/* * Copyright 2008 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #define COBJMACROS #include "initguid.h" #include "d3d10.h" #include "wine/test.h" HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter, UINT flags, void *unknown0, ID3D10Device **device); static ID3D10Device *create_device(void) { IDXGIFactory *factory = NULL; IDXGIAdapter *adapter = NULL; ID3D10Device *device = NULL; HRESULT hr; hr = CreateDXGIFactory(&IID_IDXGIFactory, (void *)&factory); if (FAILED(hr)) goto cleanup; hr = IDXGIFactory_EnumAdapters(factory, 0, &adapter); ok(SUCCEEDED(hr) || hr == DXGI_ERROR_NOT_FOUND, /* Some VMware and VirtualBox */ "EnumAdapters failed, hr %#x.\n", hr); if (SUCCEEDED(hr)) { hr = D3D10CoreCreateDevice(factory, adapter, 0, NULL, &device); } if (FAILED(hr)) { HMODULE d3d10ref; trace("Failed to create a HW device, trying REF\n"); if (adapter) IDXGIAdapter_Release(adapter); adapter = NULL; d3d10ref = LoadLibraryA("d3d10ref.dll"); if (!d3d10ref) { trace("d3d10ref.dll not available, unable to create a REF device\n"); goto cleanup; } hr = IDXGIFactory_CreateSoftwareAdapter(factory, d3d10ref, &adapter); FreeLibrary(d3d10ref); ok(SUCCEEDED(hr), "CreateSoftwareAdapter failed, hr %#x\n", hr); if (FAILED(hr)) goto cleanup; hr = D3D10CoreCreateDevice(factory, adapter, 0, NULL, &device); ok(SUCCEEDED(hr), "Failed to create a REF device, hr %#x\n", hr); if (FAILED(hr)) goto cleanup; } cleanup: if (adapter) IDXGIAdapter_Release(adapter); if (factory) IDXGIFactory_Release(factory); return device; } static void test_device_interfaces(void) { ID3D10Device *device; ULONG refcount; IUnknown *obj; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_IUnknown, (void **)&obj))) IUnknown_Release(obj); ok(SUCCEEDED(hr), "ID3D10Device does not implement IUnknown\n"); if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_IDXGIObject, (void **)&obj))) IUnknown_Release(obj); ok(SUCCEEDED(hr), "ID3D10Device does not implement IDXGIObject\n"); if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&obj))) IUnknown_Release(obj); ok(SUCCEEDED(hr), "ID3D10Device does not implement IDXGIDevice\n"); if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_ID3D10Device, (void **)&obj))) IUnknown_Release(obj); ok(SUCCEEDED(hr), "ID3D10Device does not implement ID3D10Device\n"); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left\n", refcount); } static void test_create_texture2d(void) { D3D10_TEXTURE2D_DESC desc; ID3D10Texture2D *texture; IDXGISurface *surface; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } desc.Width = 512; desc.Height = 512; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(SUCCEEDED(hr), "Texture should implement IDXGISurface\n"); if (SUCCEEDED(hr)) IDXGISurface_Release(surface); ID3D10Texture2D_Release(texture); desc.MipLevels = 0; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); ID3D10Texture2D_GetDesc(texture, &desc); ok(desc.Width == 512, "Got unexpected Width %u.\n", desc.Width); ok(desc.Height == 512, "Got unexpected Height %u.\n", desc.Height); ok(desc.MipLevels == 10, "Got unexpected MipLevels %u.\n", desc.MipLevels); ok(desc.ArraySize == 1, "Got unexpected ArraySize %u.\n", desc.ArraySize); ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format); ok(desc.SampleDesc.Count == 1, "Got unexpected SampleDesc.Count %u.\n", desc.SampleDesc.Count); ok(desc.SampleDesc.Quality == 0, "Got unexpected SampleDesc.Quality %u.\n", desc.SampleDesc.Quality); ok(desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected MipLevels %u.\n", desc.Usage); ok(desc.BindFlags == D3D10_BIND_RENDER_TARGET, "Got unexpected BindFlags %u.\n", desc.BindFlags); ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %u.\n", desc.CPUAccessFlags); ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %u.\n", desc.MiscFlags); hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(FAILED(hr), "Texture should not implement IDXGISurface\n"); if (SUCCEEDED(hr)) IDXGISurface_Release(surface); ID3D10Texture2D_Release(texture); desc.MipLevels = 1; desc.ArraySize = 2; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(FAILED(hr), "Texture should not implement IDXGISurface\n"); if (SUCCEEDED(hr)) IDXGISurface_Release(surface); ID3D10Texture2D_Release(texture); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_texture3d(void) { D3D10_TEXTURE3D_DESC desc; ID3D10Texture3D *texture; IDXGISurface *surface; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } desc.Width = 64; desc.Height = 64; desc.Depth = 64; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_RENDER_TARGET; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr); hr = ID3D10Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(FAILED(hr), "Texture should not implement IDXGISurface.