diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index a4fa40176d8..7c66fe28c20 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -16,6 +16,7 @@ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ +#include #define COBJMACROS #include "initguid.h" #include "d3d11.h" @@ -356,6 +357,9 @@ struct d3d10core_test_context ID3D10InputLayout *input_layout; ID3D10VertexShader *vs; ID3D10Buffer *vb; + + ID3D10PixelShader *ps; + ID3D10Buffer *ps_cb; }; #define init_test_context(c) init_test_context_(__LINE__, c) @@ -405,6 +409,10 @@ static void release_test_context_(unsigned int line, struct d3d10core_test_conte ID3D10VertexShader_Release(context->vs); if (context->vb) ID3D10Buffer_Release(context->vb); + if (context->ps) + ID3D10PixelShader_Release(context->ps); + if (context->ps_cb) + ID3D10Buffer_Release(context->ps_cb); ID3D10RenderTargetView_Release(context->backbuffer_rtv); ID3D10Texture2D_Release(context->backbuffer); @@ -490,6 +498,57 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context ID3D10Device_Draw(context->device, 4, 0); } +#define draw_color_quad(c, color) draw_color_quad_(__LINE__, c, color) +static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *context, const struct vec4 *color) +{ + static const DWORD ps_color_code[] = + { +#if 0 + float4 color; + + float4 main() : SV_TARGET + { + return color; + } +#endif + 0x43425844, 0x80f1c810, 0xdacbbc8b, 0xe07b133e, 0x3059cbfa, 0x00000001, 0x000000b8, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000040, 0x00000040, 0x00000010, + 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000036, + 0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e, + }; + + ID3D10Device *device = context->device; + D3D10_BUFFER_DESC buffer_desc; + HRESULT hr; + + if (!context->ps) + { + hr = ID3D10Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), &context->ps); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + } + + if (!context->ps_cb) + { + buffer_desc.ByteWidth = sizeof(*color); + 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, &context->ps_cb); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); + } + + ID3D10Device_PSSetShader(device, context->ps); + ID3D10Device_PSSetConstantBuffers(device, 0, 1, &context->ps_cb); + + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)context->ps_cb, 0, NULL, color, 0, 0); + + draw_quad_(line, context); +} + static void test_feature_level(void) { D3D_FEATURE_LEVEL feature_level; @@ -1469,6 +1528,133 @@ static void test_create_rendertarget_view(void) ok(!refcount, "Device has %u references left.\n", refcount); } +static void test_render_target_views(void) +{ + struct texture + { + UINT miplevel_count; + UINT array_size; + }; + struct rtv + { + DXGI_FORMAT format; + D3D10_RTV_DIMENSION dimension; + unsigned int miplevel_idx; + unsigned int layer_idx; + unsigned int layer_count; + }; + + static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f}; + static struct test + { + struct texture texture; + struct rtv rtv; + DWORD expected_colors[4]; + } + tests[] = + { + {{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 0}, + {0xff0000ff, 0x00000000}}, + {{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 1}, + {0x00000000, 0xff0000ff}}, + {{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 1}, + {0xff0000ff, 0x00000000}}, + {{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 1, 0, 1}, + {0x00000000, 0xff0000ff}}, + {{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 0}, + {0xff0000ff, 0x00000000, 0x00000000, 0x00000000}}, + {{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 1}, + {0xff0000ff, 0x00000000, 0x00000000, 0x00000000}}, + {{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 1, 1}, + {0x00000000, 0xff0000ff, 0x00000000, 0x00000000}}, + {{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 2, 1}, + {0x00000000, 0x00000000, 0xff0000ff, 0x00000000}}, + {{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 3, 1}, + {0x00000000, 0x00000000, 0x00000000, 0xff0000ff}}, + {{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 4}, + {0xff0000ff, 0x00000000, 0x00000000, 0x00000000}}, + {{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 0}, + {0xff0000ff, 0x00000000, 0x00000000, 0x00000000}}, + {{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 1}, + {0xff0000ff, 0x00000000, 0x00000000, 0x00000000}}, + {{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 1, 1}, + {0x00000000, 0x00000000, 0xff0000ff, 0x00000000}}, + {{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 1, 0, 1}, + {0x00000000, 0xff0000ff, 0x00000000, 0x00000000}}, + {{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 1, 1, 1}, + {0x00000000, 0x00000000, 0x00000000, 0xff0000ff}}, + }; + + struct d3d10core_test_context test_context; + D3D10_RENDER_TARGET_VIEW_DESC rtv_desc; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10RenderTargetView *rtv; + ID3D10Texture2D *texture; + ID3D10Device *device; + unsigned int i, j; + HRESULT hr; + + if (!init_test_context(&test_context)) + return; + + device = test_context.device; + + texture_desc.Width = 32; + texture_desc.Height = 32; + texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D10_USAGE_DEFAULT; + texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + + for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + { + const struct test *test = &tests[i]; + unsigned int sub_resource_count; + + texture_desc.MipLevels = test->texture.miplevel_count; + texture_desc.ArraySize = test->texture.array_size; + + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Test %u: Failed to create texture, hr %#x.\n", i, hr); + + rtv_desc.Format = texture_desc.Format; + rtv_desc.ViewDimension = test->rtv.dimension; + if (test->rtv.dimension == D3D10_RTV_DIMENSION_TEXTURE2D) + { + U(rtv_desc).Texture2D.MipSlice = test->rtv.miplevel_idx; + } + else if (test->rtv.dimension == D3D10_RTV_DIMENSION_TEXTURE2DARRAY) + { + U(rtv_desc).Texture2DArray.MipSlice = test->rtv.miplevel_idx; + U(rtv_desc).Texture2DArray.FirstArraySlice = test->rtv.layer_idx; + U(rtv_desc).Texture2DArray.ArraySize = test->rtv.layer_count; + } + else + { + trace("Test %u: Unhandled view dimension %#x.\n", i, test->rtv.dimension); + } + + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv); + ok(SUCCEEDED(hr), "Test %u: Failed to create render target view, hr %#x.\n", i, hr); + + ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); + draw_color_quad(&test_context, &red); + + sub_resource_count = texture_desc.MipLevels * texture_desc.ArraySize; + assert(sub_resource_count <= sizeof(test->expected_colors) / sizeof(*test->expected_colors)); + for (j = 0; j < sub_resource_count; ++j) + check_texture_sub_resource_color(texture, j, test->expected_colors[j], 1); + + ID3D10RenderTargetView_Release(rtv); + ID3D10Texture2D_Release(texture); + } + + release_test_context(&test_context); +} + static void test_create_shader_resource_view(void) { D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; @@ -6471,6 +6657,7 @@ START_TEST(device) test_create_depthstencil_view(); test_depthstencil_view_interfaces(); test_create_rendertarget_view(); + test_render_target_views(); test_create_shader_resource_view(); test_create_shader(); test_create_sampler_state();