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}
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buffer_desc.BindFlags = D3D10_BIND_STREAM_OUTPUT;
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for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
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for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
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{
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so_buffer[i] = create_buffer(device, D3D10_BIND_STREAM_OUTPUT, 1024, NULL);
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &so_buffer[i]);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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}
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srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
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srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
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@ -3683,10 +3652,8 @@ static void test_blend(void)
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struct d3d10core_test_context test_context;
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struct d3d10core_test_context test_context;
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ID3D10BlendState *src_blend, *dst_blend;
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ID3D10BlendState *src_blend, *dst_blend;
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ID3D10RenderTargetView *offscreen_rtv;
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ID3D10RenderTargetView *offscreen_rtv;
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D3D10_SUBRESOURCE_DATA buffer_data;
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10InputLayout *input_layout;
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ID3D10InputLayout *input_layout;
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D3D10_BUFFER_DESC buffer_desc;
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D3D10_BLEND_DESC blend_desc;
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D3D10_BLEND_DESC blend_desc;
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unsigned int stride, offset;
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unsigned int stride, offset;
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ID3D10Texture2D *offscreen;
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ID3D10Texture2D *offscreen;
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@ -3786,18 +3753,7 @@ static void test_blend(void)
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vs_code, sizeof(vs_code), &input_layout);
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vs_code, sizeof(vs_code), &input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(quads);
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vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quads), quads);
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_data.pSysMem = quads;
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buffer_data.SysMemPitch = 0;
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buffer_data.SysMemSlicePitch = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
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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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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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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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@ -3923,7 +3879,6 @@ static void test_texture(void)
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D3D10_SAMPLER_DESC sampler_desc;
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D3D10_SAMPLER_DESC sampler_desc;
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const struct shader *current_ps;
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const struct shader *current_ps;
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ID3D10ShaderResourceView *srv;
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ID3D10ShaderResourceView *srv;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10SamplerState *sampler;
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ID3D10SamplerState *sampler;
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struct texture_readback rb;
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struct texture_readback rb;
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ID3D10Texture2D *texture;
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ID3D10Texture2D *texture;
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@ -4462,14 +4417,7 @@ static void test_texture(void)
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device = test_context.device;
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device = test_context.device;
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buffer_desc.ByteWidth = sizeof(ps_constant);
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cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(ps_constant), NULL);
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
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ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
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@ -4600,12 +4548,10 @@ static void test_texture(void)
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static void test_multiple_render_targets(void)
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static void test_multiple_render_targets(void)
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{
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{
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D3D10_SUBRESOURCE_DATA resource_data;
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10InputLayout *input_layout;
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ID3D10InputLayout *input_layout;
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unsigned int stride, offset, i;