\n"); if (SUCCEEDED(hr)) IDXGISurface_Release(surface); ID3D10Texture3D_Release(texture); desc.MipLevels = 0; hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr); ID3D10Texture3D_GetDesc(texture, &desc); ok(desc.Width == 64, "Got unexpected Width %u.\n", desc.Width); ok(desc.Height == 64, "Got unexpected Height %u.\n", desc.Height); ok(desc.Depth == 64, "Got unexpected Depth %u.\n", desc.Depth); ok(desc.MipLevels == 7, "Got unexpected MipLevels %u.\n", desc.MipLevels); ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format); ok(desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected MipLevels %u.\n", desc.Usage); ok(desc.BindFlags == D3D10_BIND_RENDER_TARGET, "Got unexpected BindFlags %u.\n", desc.BindFlags); ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %u.\n", desc.CPUAccessFlags); ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %u.\n", desc.MiscFlags); hr = ID3D10Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); ok(FAILED(hr), "Texture should not implement IDXGISurface.\n"); if (SUCCEEDED(hr)) IDXGISurface_Release(surface); ID3D10Texture3D_Release(texture); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_depthstencil_view(void) { D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc; D3D10_TEXTURE2D_DESC texture_desc; ID3D10DepthStencilView *dsview; ID3D10Texture2D *texture; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } texture_desc.Width = 512; texture_desc.Height = 512; texture_desc.MipLevels = 1; texture_desc.ArraySize = 1; texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; texture_desc.Usage = D3D10_USAGE_DEFAULT; texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsview); ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x\n", hr); ID3D10DepthStencilView_GetDesc(dsview, &dsv_desc); ok(dsv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", dsv_desc.Format); ok(dsv_desc.ViewDimension == D3D10_DSV_DIMENSION_TEXTURE2D, "Got unexpected view dimension %#x.\n", dsv_desc.ViewDimension); ok(U(dsv_desc).Texture2D.MipSlice == 0, "Got Unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice); ID3D10DepthStencilView_Release(dsview); ID3D10Texture2D_Release(texture); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_rendertarget_view(void) { D3D10_RENDER_TARGET_VIEW_DESC rtv_desc; D3D10_TEXTURE2D_DESC texture_desc; D3D10_BUFFER_DESC buffer_desc; ID3D10RenderTargetView *rtview; ID3D10Texture2D *texture; ID3D10Buffer *buffer; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } buffer_desc.ByteWidth = 1024; buffer_desc.Usage = D3D10_USAGE_DEFAULT; buffer_desc.BindFlags = D3D10_BIND_RENDER_TARGET; buffer_desc.CPUAccessFlags = 0; buffer_desc.MiscFlags = 0; hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer); ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr); rtv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_BUFFER; U(rtv_desc).Buffer.ElementOffset = 0; U(rtv_desc).Buffer.ElementWidth = 64; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)buffer, &rtv_desc, &rtview); ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x\n", hr); ID3D10RenderTargetView_Release(rtview); ID3D10Buffer_Release(buffer); texture_desc.Width = 512; texture_desc.Height = 512; texture_desc.MipLevels = 1; texture_desc.ArraySize = 1; texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; texture_desc.Usage = D3D10_USAGE_DEFAULT; texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET; texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); /* For texture resources it's allowed to specify NULL as desc */ hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtview); ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x\n", hr); ID3D10RenderTargetView_GetDesc(rtview, &rtv_desc); ok(rtv_desc.Format == texture_desc.Format, "Expected format %#x, got %#x\n", texture_desc.Format, rtv_desc.Format); ok(rtv_desc.ViewDimension == D3D10_RTV_DIMENSION_TEXTURE2D, "Expected view dimension D3D10_RTV_DIMENSION_TEXTURE2D, got %#x\n", rtv_desc.ViewDimension); ok(U(rtv_desc).Texture2D.MipSlice == 0, "Expected mip slice 0, got %#x\n", U(rtv_desc).Texture2D.MipSlice); ID3D10RenderTargetView_Release(rtview); ID3D10Texture2D_Release(texture); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_shader_resource_view(void) { D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D10_TEXTURE2D_DESC