d3d11/tests: Add test for primitive restart.
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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@ -11774,6 +11774,166 @@ static void test_sm4_ret_instruction(void)
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release_test_context(&test_context);
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}
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static void test_primitive_restart(void)
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{
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struct d3d11_test_context test_context;
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unsigned int stride, offset, x, y;
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ID3D11Buffer *ib32, *ib16, *vb;
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ID3D11DeviceContext *context;
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struct resource_readback rb;
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ID3D11InputLayout *layout;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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unsigned int i;
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HRESULT hr;
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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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float4 color : color;
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};
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float4 main(vs_out input) : SV_TARGET
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{
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return input.color;
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}
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#endif
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0x43425844, 0x119e48d1, 0x468aecb3, 0x0a405be5, 0x4e203b82, 0x00000001, 0x000000f4, 0x00000003,
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0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f63, 0xabab0072,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
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0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
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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_out
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{
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float4 position : SV_Position;
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float4 color : color;
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};
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void main(float4 position : POSITION, uint vertex_id : SV_VertexID, out vs_out output)
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{
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output.position = position;
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output.color = vertex_id < 4 ? float4(0.0, 1.0, 1.0, 1.0) : float4(1.0, 0.0, 0.0, 1.0);
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}
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#endif
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0x43425844, 0x2fa57573, 0xdb71c15f, 0x2641b028, 0xa8f87ccc, 0x00000001, 0x00000198, 0x00000003,
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0x0000002c, 0x00000084, 0x000000d8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000006,
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0x00000001, 0x00000001, 0x00000101, 0x49534f50, 0x4e4f4954, 0x5f565300, 0x74726556, 0x44497865,
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0xababab00, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001,
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0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
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0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f63, 0xabab0072, 0x52444853, 0x000000b8,
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0x00010040, 0x0000002e, 0x0300005f, 0x001010f2, 0x00000000, 0x04000060, 0x00101012, 0x00000001,
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0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001,
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0x02000068, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0700004f,
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0x00100012, 0x00000000, 0x0010100a, 0x00000001, 0x00004001, 0x00000004, 0x0f000037, 0x001020f2,
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0x00000001, 0x00100006, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000,
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0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const struct vec2 vertices[] =
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{
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{-1.00f, -1.0f},
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{-1.00f, 1.0f},
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{-0.25f, -1.0f},
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{-0.25f, 1.0f},
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{ 0.25f, -1.0f},
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{ 0.25f, 1.0f},
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{ 1.00f, -1.0f},
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{ 1.00f, 1.0f},
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};
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static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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static const unsigned short indices16[] =
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{
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0, 1, 2, 3, 0xffff, 4, 5, 6, 7
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};
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static const unsigned int indices32[] =
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{
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0, 1, 2, 3, 0xffffffff, 4, 5, 6, 7
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};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create return pixel shader, hr %#x.\n", hr);
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ib16 = create_buffer(device, D3D11_BIND_INDEX_BUFFER, sizeof(indices16), indices16);
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ib32 = create_buffer(device, D3D11_BIND_INDEX_BUFFER, sizeof(indices32), indices32);
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hr = ID3D11Device_CreateInputLayout(device, layout_desc,
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sizeof(layout_desc) / sizeof(*layout_desc),
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vs_code, sizeof(vs_code), &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, D3D11_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_IASetInputLayout(context, layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*vertices);
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
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for (i = 0; i < 2; ++i)
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{
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if (!i)
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ID3D11DeviceContext_IASetIndexBuffer(context, ib32, DXGI_FORMAT_R32_UINT, 0);
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else
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ID3D11DeviceContext_IASetIndexBuffer(context, ib16, DXGI_FORMAT_R16_UINT, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, black);
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ID3D11DeviceContext_DrawIndexed(context, 9, 0, 0);
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get_texture_readback(test_context.backbuffer, 0, &rb);
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for (y = 0; y < 480; ++y)
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{
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for (x = 0; x < 640; ++x)
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{
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DWORD color = get_readback_color(&rb, x, y);
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DWORD expected_color;
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if (x < 240)
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expected_color = 0xffffff00;
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else if (x >= 640 - 240)
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expected_color = 0xff0000ff;
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else
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expected_color = 0x00000000;
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ok(compare_color(color, expected_color, 1),
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"Test %u: Got 0x%08x, expected 0x%08x at (%u, %u).\n",
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i, color, expected_color, x, y);
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}
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}
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release_resource_readback(&rb);
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}
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ID3D11Buffer_Release(ib16);
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ID3D11Buffer_Release(ib32);
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ID3D11Buffer_Release(vb);
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ID3D11InputLayout_Release(layout);
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ID3D11PixelShader_Release(ps);
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ID3D11VertexShader_Release(vs);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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test_create_device();
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@ -11839,4 +11999,5 @@ START_TEST(d3d11)
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test_stencil_separate();
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test_uav_load();
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test_sm4_ret_instruction();
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test_primitive_restart();
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}
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