d3d10core/tests: Add test for immediate constant buffer.
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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@ -612,6 +612,49 @@ static void check_texture_float_(unsigned int line, ID3D10Texture2D *texture,
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check_texture_sub_resource_float_(line, texture, sub_resource_idx, expected_value, max_diff);
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}
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#define check_texture_sub_resource_vec4(a, b, c, d) check_texture_sub_resource_vec4_(__LINE__, a, b, c, d)
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static void check_texture_sub_resource_vec4_(unsigned int line, ID3D10Texture2D *texture,
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unsigned int sub_resource_idx, const struct vec4 *expected_value, BYTE max_diff)
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{
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struct texture_readback rb;
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unsigned int x = 0, y = 0;
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struct vec4 value = {0};
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BOOL all_match = TRUE;
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get_texture_readback(texture, sub_resource_idx, &rb);
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for (y = 0; y < rb.height; ++y)
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{
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for (x = 0; x < rb.width; ++x)
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{
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value = *get_readback_vec4(&rb, x, y);
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if (!compare_vec4(&value, expected_value, max_diff))
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{
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all_match = FALSE;
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break;
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}
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}
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if (!all_match)
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break;
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}
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release_texture_readback(&rb);
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ok_(__FILE__, line)(all_match,
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"Got unexpected value {%.8e, %.8e, %.8e, %.8e} at (%u, %u), sub-resource %u.\n",
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value.x, value.y, value.z, value.w, x, y, sub_resource_idx);
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}
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#define check_texture_vec4(a, b, c) check_texture_vec4_(__LINE__, a, b, c)
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static void check_texture_vec4_(unsigned int line, ID3D10Texture2D *texture,
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const struct vec4 *expected_value, BYTE max_diff)
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{
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unsigned int sub_resource_idx, sub_resource_count;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10Texture2D_GetDesc(texture, &texture_desc);
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sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
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for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
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check_texture_sub_resource_vec4_(line, texture, sub_resource_idx, expected_value, max_diff);
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}
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static ID3D10Device *create_device(void)
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{
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ID3D10Device *device;
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@ -8458,6 +8501,105 @@ static void test_null_sampler(void)
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release_test_context(&test_context);
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}
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static void test_immediate_constant_buffer(void)
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{
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struct d3d10core_test_context test_context;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10RenderTargetView *rtv;
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unsigned int index[4] = {0};
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ID3D10Texture2D *texture;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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ID3D10Buffer *cb;
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unsigned int i;
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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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uint index;
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static const int int_array[6] =
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{
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310, 111, 212, -513, -318, 0,
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};
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static const uint uint_array[6] =
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{
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2, 7, 0x7f800000, 0xff800000, 0x7fc00000, 0
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};
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static const float float_array[6] =
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{
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76, 83.5f, 0.5f, 0.75f, -0.5f, 0.0f,
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};
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float4 main() : SV_Target
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{
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return float4(int_array[index], uint_array[index], float_array[index], 1.0f);
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}
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#endif
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0x43425844, 0xbad068da, 0xd631ea3c, 0x41648374, 0x3ccd0120, 0x00000001, 0x00000184, 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, 0x65677261, 0xabab0074, 0x52444853, 0x0000010c, 0x00000040, 0x00000043,
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0x00001835, 0x0000001a, 0x00000136, 0x00000002, 0x42980000, 0x00000000, 0x0000006f, 0x00000007,
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0x42a70000, 0x00000000, 0x000000d4, 0x7f800000, 0x3f000000, 0x00000000, 0xfffffdff, 0xff800000,
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0x3f400000, 0x00000000, 0xfffffec2, 0x7fc00000, 0xbf000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2,
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0x00000000, 0x02000068, 0x00000001, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000,
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0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x06000056, 0x00102022,
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0x00000000, 0x0090901a, 0x0010000a, 0x00000000, 0x0600002b, 0x00102012, 0x00000000, 0x0090900a,
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0x0010000a, 0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0090902a, 0x0010000a, 0x00000000,
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0x0100003e,
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};
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static struct vec4 expected_result[] =
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{
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{ 310.0f, 2.0f, 76.00f, 1.0f},
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{ 111.0f, 7.0f, 83.50f, 1.0f},
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{ 212.0f, 2139095040.0f, 0.50f, 1.0f},
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{-513.0f, 4286578688.0f, 0.75f, 1.0f},
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{-318.0f, 2143289344.0f, -0.50f, 1.0f},
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{ 0.0f, 0.0f, 0.0f, 1.0f},
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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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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetShader(device, ps);
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cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
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ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
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ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
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for (i = 0; i < sizeof(expected_result) / sizeof(*expected_result); ++i)
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{
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*index = i;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, index, 0, 0);
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draw_quad(&test_context);
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check_texture_vec4(texture, &expected_result[i], 0);
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}
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ID3D10Buffer_Release(cb);
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ID3D10PixelShader_Release(ps);
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ID3D10Texture2D_Release(texture);
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ID3D10RenderTargetView_Release(rtv);
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release_test_context(&test_context);
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}
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START_TEST(device)
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{
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test_feature_level();
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@ -8502,4 +8644,5 @@ START_TEST(device)
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test_create_input_layout();
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test_input_assembler();
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test_null_sampler();
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test_immediate_constant_buffer();
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}
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