d3d10core/tests: Add tests for 2D texture RTVs.
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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@ -16,6 +16,7 @@
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <assert.h>
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#define COBJMACROS
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#include "initguid.h"
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#include "d3d11.h"
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@ -356,6 +357,9 @@ struct d3d10core_test_context
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ID3D10InputLayout *input_layout;
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ID3D10VertexShader *vs;
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ID3D10Buffer *vb;
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ID3D10PixelShader *ps;
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ID3D10Buffer *ps_cb;
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};
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#define init_test_context(c) init_test_context_(__LINE__, c)
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@ -405,6 +409,10 @@ static void release_test_context_(unsigned int line, struct d3d10core_test_conte
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ID3D10VertexShader_Release(context->vs);
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if (context->vb)
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ID3D10Buffer_Release(context->vb);
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if (context->ps)
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ID3D10PixelShader_Release(context->ps);
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if (context->ps_cb)
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ID3D10Buffer_Release(context->ps_cb);
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ID3D10RenderTargetView_Release(context->backbuffer_rtv);
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ID3D10Texture2D_Release(context->backbuffer);
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@ -490,6 +498,57 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context
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ID3D10Device_Draw(context->device, 4, 0);
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}
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#define draw_color_quad(c, color) draw_color_quad_(__LINE__, c, color)
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static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *context, const struct vec4 *color)
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{
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static const DWORD ps_color_code[] =
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{
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#if 0
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float4 color;
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float4 main() : SV_TARGET
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{
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return color;
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}
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#endif
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0x43425844, 0x80f1c810, 0xdacbbc8b, 0xe07b133e, 0x3059cbfa, 0x00000001, 0x000000b8, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000040, 0x00000040, 0x00000010,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000036,
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0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e,
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};
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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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if (!context->ps)
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{
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hr = ID3D10Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), &context->ps);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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}
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if (!context->ps_cb)
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{
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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_PSSetConstantBuffers(device, 0, 1, &context->ps_cb);
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)context->ps_cb, 0, NULL, color, 0, 0);
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draw_quad_(line, context);
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}
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static void test_feature_level(void)
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{
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D3D_FEATURE_LEVEL feature_level;
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@ -1469,6 +1528,133 @@ static void test_create_rendertarget_view(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_render_target_views(void)
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{
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struct texture
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{
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UINT miplevel_count;
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UINT array_size;
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};
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struct rtv
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{
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DXGI_FORMAT format;
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D3D10_RTV_DIMENSION dimension;
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unsigned int miplevel_idx;
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unsigned int layer_idx;
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unsigned int layer_count;
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};
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static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
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static struct test
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{
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struct texture texture;
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struct rtv rtv;
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DWORD expected_colors[4];
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}
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tests[] =
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{
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{{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 0},
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{0xff0000ff, 0x00000000}},
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{{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 1},
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{0x00000000, 0xff0000ff}},
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{{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 1},
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{0xff0000ff, 0x00000000}},
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{{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 1, 0, 1},
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{0x00000000, 0xff0000ff}},
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{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 0},
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{0xff0000ff, 0x00000000, 0x00000000, 0x00000000}},
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{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 1},
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{0xff0000ff, 0x00000000, 0x00000000, 0x00000000}},
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{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 1, 1},
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{0x00000000, 0xff0000ff, 0x00000000, 0x00000000}},
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{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 2, 1},
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{0x00000000, 0x00000000, 0xff0000ff, 0x00000000}},
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{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 3, 1},
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{0x00000000, 0x00000000, 0x00000000, 0xff0000ff}},
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{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 4},
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{0xff0000ff, 0x00000000, 0x00000000, 0x00000000}},
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{{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 0},
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{0xff0000ff, 0x00000000, 0x00000000, 0x00000000}},
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{{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 1},
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{0xff0000ff, 0x00000000, 0x00000000, 0x00000000}},
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{{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 1, 1},
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{0x00000000, 0x00000000, 0xff0000ff, 0x00000000}},
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{{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 1, 0, 1},
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{0x00000000, 0xff0000ff, 0x00000000, 0x00000000}},
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{{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 1, 1, 1},
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{0x00000000, 0x00000000, 0x00000000, 0xff0000ff}},
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};
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struct d3d10core_test_context test_context;
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D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10RenderTargetView *rtv;
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ID3D10Texture2D *texture;
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ID3D10Device *device;
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unsigned int i, j;
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HRESULT hr;
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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texture_desc.Width = 32;
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texture_desc.Height = 32;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D10_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
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{
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const struct test *test = &tests[i];
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unsigned int sub_resource_count;
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texture_desc.MipLevels = test->texture.miplevel_count;
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texture_desc.ArraySize = test->texture.array_size;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Test %u: Failed to create texture, hr %#x.\n", i, hr);
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rtv_desc.Format = texture_desc.Format;
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rtv_desc.ViewDimension = test->rtv.dimension;
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if (test->rtv.dimension == D3D10_RTV_DIMENSION_TEXTURE2D)
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{
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U(rtv_desc).Texture2D.MipSlice = test->rtv.miplevel_idx;
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}
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else if (test->rtv.dimension == D3D10_RTV_DIMENSION_TEXTURE2DARRAY)
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{
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U(rtv_desc).Texture2DArray.MipSlice = test->rtv.miplevel_idx;
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U(rtv_desc).Texture2DArray.FirstArraySlice = test->rtv.layer_idx;
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U(rtv_desc).Texture2DArray.ArraySize = test->rtv.layer_count;
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}
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else
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{
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trace("Test %u: Unhandled view dimension %#x.\n", i, test->rtv.dimension);
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}
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv);
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ok(SUCCEEDED(hr), "Test %u: Failed to create render target view, hr %#x.\n", i, hr);
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ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
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draw_color_quad(&test_context, &red);
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sub_resource_count = texture_desc.MipLevels * texture_desc.ArraySize;
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assert(sub_resource_count <= sizeof(test->expected_colors) / sizeof(*test->expected_colors));
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for (j = 0; j < sub_resource_count; ++j)
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check_texture_sub_resource_color(texture, j, test->expected_colors[j], 1);
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ID3D10RenderTargetView_Release(rtv);
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ID3D10Texture2D_Release(texture);
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}
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release_test_context(&test_context);
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}
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static void test_create_shader_resource_view(void)
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{
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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@ -6471,6 +6657,7 @@ START_TEST(device)
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test_create_depthstencil_view();
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test_depthstencil_view_interfaces();
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test_create_rendertarget_view();
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test_render_target_views();
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test_create_shader_resource_view();
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test_create_shader();
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test_create_sampler_state();
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