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unsigned int stride, offset, i;
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ID3D10RenderTargetView *rtv[4];
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ID3D10RenderTargetView *rtv[4];
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10Texture2D *rt[4];
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ID3D10Texture2D *rt[4];
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ID3D10VertexShader *vs;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10PixelShader *ps;
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@ -4694,18 +4640,7 @@ static void test_multiple_render_targets(void)
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vs_code, sizeof(vs_code), &input_layout);
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vs_code, sizeof(vs_code), &input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(quad);
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vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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resource_data.pSysMem = quad;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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texture_desc.Width = 640;
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texture_desc.Width = 640;
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texture_desc.Height = 480;
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texture_desc.Height = 480;
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@ -4977,9 +4912,7 @@ static void test_private_data(void)
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||||||
static void test_il_append_aligned(void)
|
static void test_il_append_aligned(void)
|
||||||
{
|
{
|
||||||
struct d3d10core_test_context test_context;
|
struct d3d10core_test_context test_context;
|
||||||
D3D10_SUBRESOURCE_DATA resource_data;
|
|
||||||
ID3D10InputLayout *input_layout;
|
ID3D10InputLayout *input_layout;
|
||||||
D3D10_BUFFER_DESC buffer_desc;
|
|
||||||
unsigned int stride, offset;
|
unsigned int stride, offset;
|
||||||
ID3D10VertexShader *vs;
|
ID3D10VertexShader *vs;
|
||||||
ID3D10PixelShader *ps;
|
ID3D10PixelShader *ps;
|
||||||
|
@ -5118,30 +5051,9 @@ static void test_il_append_aligned(void)
|
||||||
vs_code, sizeof(vs_code), &input_layout);
|
vs_code, sizeof(vs_code), &input_layout);
|
||||||
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
||||||
|
|
||||||
buffer_desc.ByteWidth = sizeof(stream0);
|
vb[0] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream0), stream0);
|
||||||
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
vb[1] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream1), stream1);
|
||||||
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
vb[2] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream2), stream2);
|
||||||
buffer_desc.CPUAccessFlags = 0;
|
|
||||||
buffer_desc.MiscFlags = 0;
|
|
||||||
|
|
||||||
resource_data.pSysMem = stream0;
|
|
||||||
resource_data.SysMemPitch = 0;
|
|
||||||
resource_data.SysMemSlicePitch = 0;
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[0]);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
buffer_desc.ByteWidth = sizeof(stream1);
|
|
||||||
resource_data.pSysMem = stream1;
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[1]);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
buffer_desc.ByteWidth = sizeof(stream2);
|
|
||||||
resource_data.pSysMem = stream2;
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[2]);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
||||||
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
||||||
|
@ -5185,9 +5097,7 @@ static void test_il_append_aligned(void)
|
||||||
static void test_fragment_coords(void)
|
static void test_fragment_coords(void)
|
||||||
{
|
{
|
||||||
struct d3d10core_test_context test_context;
|
struct d3d10core_test_context test_context;
|
||||||
D3D10_SUBRESOURCE_DATA resource_data;
|
|
||||||
ID3D10PixelShader *ps, *ps_frac;
|
ID3D10PixelShader *ps, *ps_frac;
|
||||||
D3D10_BUFFER_DESC buffer_desc;
|
|
||||||
ID3D10Device *device;
|
ID3D10Device *device;
|
||||||
ID3D10Buffer *ps_cb;
|
ID3D10Buffer *ps_cb;
|
||||||
DWORD color;
|
DWORD color;
|
||||||
|
@ -5247,18 +5157,7 @@ static void test_fragment_coords(void)
|
||||||
|
|
||||||
device = test_context.device;
|
device = test_context.device;
|
||||||
|
|
||||||
buffer_desc.ByteWidth = sizeof(cutoff);
|
ps_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cutoff), &cutoff);
|
||||||
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
||||||
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
|
||||||
buffer_desc.CPUAccessFlags = 0;
|
|
||||||
buffer_desc.MiscFlags = 0;
|
|
||||||
|
|
||||||
resource_data.pSysMem = &cutoff;
|
|
||||||
resource_data.SysMemPitch = 0;
|
|
||||||
resource_data.SysMemSlicePitch = 0;
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
||||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||||
|
@ -5284,8 +5183,7 @@ static void test_fragment_coords(void)
|
||||||
ID3D10Buffer_Release(ps_cb);
|
ID3D10Buffer_Release(ps_cb);
|
||||||
cutoff.x = 16.0f;
|
cutoff.x = 16.0f;
|
||||||
cutoff.y = 16.0f;
|
cutoff.y = 16.0f;
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
|
ps_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cutoff), &cutoff);
|
||||||
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
||||||
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
|
||||||
|
|
||||||
draw_quad(&test_context);
|
draw_quad(&test_context);
|
||||||
|
@ -5489,7 +5387,6 @@ static void test_copy_subresource_region(void)
|
||||||
ID3D10SamplerState *sampler_state;
|
ID3D10SamplerState *sampler_state;
|
||||||
ID3D10ShaderResourceView *ps_srv;
|
ID3D10ShaderResourceView *ps_srv;
|
||||||
D3D10_SAMPLER_DESC sampler_desc;
|
D3D10_SAMPLER_DESC sampler_desc;
|
||||||
D3D10_BUFFER_DESC buffer_desc;
|
|
||||||
struct vec4 float_colors[16];
|
struct vec4 float_colors[16];
|
||||||
struct texture_readback rb;
|
struct texture_readback rb;
|
||||||
