d3d10core/tests: Add test for initial texture data.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45996 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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@ -8913,6 +8913,138 @@ static void test_fragment_coords(void)
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release_test_context(&test_context);
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}
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static void test_initial_texture_data(void)
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{
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ID3D10Texture2D *texture, *staging_texture;
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struct d3d10core_test_context test_context;
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D3D10_SUBRESOURCE_DATA resource_data;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10SamplerState *sampler_state;
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ID3D10ShaderResourceView *ps_srv;
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D3D10_SAMPLER_DESC sampler_desc;
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struct resource_readback rb;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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unsigned int i, j;
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DWORD color;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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Texture2D t;
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SamplerState s;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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return t.Sample(s, p);
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}
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#endif
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0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
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0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
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0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
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0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
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};
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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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static const DWORD bitmap_data[] =
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{
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0xffffffff, 0xff000000, 0xffffffff, 0xff000000,
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0xff00ff00, 0xff0000ff, 0xff00ffff, 0x00000000,
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0xffffff00, 0xffff0000, 0xffff00ff, 0x00000000,
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0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000,
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};
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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 = 4;
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texture_desc.Height = 4;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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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_STAGING;
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texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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texture_desc.BindFlags = 0;
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texture_desc.MiscFlags = 0;
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resource_data.pSysMem = bitmap_data;
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resource_data.SysMemPitch = texture_desc.Width * sizeof(*bitmap_data);
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &staging_texture);
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ok(hr == S_OK, "Failed to create 2d texture, hr %#x.\n", hr);
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texture_desc.Usage = D3D10_USAGE_DEFAULT;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(hr == S_OK, "Failed to create 2d texture, hr %#x.\n", hr);
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ID3D10Device_CopyResource(device, (ID3D10Resource *)texture, (ID3D10Resource *)staging_texture);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv);
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ok(hr == S_OK, "Failed to create shader resource view, hr %#x.\n", hr);
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sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.MipLODBias = 0.0f;
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sampler_desc.MaxAnisotropy = 0;
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sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
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sampler_desc.BorderColor[0] = 0.0f;
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sampler_desc.BorderColor[1] = 0.0f;
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sampler_desc.BorderColor[2] = 0.0f;
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sampler_desc.BorderColor[3] = 0.0f;
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sampler_desc.MinLOD = 0.0f;
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sampler_desc.MaxLOD = 0.0f;
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hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
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ok(hr == S_OK, "Failed to create sampler state, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
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ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
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ID3D10Device_PSSetShader(device, ps);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
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draw_quad(&test_context);
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get_texture_readback(test_context.backbuffer, 0, &rb);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
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ok(compare_color(color, bitmap_data[j + i * 4], 1),
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"Got color 0x%08x at (%u, %u), expected 0x%08x.\n",
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color, j, i, bitmap_data[j + i * 4]);
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}
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}
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release_resource_readback(&rb);
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ID3D10PixelShader_Release(ps);
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ID3D10SamplerState_Release(sampler_state);
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ID3D10ShaderResourceView_Release(ps_srv);
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ID3D10Texture2D_Release(staging_texture);
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ID3D10Texture2D_Release(texture);
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release_test_context(&test_context);
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}
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static void test_update_subresource(void)
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{
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struct d3d10core_test_context test_context;
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@ -17395,6 +17527,7 @@ START_TEST(d3d10core)
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queue_test(test_il_append_aligned);
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queue_test(test_instance_id);
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queue_test(test_fragment_coords);
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queue_test(test_initial_texture_data);
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queue_test(test_update_subresource);
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queue_test(test_copy_subresource_region);
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queue_test(test_copy_subresource_region_1d);
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