d3d11/tests: Avoid multiple readbacks of backbuffer texture.
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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@ -80,36 +80,74 @@ static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
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return TRUE;
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}
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static DWORD get_texture_color(ID3D11Texture2D *src_texture, unsigned int x, unsigned int y)
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struct texture_readback
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{
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ID3D11Resource *texture;
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D3D11_MAPPED_SUBRESOURCE map_desc;
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ID3D11DeviceContext *immediate_context;
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};
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static void get_texture_readback(ID3D11Texture2D *texture, struct texture_readback *rb)
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{
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D3D11_MAPPED_SUBRESOURCE mapped_texture;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11Texture2D *dst_texture;
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ID3D11DeviceContext *context;
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ID3D11Device *device;
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DWORD color;
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HRESULT hr;
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ID3D11Texture2D_GetDevice(src_texture, &device);
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ID3D11Device_GetImmediateContext(device, &context);
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memset(rb, 0, sizeof(*rb));
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ID3D11Texture2D_GetDesc(src_texture, &texture_desc);
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ID3D11Texture2D_GetDevice(texture, &device);
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ID3D11Texture2D_GetDesc(texture, &texture_desc);
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texture_desc.Usage = D3D11_USAGE_STAGING;
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texture_desc.BindFlags = 0;
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texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &dst_texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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if (FAILED(hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->texture)))
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{
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trace("Failed to create texture, hr %#x.\n", hr);
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ID3D11Device_Release(device);
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return;
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}
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ID3D11DeviceContext_CopyResource(context, (ID3D11Resource *)dst_texture, (ID3D11Resource *)src_texture);
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hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)dst_texture, 0, D3D11_MAP_READ, 0, &mapped_texture);
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ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
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color = *(DWORD *)(((BYTE *)mapped_texture.pData) + mapped_texture.RowPitch * y + x * 4);
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ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)dst_texture, 0);
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ID3D11Device_GetImmediateContext(device, &rb->immediate_context);
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ID3D11DeviceContext_CopyResource(rb->immediate_context, rb->texture, (ID3D11Resource *)texture);
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if (FAILED(hr = ID3D11DeviceContext_Map(rb->immediate_context, rb->texture, 0, D3D11_MAP_READ, 0, &rb->map_desc)))
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{
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trace("Failed to map texture, hr %#x.\n", hr);
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ID3D11Resource_Release(rb->texture);
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rb->texture = NULL;
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ID3D11DeviceContext_Release(rb->immediate_context);
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rb->immediate_context = NULL;
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}
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ID3D11Texture2D_Release(dst_texture);
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ID3D11DeviceContext_Release(context);
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ID3D11Device_Release(device);
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}
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static DWORD get_readback_color(struct texture_readback *rb, unsigned int x, unsigned int y)
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{
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return rb->texture
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? ((DWORD *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(DWORD) + x] : 0xdeadbeef;
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}
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static void release_texture_readback(struct texture_readback *rb)
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{
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if (!rb->texture)
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return;
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ID3D11DeviceContext_Unmap(rb->immediate_context, rb->texture, 0);
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ID3D11Resource_Release(rb->texture);
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ID3D11DeviceContext_Release(rb->immediate_context);
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}
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static DWORD get_texture_color(ID3D11Texture2D *texture, unsigned int x, unsigned int y)
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{
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struct texture_readback rb;
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DWORD color;
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get_texture_readback(texture, &rb);
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color = get_readback_color(&rb, x, y);
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release_texture_readback(&rb);
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return color;
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}
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@ -2824,6 +2862,7 @@ static void test_texture(void)
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ID3D11DeviceContext *context;
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ID3D11Texture2D *backbuffer;
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unsigned int stride, offset;
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struct texture_readback rb;
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IDXGISwapChain *swapchain;
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ID3D11Texture2D *texture;
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ID3D11VertexShader *vs;
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@ -3003,16 +3042,18 @@ static void test_texture(void)
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ID3D11DeviceContext_Draw(context, 4, 0);
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get_texture_readback(backbuffer, &rb);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
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color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
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ok(compare_color(color, bitmap_data[j + i * 4], 1),
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"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
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color, j, i, bitmap_data[j + i * 4]);
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}
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}
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release_texture_readback(&rb);
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ID3D11PixelShader_Release(ps);
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ID3D11VertexShader_Release(vs);
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@ -3710,6 +3751,7 @@ static void test_update_subresource(void)
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ID3D11DeviceContext *context;
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ID3D11Texture2D *backbuffer;
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unsigned int stride, offset;
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struct texture_readback rb;
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IDXGISwapChain *swapchain;
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ID3D11Texture2D *texture;
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ID3D11VertexShader *vs;
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@ -3893,15 +3935,17 @@ static void test_update_subresource(void)
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ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
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ID3D11DeviceContext_Draw(context, 4, 0);
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get_texture_readback(backbuffer, &rb);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
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color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
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ok(compare_color(color, 0x00000000, 0),
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"Got unexpected color 0x%08x at (%u, %u).\n", color, j, i);
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}
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}
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release_texture_readback(&rb);
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set_box(&box, 1, 1, 0, 3, 3, 1);
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
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@ -3919,30 +3963,34 @@ static void test_update_subresource(void)
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
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bitmap_data, sizeof(*bitmap_data), 0);
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ID3D11DeviceContext_Draw(context, 4, 0);
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get_texture_readback(backbuffer, &rb);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
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color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
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ok(compare_color(color, expected_colors[j + i * 4], 1),
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"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
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color, j, i, expected_colors[j + i * 4]);
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}
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}
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release_texture_readback(&rb);
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, NULL,
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bitmap_data, 4 * sizeof(*bitmap_data), 0);
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ID3D11DeviceContext_Draw(context, 4, 0);
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get_texture_readback(backbuffer, &rb);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
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color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
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ok(compare_color(color, bitmap_data[j + i * 4], 1),
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"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
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color, j, i, bitmap_data[j + i * 4]);
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}
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}
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release_texture_readback(&rb);
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ID3D11PixelShader_Release(ps);
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ID3D11VertexShader_Release(vs);
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