diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 4f6664d918c..8279e7b105c 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -1273,6 +1273,7 @@ struct d3d11_test_context ID3D11InputLayout *input_layout; ID3D11VertexShader *vs; + const DWORD *vs_code; ID3D11Buffer *vs_cb; ID3D11Buffer *vb; @@ -1351,52 +1352,16 @@ static void release_test_context_(unsigned int line, struct d3d11_test_context * ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref); } -static void draw_quad_vs(unsigned int line, struct d3d11_test_context *context, +#define draw_quad(context) draw_quad_vs_(__LINE__, context, NULL, 0) +#define draw_quad_vs(a, b, c) draw_quad_vs_(__LINE__, a, b, c) +static void draw_quad_vs_(unsigned int line, struct d3d11_test_context *context, const DWORD *vs_code, size_t vs_code_size) { static const D3D11_INPUT_ELEMENT_DESC default_layout_desc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; - static const struct vec3 quad[] = - { - {-1.0f, -1.0f, 0.0f}, - {-1.0f, 1.0f, 0.0f}, - { 1.0f, -1.0f, 0.0f}, - { 1.0f, 1.0f, 0.0f}, - }; - - ID3D11Device *device = context->device; - unsigned int stride, offset; - HRESULT hr; - - if (!context->input_layout) - { - hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc), - vs_code, vs_code_size, &context->input_layout); - ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); - - hr = ID3D11Device_CreateVertexShader(device, vs_code, vs_code_size, NULL, &context->vs); - ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); - } - - if (!context->vb) - context->vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad); - - ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout); - ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - stride = sizeof(*quad); - offset = 0; - ID3D11DeviceContext_IASetVertexBuffers(context->immediate_context, 0, 1, &context->vb, &stride, &offset); - ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0); - - ID3D11DeviceContext_Draw(context->immediate_context, 4, 0); -} - -#define draw_quad(context) draw_quad_(__LINE__, context) -static void draw_quad_(unsigned int line, struct d3d11_test_context *context) -{ - static const DWORD vs_code[] = + static const DWORD default_vs_code[] = { #if 0 float4 main(float4 position : POSITION) : SV_POSITION @@ -1420,8 +1385,53 @@ static void draw_quad_(unsigned int line, struct d3d11_test_context *context) 0x49534f50, 0x4e4f4954, 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, }; + static const struct vec3 quad[] = + { + {-1.0f, -1.0f, 0.0f}, + {-1.0f, 1.0f, 0.0f}, + { 1.0f, -1.0f, 0.0f}, + { 1.0f, 1.0f, 0.0f}, + }; - draw_quad_vs(__LINE__, context, vs_code, sizeof(vs_code)); + ID3D11Device *device = context->device; + unsigned int stride, offset; + HRESULT hr; + + if (!vs_code) + { + vs_code = default_vs_code; + vs_code_size = sizeof(default_vs_code); + } + + if (!context->input_layout) + { + hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc), + vs_code, vs_code_size, &context->input_layout); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + } + + if (context->vs_code != vs_code) + { + if (context->vs) + ID3D11VertexShader_Release(context->vs); + + hr = ID3D11Device_CreateVertexShader(device, vs_code, vs_code_size, NULL, &context->vs); + ok_(__FILE__, line)(hr == S_OK, "Failed to create vertex shader, hr %#x.\n", hr); + + context->vs_code = vs_code; + } + + if (!context->vb) + context->vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad); + + ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout); + ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + stride = sizeof(*quad); + offset = 0; + ID3D11DeviceContext_IASetVertexBuffers(context->immediate_context, 0, 1, &context->vb, &stride, &offset); + ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0); + + ID3D11DeviceContext_Draw(context->immediate_context, 4, 0); } #define draw_quad_z(context, z) draw_quad_z_(__LINE__, context, z) @@ -1457,7 +1467,7 @@ static void draw_quad_z_(unsigned int line, struct d3d11_test_context *context, (ID3D11Resource *)context->vs_cb, 0, NULL, &data, 0, 0); ID3D11DeviceContext_VSSetConstantBuffers(context->immediate_context, 0, 1, &context->vs_cb); - draw_quad_vs(__LINE__, context, vs_code, sizeof(vs_code)); + draw_quad_vs_(__LINE__, context, vs_code, sizeof(vs_code)); } static void set_quad_color(struct d3d11_test_context *context, const struct vec4 *color) @@ -1466,8 +1476,10 @@ static void set_quad_color(struct d3d11_test_context *context, const struct vec4 (ID3D11Resource *)context->ps_cb, 0, NULL, color, 0, 0); } -#define draw_color_quad(context, color) draw_color_quad_(__LINE__, context, color) -static void draw_color_quad_(unsigned int line, struct d3d11_test_context *context, const struct vec4 *color) +#define draw_color_quad(a, b) draw_color_quad_(__LINE__, a, b, NULL, 0) +#define draw_color_quad_vs(a, b, c, d) draw_color_quad_(__LINE__, a, b, c, d) +static void draw_color_quad_(unsigned int line, struct d3d11_test_context *context, + const struct vec4 *color, const DWORD *vs_code, size_t vs_code_size) { static const DWORD ps_color_code[] = { @@ -1509,7 +1521,7 @@ static void draw_color_quad_(unsigned int line, struct d3d11_test_context *conte set_quad_color(context, color); - draw_quad_(line, context); + draw_quad_vs_(line, context, vs_code, vs_code_size); } static void test_create_device(void) @@ -13495,8 +13507,6 @@ float4 main(const ps_in v) : SV_TARGET colors_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(colors), &colors); index_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(index), NULL); - hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.