texture_desc; ID3D10ShaderResourceView *srview; D3D10_BUFFER_DESC buffer_desc; ID3D10Texture2D *texture; ID3D10Buffer *buffer; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } buffer_desc.ByteWidth = 1024; buffer_desc.Usage = D3D10_USAGE_DEFAULT; buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; buffer_desc.CPUAccessFlags = 0; buffer_desc.MiscFlags = 0; hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer); ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr); hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, NULL, &srview); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER; U(srv_desc).Buffer.ElementOffset = 0; U(srv_desc).Buffer.ElementWidth = 64; hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &srview); ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr); ID3D10ShaderResourceView_Release(srview); ID3D10Buffer_Release(buffer); texture_desc.Width = 512; texture_desc.Height = 512; texture_desc.MipLevels = 0; texture_desc.ArraySize = 1; texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; texture_desc.SampleDesc.Count = 1; texture_desc.SampleDesc.Quality = 0; texture_desc.Usage = D3D10_USAGE_DEFAULT; texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srview); ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr); ID3D10ShaderResourceView_GetDesc(srview, &srv_desc); ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format); ok(srv_desc.ViewDimension == D3D10_SRV_DIMENSION_TEXTURE2D, "Got unexpected view dimension %#x.\n", srv_desc.ViewDimension); ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n", U(srv_desc).Texture2D.MostDetailedMip); ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels); ID3D10ShaderResourceView_Release(srview); ID3D10Texture2D_Release(texture); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_shader(void) { #if 0 float4 light; float4x4 mat; struct input { float4 position : POSITION; float3 normal : NORMAL; }; struct output { float4 position : POSITION; float4 diffuse : COLOR; }; output main(const input v) { output o; o.position = mul(v.position, mat); o.diffuse = dot((float3)light, v.normal); return o; } #endif static const DWORD vs_4_0[] = { 0x43425844, 0x3ae813ca, 0x0f034b91, 0x790f3226, 0x6b4a718a, 0x00000001, 0x000001c0, 0x00000003, 0x0000002c, 0x0000007c, 0x000000cc, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000707, 0x49534f50, 0x4e4f4954, 0x524f4e00, 0x004c414d, 0x4e47534f, 0x00000048, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000041, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059, 0x00208e46, 0x00000000, 0x00000005, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101072, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x08000011, 0x00102012, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000001, 0x08000011, 0x00102022, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000002, 0x08000011, 0x00102042, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000003, 0x08000011, 0x00102082, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x08000010, 0x001020f2, 0x00000001, 0x00208246, 0x00000000, 0x00000000, 0x00101246, 0x00000001, 0x0100003e, }; static const DWORD vs_2_0[] = { 0xfffe0200, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0200, 0x00000002, 0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c, 0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c, 0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003, 0x00040004, 0x00000001, 0x00000000, 0x325f7376, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072, 0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x80000003, 0x900f0001, 0x03000009, 0xc0010000, 0x90e40000, 0xa0e40000, 0x03000009, 0xc0020000, 0x90e40000, 0xa0e40001, 0x03000009, 0xc0040000, 0x90e40000, 0xa0e40002, 0x03000009, 0xc0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xd00f0000, 0xa0e40004, 0x90e40001, 0x0000ffff, }; static const DWORD vs_3_0[] = { 0xfffe0300, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0300, 0x00000002, 0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c, 0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c, 0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003, 0x00040004, 0x00000001, 0x00000000, 0x335f7376, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072, 0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x80000003, 0x900f0001, 0x0200001f, 0x80000000, 0xe00f0000, 0x0200001f, 0x8000000a, 0xe00f0001, 0x03000009, 0xe0010000, 0x90e40000, 