d3d10core/tests: Add a basic scissoring test.
This commit is contained in:
parent
1cccd02428
commit
d276bde09c
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@ -1,5 +1,5 @@
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TESTDLL = d3d10core.dll
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IMPORTS = d3d10
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IMPORTS = d3d10 user32
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C_SRCS = \
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device.c
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@ -27,6 +27,53 @@ static ULONG get_refcount(IUnknown *iface)
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return IUnknown_Release(iface);
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}
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static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
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{
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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return TRUE;
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}
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static DWORD get_texture_color(ID3D10Texture2D *src_texture, unsigned int x, unsigned int y)
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{
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D3D10_MAPPED_TEXTURE2D mapped_texture;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10Texture2D *dst_texture;
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ID3D10Device *device;
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DWORD color;
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HRESULT hr;
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ID3D10Texture2D_GetDevice(src_texture, &device);
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ID3D10Texture2D_GetDesc(src_texture, &texture_desc);
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texture_desc.Usage = D3D10_USAGE_STAGING;
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texture_desc.BindFlags = 0;
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texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
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texture_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &dst_texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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ID3D10Device_CopyResource(device, (ID3D10Resource *)dst_texture, (ID3D10Resource *)src_texture);
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hr = ID3D10Texture2D_Map(dst_texture, 0, D3D10_MAP_READ, 0, &mapped_texture);
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ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
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color = *(DWORD *)(((BYTE *)mapped_texture.pData) + mapped_texture.RowPitch * y + x * 4);
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ID3D10Texture2D_Unmap(dst_texture, 0);
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ID3D10Texture2D_Release(dst_texture);
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ID3D10Device_Release(device);
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return color;
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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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@ -41,6 +88,47 @@ static ID3D10Device *create_device(void)
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return NULL;
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}
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static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, BOOL windowed)
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{
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IDXGISwapChain *swapchain;
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DXGI_SWAP_CHAIN_DESC desc;
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IDXGIDevice *dxgi_device;
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IDXGIAdapter *adapter;
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IDXGIFactory *factory;
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HRESULT hr;
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hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
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ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
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hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
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ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
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IDXGIDevice_Release(dxgi_device);
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hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
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ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
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IDXGIAdapter_Release(adapter);
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desc.BufferDesc.Width = 640;
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desc.BufferDesc.Height = 480;
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desc.BufferDesc.RefreshRate.Numerator = 60;
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desc.BufferDesc.RefreshRate.Denominator = 1;
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desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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desc.BufferCount = 1;
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desc.OutputWindow = window;
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desc.Windowed = windowed;
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desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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desc.Flags = 0;
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hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &desc, &swapchain);
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ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr);
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IDXGIFactory_Release(factory);
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return swapchain;
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}
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static void test_create_texture2d(void)
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{
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ULONG refcount, expected_refcount;
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@ -901,6 +989,202 @@ static void test_device_removed_reason(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_scissor(void)
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{
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D3D10_SUBRESOURCE_DATA buffer_data;
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ID3D10InputLayout *input_layout;
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D3D10_RASTERIZER_DESC rs_desc;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10RenderTargetView *rtv;
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ID3D10Texture2D *backbuffer;
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unsigned int stride, offset;
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ID3D10RasterizerState *rs;
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IDXGISwapChain *swapchain;
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D3D10_RECT scissor_rect;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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D3D10_VIEWPORT vp;
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ID3D10Buffer *vb;
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ULONG refcount;
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DWORD color;
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HWND window;
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HRESULT hr;
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static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
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static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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};
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static const DWORD vs_code[] =
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{
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/* float4 main(float4 position : POSITION) : SV_POSITION
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* {
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* return position;
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* } */
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0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005,
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0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000,
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0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
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0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
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0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074,
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0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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};
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static const DWORD ps_code[] =
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{
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/* float4 main(float4 position : SV_POSITION) : SV_Target
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* {
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* return float4(0.0, 1.0, 0.0, 1.0);
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* } */
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0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005,
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0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000,
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0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
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0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
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0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 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, 0x00000038, 0x00000040,
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0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002,
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0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000,
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};
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static const struct
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{
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float x, y;
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}
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quad[] =
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{
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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window = CreateWindowA("static", "d2d1_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
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vs_code, sizeof(vs_code), &input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(quad);
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_data.pSysMem = quad;
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buffer_data.SysMemPitch = 0;
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buffer_data.SysMemSlicePitch = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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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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rs_desc.FillMode = D3D10_FILL_SOLID;
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rs_desc.CullMode = D3D10_CULL_BACK;
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rs_desc.FrontCounterClockwise = FALSE;
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rs_desc.DepthBias = 0;
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rs_desc.DepthBiasClamp = 0.0f;
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rs_desc.SlopeScaledDepthBias = 0.0f;
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rs_desc.DepthClipEnable = TRUE;
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rs_desc.ScissorEnable = TRUE;
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rs_desc.MultisampleEnable = FALSE;
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rs_desc.AntialiasedLineEnable = FALSE;
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hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
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ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D10Device_IASetInputLayout(device, input_layout);
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ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
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ID3D10Device_VSSetShader(device, vs);
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ID3D10Device_PSSetShader(device, ps);
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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vp.Width = 640;
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vp.Height = 480;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D10Device_RSSetViewports(device, 1, &vp);
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scissor_rect.left = 160;
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scissor_rect.top = 120;
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scissor_rect.right = 480;
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scissor_rect.bottom = 360;
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ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
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ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
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ID3D10Device_ClearRenderTargetView(device, rtv, red);
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color = get_texture_color(backbuffer, 320, 240);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D10Device_Draw(device, 4, 0);
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color = get_texture_color(backbuffer, 320, 60);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 80, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 560, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 420);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D10Device_ClearRenderTargetView(device, rtv, red);
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ID3D10Device_RSSetState(device, rs);
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ID3D10Device_Draw(device, 4, 0);
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color = get_texture_color(backbuffer, 320, 60);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 80, 240);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 240);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 560, 240);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(backbuffer, 320, 420);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D10RenderTargetView_Release(rtv);
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ID3D10RasterizerState_Release(rs);
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ID3D10PixelShader_Release(ps);
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ID3D10VertexShader_Release(vs);
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ID3D10Buffer_Release(vb);
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ID3D10InputLayout_Release(input_layout);
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ID3D10Texture2D_Release(backbuffer);
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IDXGISwapChain_Release(swapchain);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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DestroyWindow(window);
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}
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START_TEST(device)
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{
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test_create_texture2d();
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@ -915,4 +1199,5 @@ START_TEST(device)
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test_create_rasterizer_state();
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test_create_predicate();
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test_device_removed_reason();
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test_scissor();
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}
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