d3d10core/tests: Add test for copying buffer resources.

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 2016-03-20 23:15:28 +01:00 committed by Alexandre Julliard
parent 33e786565c
commit aaf36fb7b0
1 changed files with 109 additions and 1 deletions

View File

@ -4990,11 +4990,14 @@ static void test_copy_subresource_region(void)
{
struct d3d10core_test_context test_context;
ID3D10Texture2D *dst_texture, *src_texture;
ID3D10Buffer *dst_buffer, *src_buffer;
D3D10_SUBRESOURCE_DATA resource_data;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10SamplerState *sampler_state;
ID3D10ShaderResourceView *ps_srv;
D3D10_SAMPLER_DESC sampler_desc;
D3D10_BUFFER_DESC buffer_desc;
struct vec4 float_colors[16];
struct texture_readback rb;
ID3D10PixelShader *ps;
ID3D10Device *device;
@ -5029,6 +5032,31 @@ static void test_copy_subresource_region(void)
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
static const DWORD ps_buffer_code[] =
{
#if 0
float4 buffer[16];
float4 main(float4 position : SV_POSITION) : SV_TARGET
{
float2 p = (float2)4;
p *= float2(position.x / 640.0f, position.y / 480.0f);
return buffer[(int)p.y * 4 + (int)p.x];
}
#endif
0x43425844, 0x57e7139f, 0x4f0c9e52, 0x598b77e3, 0x5a239132, 0x00000001, 0x0000016c, 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, 0x000000d0, 0x00000040,
0x00000034, 0x04000859, 0x00208e46, 0x00000000, 0x00000010, 0x04002064, 0x00101032, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032,
0x00000000, 0x00101516, 0x00000000, 0x00004002, 0x3c088889, 0x3bcccccd, 0x00000000, 0x00000000,
0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x07000029, 0x00100012, 0x00000000,
0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a,
0x00000000, 0x0010001a, 0x00000000, 0x07000036, 0x001020f2, 0x00000000, 0x04208e46, 0x00000000,
0x0010000a, 0x00000000, 0x0100003e,
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
static const DWORD bitmap_data[] =
{
@ -5152,10 +5180,90 @@ static void test_copy_subresource_region(void)
release_texture_readback(&rb);
ID3D10PixelShader_Release(ps);
ID3D10SamplerState_Release(sampler_state);
hr = ID3D10Device_CreatePixelShader(device, ps_buffer_code, sizeof(ps_buffer_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
ID3D10ShaderResourceView_Release(ps_srv);
ps_srv = NULL;
ID3D10SamplerState_Release(sampler_state);
sampler_state = NULL;
ID3D10Texture2D_Release(dst_texture);
ID3D10Texture2D_Release(src_texture);
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
ID3D10Device_PSSetShader(device, ps);
buffer_desc.ByteWidth = sizeof(float_colors);
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);
buffer_desc.ByteWidth = 256 * sizeof(*float_colors);
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 (j = 0; j < 4; ++j)
{
float_colors[j + i * 4].x = ((bitmap_data[j + i * 4] >> 0) & 0xff) / 255.0f;
float_colors[j + i * 4].y = ((bitmap_data[j + i * 4] >> 8) & 0xff) / 255.0f;
float_colors[j + i * 4].z = ((bitmap_data[j + i * 4] >> 16) & 0xff) / 255.0f;
float_colors[j + i * 4].w = ((bitmap_data[j + i * 4] >> 24) & 0xff) / 255.0f;
}
}
set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 1);
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)src_buffer, 0, &box, float_colors, 0, 0);
set_box(&box, 0, 0, 0, sizeof(float_colors), 0, 1);
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_buffer, 0,
0, 0, 0, (ID3D10Resource *)src_buffer, 0, &box);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0x00000000, 0);
set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 0);
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_buffer, 0,
0, 0, 0, (ID3D10Resource *)src_buffer, 0, &box);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0x00000000, 0);
set_box(&box, 0, 0, 0, sizeof(float_colors), 0, 0);
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_buffer, 0,
0, 0, 0, (ID3D10Resource *)src_buffer, 0, &box);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0x00000000, 0);
set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 1);
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_buffer, 0,
0, 0, 0, (ID3D10Resource *)src_buffer, 0, &box);
draw_quad(&test_context);
get_texture_readback(test_context.backbuffer, &rb);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
ok(compare_color(color, bitmap_data[j + i * 4], 1),
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, j, i, bitmap_data[j + i * 4]);
}
}
release_texture_readback(&rb);
ID3D10Buffer_Release(dst_buffer);
ID3D10Buffer_Release(src_buffer);
ID3D10PixelShader_Release(ps);
release_test_context(&test_context);
}