d3d10core/tests: Add test for geometry shader to test_create_shaders().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
This commit is contained in:
Józef Kucia 2015-10-06 01:49:30 +02:00 committed by Alexandre Julliard
parent 44293175a3
commit b27efb4bdf
1 changed files with 72 additions and 2 deletions

View File

@ -1081,10 +1081,55 @@ float4 main(const float4 color : COLOR) : SV_TARGET
0x00000000, 0x00000000, 0x00000000, 0x00000000,
}; };
#if 0
struct gs_out
{
float4 pos : SV_POSITION;
};
[maxvertexcount(4)]
void main(point float4 vin[1] : POSITION, inout TriangleStream<gs_out> 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; ULONG refcount, expected_refcount;
ID3D10VertexShader *vs = NULL;
ID3D10PixelShader *ps = NULL;
ID3D10Device *device, *tmp; ID3D10Device *device, *tmp;
ID3D10GeometryShader *gs;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
IUnknown *iface; IUnknown *iface;
HRESULT hr; HRESULT hr;
@ -1094,6 +1139,7 @@ float4 main(const float4 color : COLOR) : SV_TARGET
return; return;
} }
/* vertex shader */
expected_refcount = get_refcount((IUnknown *)device) + 1; expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), &vs); 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); 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); 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); 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; expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps); 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); 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); refcount = ID3D10PixelShader_Release(ps);
ok(!refcount, "Pixel shader has %u references left.\n", refcount); 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); refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount); ok(!refcount, "Device has %u references left.\n", refcount);
} }