d3d10core/tests: Add test for shaders interstage interface.
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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608b6e2018
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e162ae2333
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@ -9039,6 +9039,165 @@ static void test_shader_stage_input_output_matching(void)
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release_test_context(&test_context);
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}
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static void test_shader_interstage_interface(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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ID3D10InputLayout *input_layout;
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ID3D10Texture2D *render_target;
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ID3D10RenderTargetView *rtv;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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UINT stride, offset;
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ID3D10Buffer *vb;
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HRESULT hr;
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static const DWORD vs_code[] =
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{
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#if 0
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struct vertex
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{
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float4 position : SV_Position;
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float2 t0 : TEXCOORD0;
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nointerpolation float t1 : TEXCOORD1;
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uint t2 : TEXCOORD2;
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uint t3 : TEXCOORD3;
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float t4 : TEXCOORD4;
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};
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void main(in vertex vin, out vertex vout)
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{
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vout = vin;
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}
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#endif
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0x43425844, 0xd55780bf, 0x76866b06, 0x45d697a2, 0xafac2ecd, 0x00000001, 0x000002bc, 0x00000003,
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0x0000002c, 0x000000e4, 0x0000019c, 0x4e475349, 0x000000b0, 0x00000006, 0x00000008, 0x00000098,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x000000a4, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x000000a4, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
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0x00000101, 0x000000a4, 0x00000002, 0x00000000, 0x00000001, 0x00000003, 0x00000101, 0x000000a4,
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0x00000003, 0x00000000, 0x00000001, 0x00000004, 0x00000101, 0x000000a4, 0x00000004, 0x00000000,
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0x00000003, 0x00000005, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
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0xababab00, 0x4e47534f, 0x000000b0, 0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x00000001,
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0x00000003, 0x00000000, 0x0000000f, 0x000000a4, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
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0x00000c03, 0x000000a4, 0x00000004, 0x00000000, 0x00000003, 0x00000001, 0x00000b04, 0x000000a4,
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0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000e01, 0x000000a4, 0x00000002, 0x00000000,
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0x00000001, 0x00000002, 0x00000d02, 0x000000a4, 0x00000003, 0x00000000, 0x00000001, 0x00000002,
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0x00000b04, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, 0xababab00, 0x52444853,
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0x00000118, 0x00010040, 0x00000046, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101032,
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0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x0300005f, 0x00101012, 0x00000003, 0x0300005f,
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0x00101012, 0x00000004, 0x0300005f, 0x00101012, 0x00000005, 0x04000067, 0x001020f2, 0x00000000,
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0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x03000065, 0x00102042, 0x00000001, 0x03000065,
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0x00102012, 0x00000002, 0x03000065, 0x00102022, 0x00000002, 0x03000065, 0x00102042, 0x00000002,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102032, 0x00000001,
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0x00101046, 0x00000001, 0x05000036, 0x00102042, 0x00000001, 0x0010100a, 0x00000005, 0x05000036,
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0x00102012, 0x00000002, 0x0010100a, 0x00000002, 0x05000036, 0x00102022, 0x00000002, 0x0010100a,
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0x00000003, 0x05000036, 0x00102042, 0x00000002, 0x0010100a, 0x00000004, 0x0100003e,
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};
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static const DWORD ps_code[] =
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{
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#if 0
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void main(float4 position : SV_Position, float2 t0 : TEXCOORD0,
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nointerpolation float t1 : TEXCOORD1, uint t2 : TEXCOORD2,
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uint t3 : TEXCOORD3, float t4 : TEXCOORD4, out float4 o : SV_Target)
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{
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o.x = t0.y + t1;
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o.y = t2 + t3;
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o.z = t4;
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o.w = t0.x;
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}
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#endif
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0x43425844, 0x8a7ef706, 0xc8f2cbf1, 0x83a05df1, 0xfab8e613, 0x00000001, 0x000001dc, 0x00000003,
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0x0000002c, 0x000000e4, 0x00000118, 0x4e475349, 0x000000b0, 0x00000006, 0x00000008, 0x00000098,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x000000a4, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x000000a4, 0x00000004, 0x00000000, 0x00000003, 0x00000001,
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0x00000404, 0x000000a4, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000101, 0x000000a4,
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0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x00000202, 0x000000a4, 0x00000003, 0x00000000,
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0x00000001, 0x00000002, 0x00000404, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
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0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000bc,
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0x00000040, 0x0000002f, 0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x00101042, 0x00000001,
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0x03000862, 0x00101012, 0x00000002, 0x03000862, 0x00101022, 0x00000002, 0x03000862, 0x00101042,
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0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700001e, 0x00100012,
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0x00000000, 0x0010101a, 0x00000002, 0x0010102a, 0x00000002, 0x05000056, 0x00102022, 0x00000000,
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0x0010000a, 0x00000000, 0x07000000, 0x00102012, 0x00000000, 0x0010101a, 0x00000001, 0x0010100a,
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0x00000002, 0x05000036, 0x001020c2, 0x00000000, 0x001012a6, 0x00000001, 0x0100003e,
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};
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static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"SV_POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 2, DXGI_FORMAT_R32_UINT, 0, 20, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 3, DXGI_FORMAT_R32_UINT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 4, DXGI_FORMAT_R32_FLOAT, 0, 28, D3D10_INPUT_PER_VERTEX_DATA, 0},
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};
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static const struct
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{
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struct vec2 position;
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struct vec2 t0;
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float t1;
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unsigned int t2;
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unsigned int t3;
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float t4;
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}
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quad[] =
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{
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{{-1.0f, -1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
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{{-1.0f, 1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
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{{ 1.0f, -1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
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{{ 1.0f, 1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
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};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const struct vec4 expected_result = {10.0f, 8.0f, 7.0f, 3.0f};
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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_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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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, &render_target);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
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hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(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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vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
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ID3D10Device_ClearRenderTargetView(device, rtv, white);
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ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
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ID3D10Device_PSSetShader(device, ps);
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ID3D10Device_VSSetShader(device, vs);
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ID3D10Device_IASetInputLayout(device, input_layout);
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ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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offset = 0;
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stride = sizeof(*quad);
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ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
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ID3D10Device_Draw(device, 4, 0);
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check_texture_vec4(render_target, &expected_result, 0);
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ID3D10InputLayout_Release(input_layout);
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ID3D10RenderTargetView_Release(rtv);
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ID3D10Texture2D_Release(render_target);
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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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release_test_context(&test_context);
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}
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static void test_sm4_if_instruction(void)
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{
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struct d3d10core_test_context test_context;
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@ -12598,6 +12757,7 @@ START_TEST(device)
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test_clear_depth_stencil_view();
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test_draw_depth_only();
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test_shader_stage_input_output_matching();
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test_shader_interstage_interface();
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test_sm4_if_instruction();
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test_sm4_breakc_instruction();
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test_sm4_continuec_instruction();
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