d3d10core/tests: Add a test for D3D10_APPEND_ALIGNED_ELEMENT.

This commit is contained in:
Henri Verbeet 2015-03-24 09:38:27 +01:00 committed by Alexandre Julliard
parent 010ff106dd
commit e72845e648
1 changed files with 247 additions and 0 deletions

View File

@ -22,11 +22,21 @@
#include "wine/test.h"
#include <limits.h>
struct vec2
{
float x, y;
};
struct vec3
{
float x, y, z;
};
struct vec4
{
float x, y, z, w;
};
static ULONG get_refcount(IUnknown *iface)
{
IUnknown_AddRef(iface);
@ -2688,6 +2698,242 @@ static void test_private_data(void)
ok(!refcount, "Test object has %u references left.\n", refcount);
}
static void test_il_append_aligned(void)
{
ID3D10RenderTargetView *backbuffer_rtv;
D3D10_SUBRESOURCE_DATA resource_data;
ID3D10InputLayout *input_layout;
D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset;
IDXGISwapChain *swapchain;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10Device *device;
ID3D10Buffer *vb[3];
D3D10_VIEWPORT vp;
ULONG refcount;
DWORD color;
HWND window;
HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
{
{"COLOR", 2, DXGI_FORMAT_R32G32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT,
D3D10_INPUT_PER_INSTANCE_DATA, 2},
{"COLOR", 3, DXGI_FORMAT_R32G32_FLOAT, 2, D3D10_APPEND_ALIGNED_ELEMENT,
D3D10_INPUT_PER_INSTANCE_DATA, 1},
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D10_APPEND_ALIGNED_ELEMENT,
D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32_FLOAT, 2, D3D10_APPEND_ALIGNED_ELEMENT,
D3D10_INPUT_PER_INSTANCE_DATA, 1},
{"COLOR", 1, DXGI_FORMAT_R32G32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT,
D3D10_INPUT_PER_INSTANCE_DATA, 2},
};
static const DWORD vs_code[] =
{
#if 0
struct vs_in
{
float4 position : POSITION;
float2 color_xy : COLOR0;
float2 color_zw : COLOR1;
unsigned int instance_id : SV_INSTANCEID;
};
struct vs_out
{
float4 position : SV_POSITION;
float2 color_xy : COLOR0;
float2 color_zw : COLOR1;
};
struct vs_out main(struct vs_in i)
{
struct vs_out o;
o.position = i.position;
o.position.x += i.instance_id * 0.5;
o.color_xy = i.color_xy;
o.color_zw = i.color_zw;
return o;
}
#endif
0x43425844, 0x52e3bf46, 0x6300403d, 0x624cffe4, 0xa4fc0013, 0x00000001, 0x00000214, 0x00000003,
0x0000002c, 0x000000bc, 0x00000128, 0x4e475349, 0x00000088, 0x00000004, 0x00000008, 0x00000068,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000303, 0x00000071, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
0x00000303, 0x00000077, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x49534f50,
0x4e4f4954, 0x4c4f4300, 0x5300524f, 0x4e495f56, 0x4e415453, 0x44494543, 0xababab00, 0x4e47534f,
0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x0000005c,
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000030c, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000e4, 0x00010040, 0x00000039, 0x0300005f, 0x001010f2,
0x00000000, 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x00101032, 0x00000002, 0x04000060,
0x00101012, 0x00000003, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065,
0x00102032, 0x00000001, 0x03000065, 0x001020c2, 0x00000001, 0x02000068, 0x00000001, 0x05000056,
0x00100012, 0x00000000, 0x0010100a, 0x00000003, 0x09000032, 0x00102012, 0x00000000, 0x0010000a,
0x00000000, 0x00004001, 0x3f000000, 0x0010100a, 0x00000000, 0x05000036, 0x001020e2, 0x00000000,
0x00101e56, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046, 0x00000001, 0x05000036,
0x001020c2, 0x00000001, 0x00101406, 0x00000002, 0x0100003e,
};
static const DWORD ps_code[] =
{
#if 0
struct vs_out
{
float4 position : SV_POSITION;
float2 color_xy : COLOR0;
float2 color_zw : COLOR1;
};
float4 main(struct vs_out i) : SV_TARGET
{
return float4(i.color_xy.xy, i.color_zw.xy);
}
#endif
0x43425844, 0x64e48a09, 0xaa484d46, 0xe40a6e78, 0x9885edf3, 0x00000001, 0x00000118, 0x00000003,
0x0000002c, 0x00000098, 0x000000cc, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000303, 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
0x00000c0c, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f,
0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000044, 0x00000040, 0x00000011, 0x03001062,
0x00101032, 0x00000001, 0x03001062, 0x001010c2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
};
static const struct
{
struct vec4 position;
}
stream0[] =
{
{{-1.0f, -1.0f, 0.0f, 1.0f}},
{{-1.0f, 1.0f, 0.0f, 1.0f}},
{{-0.5f, -1.0f, 0.0f, 1.0f}},
{{-0.5f, 1.0f, 0.0f, 1.0f}},
};
static const struct
{
struct vec2 color2;
struct vec2 color1;
}
stream1[] =
{
{{0.5f, 0.5f}, {0.0f, 1.0f}},
{{0.5f, 0.5f}, {1.0f, 1.0f}},
};
static const struct
{
struct vec2 color3;
struct vec2 color0;
}
stream2[] =
{
{{0.5f, 0.5f}, {1.0f, 0.0f}},
{{0.5f, 0.5f}, {0.0f, 1.0f}},
{{0.5f, 0.5f}, {0.0f, 0.0f}},
{{0.5f, 0.5f}, {1.0f, 0.0f}},
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
if (!(device = create_device()))
{
skip("Failed to create device, skipping tests.\n");
return;
}
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
swapchain = create_swapchain(device, window, TRUE);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
buffer_desc.ByteWidth = sizeof(stream0);
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
resource_data.pSysMem = stream0;
resource_data.SysMemPitch = 0;
resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[0]);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
buffer_desc.ByteWidth = sizeof(stream1);
resource_data.pSysMem = stream1;
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[1]);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
buffer_desc.ByteWidth = sizeof(stream2);
resource_data.pSysMem = stream2;
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[2]);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
offset = 0;
stride = sizeof(*stream0);
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb[0], &stride, &offset);
stride = sizeof(*stream1);
ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb[1], &stride, &offset);
stride = sizeof(*stream2);
ID3D10Device_IASetVertexBuffers(device, 2, 1, &vb[2], &stride, &offset);
ID3D10Device_VSSetShader(device, vs);
ID3D10Device_PSSetShader(device, ps);
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
ID3D10Device_DrawInstanced(device, 4, 4, 0, 0);
color = get_texture_color(backbuffer, 80, 240);
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(backbuffer, 240, 240);
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(backbuffer, 400, 240);
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(backbuffer, 560, 240);
ok(compare_color(color, 0xffff00ff, 1), "Got unexpected color 0x%08x.\n", color);
ID3D10PixelShader_Release(ps);
ID3D10VertexShader_Release(vs);
ID3D10Buffer_Release(vb[2]);
ID3D10Buffer_Release(vb[1]);
ID3D10Buffer_Release(vb[0]);
ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(backbuffer_rtv);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
START_TEST(device)
{
test_create_texture2d();
@ -2707,4 +2953,5 @@ START_TEST(device)
test_blend();
test_texture();
test_private_data();
test_il_append_aligned();
}