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); @@ -13511,7 +13521,7 @@ float4 main(const ps_in v) : SV_TARGET index[0] = test_data[i].index; ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)index_cb, 0, NULL, &index, 0, 0); - draw_quad(&test_context); + draw_quad_vs(&test_context, vs_code, sizeof(vs_code)); check_texture_color(test_context.backbuffer, test_data[i].expected, 1); } @@ -13620,9 +13630,6 @@ static void test_vs_input_relative_addressing(void) offset = 0; ID3D11DeviceContext_IASetVertexBuffers(context, 1, 1, &vb, &stride, &offset); - hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.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); ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); @@ -13632,7 +13639,7 @@ static void test_vs_input_relative_addressing(void) *index = i; ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, index, 0, 0); ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); - draw_quad(&test_context); + draw_quad_vs(&test_context, vs_code, sizeof(vs_code)); check_texture_color(test_context.backbuffer, colors[i], 1); } @@ -24943,9 +24950,6 @@ static void test_clip_distance(void) offset = 0; ID3D11DeviceContext_IASetVertexBuffers(context, 1, 1, &vb, &stride, &offset); - hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); - memset(&cb_data, 0, sizeof(cb_data)); cb_data.tessellation_factor = 1.0f; vs_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data); @@ -24958,7 +24962,7 @@ static void test_clip_distance(void) /* vertex shader */ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); - draw_color_quad(&test_context, &green); + draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code)); check_texture_color(test_context.backbuffer, 0xff00ff00, 1); check_clip_distance(&test_context, vb); @@ -25020,11 +25024,6 @@ static void test_clip_distance(void) ID3D11DeviceContext_DSSetShader(context, NULL, NULL, 0); ID3D11DeviceContext_GSSetShader(context, NULL, NULL, 0); - ID3D11VertexShader_Release(test_context.vs); - hr = ID3D11Device_CreateVertexShader(device, vs_multiple_code, sizeof(vs_multiple_code), - NULL, &test_context.vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); - cb_data.use_constant = FALSE; ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vs_cb, 0, NULL, &cb_data, 0, 0); @@ -25032,7 +25031,7 @@ static void test_clip_distance(void) vertices[i].clip_distance0 = 1.0f; ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); - draw_color_quad(&test_context, &green); + draw_color_quad_vs(&test_context, &green, vs_multiple_code, sizeof(vs_multiple_code)); check_texture_color(test_context.backbuffer, 0xff00ff00, 1); for (i = 0; i < ARRAY_SIZE(vertices); ++i) @@ -25042,7 +25041,7 @@ static void test_clip_distance(void) } ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); - draw_color_quad(&test_context, &green); + draw_color_quad_vs(&test_context, &green, vs_multiple_code, sizeof(vs_multiple_code)); get_texture_readback(test_context.backbuffer, 0, &rb); SetRect(&rect, 0, 0, 320, 240); check_readback_data_color(&rb, &rect, 0xff00ff00, 1); @@ -25057,7 +25056,7 @@ static void test_clip_distance(void) cb_data.clip_distance1 = 0.0f; ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vs_cb, 0, NULL, &cb_data, 0, 0); ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); - draw_color_quad(&test_context, &green); + draw_color_quad_vs(&test_context, &green, vs_multiple_code, sizeof(vs_multiple_code)); check_texture_color(test_context.backbuffer, 0xff00ff00, 1); if (hs) @@ -25212,9 +25211,6 @@ static void test_combined_clip_and_cull_distances(void) offset = 0; ID3D11DeviceContext_IASetVertexBuffers(context, 1, 1, &vb, &stride, &offset); - hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); - ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); draw_color_quad(&test_context, &green); check_texture_color(test_context.backbuffer, 0xff00ff00, 1); @@ -25232,7 +25228,7 @@ static void test_combined_clip_and_cull_distances(void) ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); - draw_color_quad(&test_context, &green); + draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code)); for (k = 0; k < ARRAY_SIZE(expected_color); ++k) expected_color[k] = test->triangle_visible[k] ? 0xff00ff00 : 0xffffffff; @@ -25263,7 +25259,7 @@ static void test_combined_clip_and_cull_distances(void) ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); - draw_color_quad(&test_context, &green); + draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code)); check_texture_color(test_context.backbuffer, 0xffffffff, 1); for (j = 0; j < ARRAY_SIZE(vertices); ++j) @@ -25273,7 +25269,7 @@ static void test_combined_clip_and_cull_distances(void) memset(vertices, 0, sizeof(vertices)); ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)vb, 0, NULL, vertices, 0, 0); ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); - draw_color_quad(&test_context, &green); + draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code)); check_texture_color(test_context.backbuffer, 0xff00ff00, 1); ID3D11Buffer_Release(vb);