From b27efb4bdf326bf9be6fc86c1c556326107958f0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 6 Oct 2015 01:49:30 +0200 Subject: [PATCH] d3d10core/tests: Add test for geometry shader to test_create_shaders(). MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia --- dlls/d3d10core/tests/device.c | 74 ++++++++++++++++++++++++++++++++++- 1 file changed, 72 insertions(+), 2 deletions(-) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 99890a2de8d..ee12b403376 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -1081,10 +1081,55 @@ float4 main(const float4 color : COLOR) : SV_TARGET 0x00000000, 0x00000000, }; +#if 0 +struct gs_out +{ + float4 pos : SV_POSITION; +}; + +[maxvertexcount(4)] +void main(point float4 vin[1] : POSITION, inout TriangleStream vout) +{ + float offset = 0.1 * vin[0].w; + gs_out v; + + v.pos = float4(vin[0].x - offset, vin[0].y - offset, vin[0].z, vin[0].w); + vout.Append(v); + v.pos = float4(vin[0].x - offset, vin[0].y + offset, vin[0].z, vin[0].w); + vout.Append(v); + v.pos = float4(vin[0].x + offset, vin[0].y - offset, vin[0].z, vin[0].w); + vout.Append(v); + v.pos = float4(vin[0].x + offset, vin[0].y + offset, vin[0].z, vin[0].w); + vout.Append(v); +} +#endif + static const DWORD gs_4_0[] = + { + 0x43425844, 0x000ee786, 0xc624c269, 0x885a5cbe, 0x444b3b1f, 0x00000001, 0x0000023c, 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, 0x000001a0, 0x00020040, + 0x00000068, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x02000068, 0x00000001, 0x0100085d, + 0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032, + 0x00100032, 0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, + 0x3dcccccd, 0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032, + 0x00000000, 0x00100046, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, + 0x00000000, 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0e000032, + 0x00100052, 0x00000000, 0x00201ff6, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x00000000, + 0x3dcccccd, 0x00000000, 0x00201106, 0x00000000, 0x00000000, 0x05000036, 0x00102022, 0x00000000, + 0x0010002a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, + 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, + 0x00000000, 0x0010001a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, + 0x00000000, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036, + 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e, + }; + ULONG refcount, expected_refcount; - ID3D10VertexShader *vs = NULL; - ID3D10PixelShader *ps = NULL; ID3D10Device *device, *tmp; + ID3D10GeometryShader *gs; + ID3D10VertexShader *vs; + ID3D10PixelShader *ps; IUnknown *iface; HRESULT hr; @@ -1094,6 +1139,7 @@ float4 main(const float4 color : COLOR) : SV_TARGET return; } + /* vertex shader */ expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D10Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), &vs); ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr); @@ -1125,6 +1171,7 @@ float4 main(const float4 color : COLOR) : SV_TARGET hr = ID3D10Device_CreateVertexShader(device, ps_4_0, sizeof(ps_4_0), &vs); ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x\n", hr); + /* pixel shader */ expected_refcount = get_refcount((IUnknown *)device) + 1; hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps); ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr); @@ -1147,6 +1194,29 @@ float4 main(const float4 color : COLOR) : SV_TARGET refcount = ID3D10PixelShader_Release(ps); ok(!refcount, "Pixel shader has %u references left.\n", refcount); + /* geometry shader */ + expected_refcount = get_refcount((IUnknown *)device) + 1; + hr = ID3D10Device_CreateGeometryShader(device, gs_4_0, sizeof(gs_4_0), &gs); + ok(SUCCEEDED(hr), "Failed to create SM4 geometry shader, hr %#x.\n", hr); + + refcount = get_refcount((IUnknown *)device); + ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); + tmp = NULL; + expected_refcount = refcount + 1; + ID3D10GeometryShader_GetDevice(gs, &tmp); + ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); + refcount = get_refcount((IUnknown *)device); + ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ID3D10Device_Release(tmp); + + hr = ID3D10GeometryShader_QueryInterface(gs, &IID_ID3D11GeometryShader, (void **)&iface); + ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, + "Geometry shader should implement ID3D11GeometryShader.\n"); + if (SUCCEEDED(hr)) IUnknown_Release(iface); + + refcount = ID3D10GeometryShader_Release(gs); + ok(!refcount, "Geometry shader has %u references left.\n", refcount); + refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); }