diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 8c6531cca48..d5b46a4c133 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -22,6 +22,17 @@ #include "d3d11.h" #include "wine/test.h" +static const D3D_FEATURE_LEVEL d3d11_feature_levels[] = +{ + D3D_FEATURE_LEVEL_11_1, + D3D_FEATURE_LEVEL_11_0, + D3D_FEATURE_LEVEL_10_1, + D3D_FEATURE_LEVEL_10_0, + D3D_FEATURE_LEVEL_9_3, + D3D_FEATURE_LEVEL_9_2, + D3D_FEATURE_LEVEL_9_1 +}; + static ULONG get_refcount(IUnknown *iface) { IUnknown_AddRef(iface); @@ -240,27 +251,17 @@ static void test_create_device(void) static void test_device_interfaces(void) { - static const D3D_FEATURE_LEVEL feature_levels[] = - { - D3D_FEATURE_LEVEL_11_1, - D3D_FEATURE_LEVEL_11_0, - D3D_FEATURE_LEVEL_10_1, - D3D_FEATURE_LEVEL_10_0, - D3D_FEATURE_LEVEL_9_3, - D3D_FEATURE_LEVEL_9_2, - D3D_FEATURE_LEVEL_9_1 - }; ID3D11Device *device; IUnknown *iface; ULONG refcount; unsigned int i; HRESULT hr; - for (i = 0; i < sizeof(feature_levels) / sizeof(*feature_levels); i++) + for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i) { - if (!(device = create_device(&feature_levels[i]))) + if (!(device = create_device(&d3d11_feature_levels[i]))) { - skip("Failed to create device for feature level %#x, skipping tests.\n", feature_levels[i]); + skip("Failed to create device for feature level %#x.\n", d3d11_feature_levels[i]); continue; } @@ -1289,6 +1290,185 @@ static void test_create_shader_resource_view(void) ok(!refcount, "Device has %u references left.\n", refcount); } +static void test_create_shader(void) +{ +#if 0 + float4 light; + float4x4 mat; + + struct input + { + float4 position : POSITION; + float3 normal : NORMAL; + }; + + struct output + { + float4 position : POSITION; + float4 diffuse : COLOR; + }; + + output main(const input v) + { + output o; + + o.position = mul(v.position, mat); + o.diffuse = dot((float3)light, v.normal); + + return o; + } +#endif + static const DWORD vs_4_0[] = + { + 0x43425844, 0x3ae813ca, 0x0f034b91, 0x790f3226, 0x6b4a718a, 0x00000001, 0x000001c0, + 0x00000003, 0x0000002c, 0x0000007c, 0x000000cc, 0x4e475349, 0x00000048, 0x00000002, + 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, + 0x00000041, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000707, 0x49534f50, + 0x4e4f4954, 0x524f4e00, 0x004c414d, 0x4e47534f, 0x00000048, 0x00000002, 0x00000008, + 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000041, + 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x49534f50, 0x4e4f4954, + 0x4c4f4300, 0xab00524f, 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059, + 0x00208e46, 0x00000000, 0x00000005, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, + 0x00101072, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, + 0x00000001, 0x08000011, 0x00102012, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46, + 0x00000000, 0x00000001, 0x08000011, 0x00102022, 0x00000000, 0x00101e46, 0x00000000, + 0x00208e46, 0x00000000, 0x00000002, 0x08000011, 0x00102042, 0x00000000, 0x00101e46, + 0x00000000, 0x00208e46, 0x00000000, 0x00000003, 0x08000011, 0x00102082, 0x00000000, + 0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x08000010, 0x001020f2, + 0x00000001, 0x00208246, 0x00000000, 0x00000000, 0x00101246, 0x00000001, 0x0100003e, + }; + + static const DWORD vs_2_0[] = + { + 0xfffe0200, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0200, 0x00000002, + 0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c, + 0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c, + 0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003, + 0x00040004, 0x00000001, 0x00000000, 0x325f7376, 0x4d00305f, 0x6f726369, 0x74666f73, + 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072, + 0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, + 0x80000003, 0x900f0001, 0x03000009, 0xc0010000, 0x90e40000, 0xa0e40000, 0x03000009, + 0xc0020000, 0x90e40000, 0xa0e40001, 0x03000009, 0xc0040000, 0x90e40000, 0xa0e40002, + 0x03000009, 0xc0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xd00f0000, 0xa0e40004, + 0x90e40001, 0x0000ffff, + }; + + static const DWORD vs_3_0[] = + { + 0xfffe0300, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0300, 0x00000002, + 0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c, + 0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c, + 0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003, + 0x00040004, 0x00000001, 0x00000000, 0x335f7376, 0x4d00305f, 0x6f726369, 0x74666f73, + 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072, + 0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, + 0x80000003, 0x900f0001, 0x0200001f, 0x80000000, 0xe00f0000, 0x0200001f, 0x8000000a, + 0xe00f0001, 0x03000009, 0xe0010000, 0x90e40000, 0xa0e40000, 0x03000009, 0xe0020000, + 0x90e40000, 0xa0e40001, 0x03000009, 0xe0040000, 0x90e40000, 0xa0e40002, 0x03000009, + 0xe0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xe00f0001, 0xa0e40004, 0x90e40001, + 0x0000ffff, + }; + +#if 0 + float4 main(const float4 color : COLOR) : SV_TARGET + { + float4 o; + + o = color; + + return o; + } +#endif + static const DWORD ps_4_0[] = + { + 0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac, + 0x00000005, 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452, + 0x00000050, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, + 0x0000001c, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, + 0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00, + 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c, + 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, + 0x0000000e, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, + 0x00000074, 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, + 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, + }; + + ULONG refcount, expected_refcount; + ID3D11Device *device, *tmp; + ID3D11VertexShader *vs; + ID3D11PixelShader *ps; + unsigned int i; + HRESULT hr; + + for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i) + { + D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i]; + if (!(device = create_device(&feature_level))) + { + skip("Failed to create device for feature level %#x.\n", feature_level); + continue; + } + + hr = ID3D11Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), NULL, &vs); + ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); + + hr = ID3D11Device_CreateVertexShader(device, vs_3_0, sizeof(vs_3_0), NULL, &vs); + ok(hr == E_INVALIDARG, "Created a SM3 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); + + hr = ID3D11Device_CreateVertexShader(device, ps_4_0, sizeof(ps_4_0), NULL, &vs); + ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x, feature level %#x.\n", + hr, feature_level); + + if (feature_level < D3D_FEATURE_LEVEL_10_0) + { + refcount = ID3D11Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + continue; + } + + expected_refcount = get_refcount((IUnknown *)device) + 1; + hr = ID3D11Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), NULL, &vs); + ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); + 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; + ID3D11VertexShader_GetDevice(vs, &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); + ID3D11Device_Release(tmp); + ID3D11VertexShader_Release(vs); + + expected_refcount = get_refcount((IUnknown *)device) + 1; + hr = ID3D11Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level); + 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; + ID3D11PixelShader_GetDevice(ps, &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); + ID3D11Device_Release(tmp); + ID3D11PixelShader_Release(ps); + + refcount = ID3D11Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + } +} + START_TEST(d3d11) { test_create_device(); @@ -1302,4 +1482,5 @@ START_TEST(d3d11) test_depthstencil_view_interfaces(); test_create_rendertarget_view(); test_create_shader_resource_view(); + test_create_shader(); }