ID3D10PixelShader *ps;
|
ID3D10PixelShader *ps;
|
||||||
|
@ -5689,22 +5586,11 @@ static void test_copy_subresource_region(void)
|
||||||
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
|
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
|
||||||
ID3D10Device_PSSetShader(device, ps);
|
ID3D10Device_PSSetShader(device, ps);
|
||||||
|
|
||||||
buffer_desc.ByteWidth = sizeof(float_colors);
|
dst_buffer = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(float_colors), NULL);
|
||||||
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
||||||
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
|
||||||
buffer_desc.CPUAccessFlags = 0;
|
|
||||||
buffer_desc.MiscFlags = 0;
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &dst_buffer);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &dst_buffer);
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &dst_buffer);
|
||||||
|
|
||||||
buffer_desc.ByteWidth = 256 * sizeof(*float_colors);
|
src_buffer = create_buffer(device, 0, 256 * sizeof(*float_colors), NULL);
|
||||||
buffer_desc.BindFlags = 0;
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &src_buffer);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
for (i = 0; i < 4; ++i)
|
for (i = 0; i < 4; ++i)
|
||||||
{
|
{
|
||||||
|
@ -5932,10 +5818,8 @@ static void test_cb_relative_addressing(void)
|
||||||
{
|
{
|
||||||
struct d3d10core_test_context test_context;
|
struct d3d10core_test_context test_context;
|
||||||
ID3D10Buffer *vb, *colors_cb, *index_cb;
|
ID3D10Buffer *vb, *colors_cb, *index_cb;
|
||||||
D3D10_SUBRESOURCE_DATA resource_data;
|
|
||||||
ID3D10InputLayout *input_layout;
|
ID3D10InputLayout *input_layout;
|
||||||
unsigned int i, index[4] = {0};
|
unsigned int i, index[4] = {0};
|
||||||
D3D10_BUFFER_DESC buffer_desc;
|
|
||||||
unsigned int stride, offset;
|
unsigned int stride, offset;
|
||||||
ID3D10VertexShader *vs;
|
ID3D10VertexShader *vs;
|
||||||
ID3D10PixelShader *ps;
|
ID3D10PixelShader *ps;
|
||||||
|
@ -6071,28 +5955,9 @@ float4 main(const ps_in v) : SV_TARGET
|
||||||
vs_code, sizeof(vs_code), &input_layout);
|
vs_code, sizeof(vs_code), &input_layout);
|
||||||
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
||||||
|
|
||||||
buffer_desc.ByteWidth = sizeof(quad);
|
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
|
||||||
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
colors_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(colors), &colors);
|
||||||
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
index_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
|
||||||
buffer_desc.CPUAccessFlags = 0;
|
|
||||||
buffer_desc.MiscFlags = 0;
|
|
||||||
|
|
||||||
resource_data.pSysMem = quad;
|
|
||||||
resource_data.SysMemPitch = 0;
|
|
||||||
resource_data.SysMemSlicePitch = 0;
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
buffer_desc.ByteWidth = sizeof(colors);
|
|
||||||
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
|
||||||
resource_data.pSysMem = &colors;
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &colors_cb);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
buffer_desc.ByteWidth = sizeof(index);
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &index_cb);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
||||||
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
||||||
|
@ -6144,8 +6009,6 @@ static void test_swapchain_flip(void)
|
||||||
ID3D10PixelShader *ps;
|
ID3D10PixelShader *ps;
|
||||||
ID3D10InputLayout *input_layout;
|
ID3D10InputLayout *input_layout;
|
||||||
ID3D10Buffer *vb;
|
ID3D10Buffer *vb;
|
||||||
D3D10_SUBRESOURCE_DATA resource_data;
|
|
||||||
D3D10_BUFFER_DESC buffer_desc;
|
|
||||||
unsigned int stride, offset;
|
unsigned int stride, offset;
|
||||||
ID3D10Device *device;
|
ID3D10Device *device;
|
||||||
D3D10_VIEWPORT vp;
|
D3D10_VIEWPORT vp;
|
||||||
|
@ -6303,18 +6166,7 @@ static void test_swapchain_flip(void)
|
||||||
vp.MaxDepth = 1.0f;
|
vp.MaxDepth = 1.0f;
|
||||||
ID3D10Device_RSSetViewports(device, 1, &vp);
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
||||||
|
|
||||||
buffer_desc.ByteWidth = sizeof(quad);
|
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
|
||||||
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
||||||
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
||||||
buffer_desc.CPUAccessFlags = 0;
|
|
||||||
buffer_desc.MiscFlags = 0;
|
|
||||||
|
|
||||||
resource_data.pSysMem = quad;
|
|
||||||
resource_data.SysMemPitch = 0;
|
|
||||||
resource_data.SysMemSlicePitch = 0;
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
||||||
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
||||||
|
@ -6585,7 +6437,6 @@ static void test_draw_depth_only(void)
|
||||||
struct d3d10core_test_context test_context;
|
struct d3d10core_test_context test_context;
|
||||||
ID3D10PixelShader *ps_color, *ps_depth;
|
ID3D10PixelShader *ps_color, *ps_depth;
|
||||||
D3D10_TEXTURE2D_DESC texture_desc;
|
D3D10_TEXTURE2D_DESC texture_desc;
|
||||||
D3D10_BUFFER_DESC buffer_desc;
|
|
||||||
ID3D10DepthStencilView *dsv;
|
ID3D10DepthStencilView *dsv;
|
||||||
struct texture_readback rb;
|
struct texture_readback rb;
|
||||||
ID3D10Texture2D *texture;
|
ID3D10Texture2D *texture;
|
||||||
|
@ -6635,14 +6486,7 @@ static void test_draw_depth_only(void)
|
||||||
|
|
||||||
device = test_context.device;
|
device = test_context.device;
|
||||||
|
|
||||||
buffer_desc.ByteWidth = sizeof(depth);
|
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(depth), NULL);
|
||||||
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
||||||
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
|
||||||
buffer_desc.CPUAccessFlags = 0;
|
|
||||||
buffer_desc.MiscFlags = 0;
|
|
||||||
|
|
||||||
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
|
|
||||||
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
||||||
|
|
||||||
texture_desc.Width = 640;
|
texture_desc.Width = 640;
|
||||||
texture_desc.Height = 480;
|
texture_desc.Height = 480;
|
||||||
|
|
Loading…
Reference in New Issue