d3d10core/tests: Add a test for D3D10_APPEND_ALIGNED_ELEMENT.
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@ -22,11 +22,21 @@
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#include "wine/test.h"
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#include <limits.h>
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struct vec2
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{
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float x, y;
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};
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struct vec3
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{
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float x, y, z;
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};
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struct vec4
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{
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float x, y, z, w;
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};
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static ULONG get_refcount(IUnknown *iface)
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{
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IUnknown_AddRef(iface);
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@ -2688,6 +2698,242 @@ static void test_private_data(void)
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ok(!refcount, "Test object has %u references left.\n", refcount);
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}
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static void test_il_append_aligned(void)
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{
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ID3D10RenderTargetView *backbuffer_rtv;
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D3D10_SUBRESOURCE_DATA resource_data;
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ID3D10InputLayout *input_layout;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10Texture2D *backbuffer;
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unsigned int stride, offset;
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IDXGISwapChain *swapchain;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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ID3D10Buffer *vb[3];
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D3D10_VIEWPORT vp;
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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 D3D10_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"COLOR", 2, DXGI_FORMAT_R32G32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT,
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D3D10_INPUT_PER_INSTANCE_DATA, 2},
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{"COLOR", 3, DXGI_FORMAT_R32G32_FLOAT, 2, D3D10_APPEND_ALIGNED_ELEMENT,
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D3D10_INPUT_PER_INSTANCE_DATA, 1},
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{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D10_APPEND_ALIGNED_ELEMENT,
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D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32_FLOAT, 2, D3D10_APPEND_ALIGNED_ELEMENT,
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D3D10_INPUT_PER_INSTANCE_DATA, 1},
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{"COLOR", 1, DXGI_FORMAT_R32G32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT,
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D3D10_INPUT_PER_INSTANCE_DATA, 2},
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};
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static const DWORD vs_code[] =
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{
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#if 0
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struct vs_in
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{
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float4 position : POSITION;
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float2 color_xy : COLOR0;
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float2 color_zw : COLOR1;
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unsigned int instance_id : SV_INSTANCEID;
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};
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struct vs_out
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{
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float4 position : SV_POSITION;
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float2 color_xy : COLOR0;
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float2 color_zw : COLOR1;
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};
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struct vs_out main(struct vs_in i)
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{
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struct vs_out o;
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o.position = i.position;
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o.position.x += i.instance_id * 0.5;
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o.color_xy = i.color_xy;
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o.color_zw = i.color_zw;
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return o;
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}
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#endif
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0x43425844, 0x52e3bf46, 0x6300403d, 0x624cffe4, 0xa4fc0013, 0x00000001, 0x00000214, 0x00000003,
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0x0000002c, 0x000000bc, 0x00000128, 0x4e475349, 0x00000088, 0x00000004, 0x00000008, 0x00000068,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x00000071, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
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0x00000303, 0x00000077, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x49534f50,
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0x4e4f4954, 0x4c4f4300, 0x5300524f, 0x4e495f56, 0x4e415453, 0x44494543, 0xababab00, 0x4e47534f,
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0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
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0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x0000005c,
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0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000030c, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000e4, 0x00010040, 0x00000039, 0x0300005f, 0x001010f2,
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0x00000000, 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x00101032, 0x00000002, 0x04000060,
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0x00101012, 0x00000003, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065,
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0x00102032, 0x00000001, 0x03000065, 0x001020c2, 0x00000001, 0x02000068, 0x00000001, 0x05000056,
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0x00100012, 0x00000000, 0x0010100a, 0x00000003, 0x09000032, 0x00102012, 0x00000000, 0x0010000a,
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0x00000000, 0x00004001, 0x3f000000, 0x0010100a, 0x00000000, 0x05000036, 0x001020e2, 0x00000000,
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0x00101e56, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046, 0x00000001, 0x05000036,
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0x001020c2, 0x00000001, 0x00101406, 0x00000002, 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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struct vs_out
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{
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float4 position : SV_POSITION;
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float2 color_xy : COLOR0;
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float2 color_zw : COLOR1;
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};
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float4 main(struct vs_out i) : SV_TARGET
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{
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return float4(i.color_xy.xy, i.color_zw.xy);
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}
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#endif
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0x43425844, 0x64e48a09, 0xaa484d46, 0xe40a6e78, 0x9885edf3, 0x00000001, 0x00000118, 0x00000003,
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0x0000002c, 0x00000098, 0x000000cc, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000303, 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
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0x00000c0c, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
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0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f,
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0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000044, 0x00000040, 0x00000011, 0x03001062,
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0x00101032, 0x00000001, 0x03001062, 0x001010c2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
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};
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static const struct
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{
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struct vec4 position;
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}
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stream0[] =
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{
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{{-1.0f, -1.0f, 0.0f, 1.0f}},
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{{-1.0f, 1.0f, 0.0f, 1.0f}},
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{{-0.5f, -1.0f, 0.0f, 1.0f}},
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{{-0.5f, 1.0f, 0.0f, 1.0f}},
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};
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static const struct
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{
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struct vec2 color2;
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struct vec2 color1;
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}
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stream1[] =
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{
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{{0.5f, 0.5f}, {0.0f, 1.0f}},
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{{0.5f, 0.5f}, {1.0f, 1.0f}},
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};
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static const struct
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{
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struct vec2 color3;
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struct vec2 color0;
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}
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stream2[] =
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{
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{{0.5f, 0.5f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f}, {0.0f, 1.0f}},
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{{0.5f, 0.5f}, {0.0f, 0.0f}},
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{{0.5f, 0.5f}, {1.0f, 0.0f}},
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};
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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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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", "d3d10core_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(stream0);
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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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resource_data.pSysMem = stream0;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[0]);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(stream1);
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resource_data.pSysMem = stream1;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[1]);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(stream2);
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resource_data.pSysMem = stream2;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[2]);
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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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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
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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(*stream0);
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ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb[0], &stride, &offset);
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stride = sizeof(*stream1);
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ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb[1], &stride, &offset);
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stride = sizeof(*stream2);
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ID3D10Device_IASetVertexBuffers(device, 2, 1, &vb[2], &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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ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
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ID3D10Device_DrawInstanced(device, 4, 4, 0, 0);
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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, 240, 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, 400, 240);
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ok(compare_color(color, 0xffff0000, 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, 0xffff00ff, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D10PixelShader_Release(ps);
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ID3D10VertexShader_Release(vs);
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ID3D10Buffer_Release(vb[2]);
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ID3D10Buffer_Release(vb[1]);
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ID3D10Buffer_Release(vb[0]);
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ID3D10InputLayout_Release(input_layout);
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ID3D10RenderTargetView_Release(backbuffer_rtv);
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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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@ -2707,4 +2953,5 @@ START_TEST(device)
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test_blend();
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test_texture();
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test_private_data();
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test_il_append_aligned();
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}
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