diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 886a95066b6..9f98850bbb8 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -9532,6 +9532,168 @@ static void test_required_format_support(void) ok(!refcount, "Device has %u references left.\n", refcount); } +static void test_ddy(void) +{ + static const struct + { + struct vec4 position; + unsigned int color; + } + quad[] = + { + {{-1.0f, -1.0f, 0.0f, 1.0f}, 0x00ff0000}, + {{-1.0f, 1.0f, 0.0f, 1.0f}, 0x0000ff00}, + {{ 1.0f, -1.0f, 0.0f, 1.0f}, 0x00ff0000}, + {{ 1.0f, 1.0f, 0.0f, 1.0f}, 0x0000ff00}, + }; + static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = + { + {"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0}, + }; +#if 0 +struct vs_data +{ + float4 pos : SV_POSITION; + float4 color : COLOR; +}; + +void main(in struct vs_data vs_input, out struct vs_data vs_output) +{ + vs_output.pos = vs_input.pos; + vs_output.color = vs_input.color; +} +#endif + static const DWORD vs_code[] = + { + 0x43425844, 0xd5b32785, 0x35332906, 0x4d05e031, 0xf66a58af, 0x00000001, 0x00000144, 0x00000003, + 0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, + 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040, + 0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067, + 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2, + 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, + 0x0100003e, + }; +#if 0 +struct ps_data +{ + float4 pos : SV_POSITION; + float4 color : COLOR; +}; + +float4 main(struct ps_data ps_input) : SV_Target +{ + return ddy(ps_input.color) * 240.0 + 0.5; +} +#endif + static const DWORD ps_code[] = + { + 0x43425844, 0x423712f6, 0x786c59c2, 0xa6023c60, 0xb79faad2, 0x00000001, 0x00000138, 0x00000003, + 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000007c, 0x00000040, + 0x0000001f, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x0500000c, 0x001000f2, 0x00000000, 0x00101e46, 0x00000001, 0x0f000032, 0x001020f2, + 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x43700000, 0x43700000, 0x43700000, 0x43700000, + 0x00004002, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, 0x0100003e, + }; + static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; + struct d3d10core_test_context test_context; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10InputLayout *input_layout; + unsigned int stride, offset; + struct resource_readback rb; + ID3D10RenderTargetView *rtv; + ID3D10Texture2D *texture; + ID3D10VertexShader *vs; + ID3D10PixelShader *ps; + ID3D10Device *device; + ID3D10Buffer *vb; + DWORD color; + HRESULT hr; + + if (!init_test_context(&test_context)) + return; + + device = test_context.device; + + ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create render target view, 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); + + vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad); + + hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + + ID3D10Device_IASetInputLayout(device, input_layout); + ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + stride = sizeof(*quad); + offset = 0; + ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset); + ID3D10Device_VSSetShader(device, vs); + + hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + ID3D10Device_PSSetShader(device, ps); + + ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); + ID3D10Device_ClearRenderTargetView(device, rtv, red); + ID3D10Device_Draw(device, 4, 0); + + get_texture_readback(texture, 0, &rb); + color = get_readback_color(&rb, 320, 190); + ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 255, 240); + ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 320, 240); + ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 385, 240); + ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 320, 290); + ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color); + release_resource_readback(&rb); + + ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, NULL); + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red); + ID3D10Device_Draw(device, 4, 0); + + get_texture_readback(test_context.backbuffer, 0, &rb); + color = get_readback_color(&rb, 320, 190); + ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 255, 240); + ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 320, 240); + ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 385, 240); + ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 320, 290); + ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color); + release_resource_readback(&rb); + + ID3D10PixelShader_Release(ps); + ID3D10VertexShader_Release(vs); + ID3D10Buffer_Release(vb); + ID3D10InputLayout_Release(input_layout); + ID3D10Texture2D_Release(texture); + ID3D10RenderTargetView_Release(rtv); + release_test_context(&test_context); +} + START_TEST(device) { test_feature_level(); @@ -9586,4 +9748,5 @@ START_TEST(device) test_face_culling(); test_line_antialiasing_blending(); test_required_format_support(); + test_ddy(); }