d3d11/tests: Port test_fragment_coords() from d3d10core.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2015-11-06 18:38:14 +01:00 committed by Alexandre Julliard
parent 9b7737ac06
commit a74d3ed212
1 changed files with 222 additions and 0 deletions

View File

@ -3466,6 +3466,227 @@ static void test_il_append_aligned(void)
DestroyWindow(window);
}
static void test_fragment_coords(void)
{
ID3D11RenderTargetView *backbuffer_rtv;
D3D11_SUBRESOURCE_DATA resource_data;
ID3D11InputLayout *input_layout;
ID3D11PixelShader *ps, *ps_frac;
D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
ID3D11Texture2D *backbuffer;
unsigned int stride, offset;
IDXGISwapChain *swapchain;
ID3D11Buffer *vb, *ps_cb;
ID3D11VertexShader *vs;
ID3D11Device *device;
D3D11_VIEWPORT vp;
ULONG refcount;
DWORD color;
HWND window;
HRESULT hr;
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
static const DWORD vs_code[] =
{
#if 0
float4 main(float4 position : POSITION) : SV_POSITION
{
return position;
}
#endif
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
};
static const DWORD ps_code[] =
{
#if 0
float2 cutoff;
float4 main(float4 position : SV_POSITION) : SV_TARGET
{
float4 ret = float4(0.0, 0.0, 0.0, 1.0);
if (position.x > cutoff.x)
ret.y = 1.0;
if (position.y > cutoff.y)
ret.z = 1.0;
return ret;
}
#endif
0x43425844, 0x49fc9e51, 0x8068867d, 0xf20cfa39, 0xb8099e6b, 0x00000001, 0x00000144, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000a8, 0x00000040,
0x0000002a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002064, 0x00101032, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000031, 0x00100032,
0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00101046, 0x00000000, 0x0a000001, 0x00102062,
0x00000000, 0x00100106, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x3f800000, 0x00000000,
0x08000036, 0x00102092, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000,
0x0100003e,
};
static const DWORD ps_frac_code[] =
{
#if 0
float4 main(float4 position : SV_POSITION) : SV_TARGET
{
return float4(frac(position.xy), 0.0, 1.0);
}
#endif
0x43425844, 0x86d9d78a, 0x190b72c2, 0x50841fd6, 0xdc24022e, 0x00000001, 0x000000f8, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000005c, 0x00000040,
0x00000017, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
0x0500001a, 0x00102032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000,
0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
};
static const struct
{
struct vec2 position;
}
quad[] =
{
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{ 1.0f, -1.0f}},
{{ 1.0f, 1.0f}},
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f};
if (!(device = create_device(NULL)))
{
skip("Failed to create device.\n");
return;
}
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, TRUE);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
buffer_desc.ByteWidth = sizeof(quad);
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_desc.StructureByteStride = 0;
resource_data.pSysMem = quad;
resource_data.SysMemPitch = 0;
resource_data.SysMemSlicePitch = 0;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
buffer_desc.ByteWidth = sizeof(cutoff);
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
resource_data.pSysMem = &cutoff;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D11Device_CreatePixelShader(device, ps_frac_code, sizeof(ps_frac_code), NULL, &ps_frac);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D11Device_GetImmediateContext(device, &context);
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad);
offset = 0;
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
vp.Width = 640.0f;
vp.Height = 480.0f;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
ID3D11DeviceContext_Draw(context, 4, 0);
color = get_texture_color(backbuffer, 319, 239);
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(backbuffer, 320, 239);
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(backbuffer, 319, 240);
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(backbuffer, 320, 240);
ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
ID3D11Buffer_Release(ps_cb);
cutoff.x = 16.0f;
cutoff.y = 16.0f;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
ID3D11DeviceContext_Draw(context, 4, 0);
color = get_texture_color(backbuffer, 14, 14);
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(backbuffer, 18, 14);
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(backbuffer, 14, 18);
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(backbuffer, 18, 18);
ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
ID3D11DeviceContext_PSSetShader(context, ps_frac, NULL, 0);
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
ID3D11DeviceContext_Draw(context, 4, 0);
color = get_texture_color(backbuffer, 14, 14);
ok(compare_color(color, 0xff008080, 1), "Got unexpected color 0x%08x.\n", color);
ID3D11Buffer_Release(ps_cb);
ID3D11PixelShader_Release(ps_frac);
ID3D11PixelShader_Release(ps);
ID3D11VertexShader_Release(vs);
ID3D11Buffer_Release(vb);
ID3D11InputLayout_Release(input_layout);
ID3D11RenderTargetView_Release(backbuffer_rtv);
ID3D11Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
ID3D11DeviceContext_Release(context);
refcount = ID3D11Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
static void test_resource_map(void)
{
D3D11_MAPPED_SUBRESOURCE mapped_subresource;
@ -3634,5 +3855,6 @@ START_TEST(d3d11)
test_texture();
test_scissor();
test_il_append_aligned();
test_fragment_coords();
test_resource_map();
}