0xa0e40000, 0x03000009, 0xe0020000, 0x90e40000, 0xa0e40001, 0x03000009, 0xe0040000, 0x90e40000, 0xa0e40002, 0x03000009, 0xe0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xe00f0001, 0xa0e40004, 0x90e40001, 0x0000ffff, }; #if 0 float4 main(const float4 color : COLOR) : SV_TARGET { float4 o; o = color; return o; } #endif static const DWORD ps_4_0[] = { 0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac, 0x00000005, 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452, 0x00000050, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; ID3D10VertexShader *vs = NULL; ID3D10PixelShader *ps = NULL; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } hr = ID3D10Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), &vs); ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr); if (vs) ID3D10VertexShader_Release(vs); hr = ID3D10Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), &vs); ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#x\n", hr); hr = ID3D10Device_CreateVertexShader(device, vs_3_0, sizeof(vs_3_0), &vs); ok(hr == E_INVALIDARG, "Created a SM3 vertex shader, hr %#x\n", hr); hr = ID3D10Device_CreateVertexShader(device, ps_4_0, sizeof(ps_4_0), &vs); ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x\n", hr); hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps); ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr); if (ps) ID3D10PixelShader_Release(ps); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_sampler_state(void) { ID3D10SamplerState *sampler_state1, *sampler_state2; D3D10_SAMPLER_DESC sampler_desc; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } hr = ID3D10Device_CreateSamplerState(device, NULL, &sampler_state1); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; sampler_desc.MipLODBias = 0.0f; sampler_desc.MaxAnisotropy = 16; sampler_desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; sampler_desc.BorderColor[0] = 0.0f; sampler_desc.BorderColor[1] = 1.0f; sampler_desc.BorderColor[2] = 0.0f; sampler_desc.BorderColor[3] = 1.0f; sampler_desc.MinLOD = 0.0f; sampler_desc.MaxLOD = 16.0f; hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state1); ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state2); ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); ok(sampler_state1 == sampler_state2, "Got different sampler state objects.\n"); refcount = ID3D10SamplerState_Release(sampler_state2); ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); refcount = ID3D10SamplerState_Release(sampler_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_blend_state(void) { ID3D10BlendState *blend_state1, *blend_state2; D3D10_BLEND_DESC blend_desc; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } hr = ID3D10Device_CreateBlendState(device, NULL, &blend_state1); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); blend_desc.AlphaToCoverageEnable = FALSE; blend_desc.BlendEnable[0] = FALSE; blend_desc.BlendEnable[1] = FALSE; blend_desc.BlendEnable[2] = FALSE; blend_desc.BlendEnable[3] = FALSE; blend_desc.BlendEnable[4] = FALSE; blend_desc.BlendEnable[5] = FALSE; blend_desc.BlendEnable[6] = FALSE; blend_desc.BlendEnable[7] = FALSE; blend_desc.SrcBlend = D3D10_BLEND_ONE; blend_desc.DestBlend = D3D10_BLEND_ZERO; blend_desc.BlendOp = D3D10_BLEND_OP_ADD; blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE; blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO; blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_ALL; blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_ALL; blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_ALL; blend_desc.RenderTargetWriteMask[4] = D3D10_COLOR_WRITE_ENABLE_ALL; blend_desc.RenderTargetWriteMask[5] = D3D10_COLOR_WRITE_ENABLE_ALL; blend_desc.RenderTargetWriteMask[6] = D3D10_COLOR_WRITE_ENABLE_ALL; blend_desc.RenderTargetWriteMask[7] = D3D10_COLOR_WRITE_ENABLE_ALL; hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state1); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state2); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); ok(blend_state1 == blend_state2, "Got different blend state objects.\n"); refcount = ID3D10BlendState_Release(blend_state2); ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); refcount = ID3D10BlendState_Release(blend_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_depthstencil_state(void) { ID3D10DepthStencilState *ds_state1, *ds_state2; D3D10_DEPTH_STENCIL_DESC ds_desc; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } hr = ID3D10Device_CreateDepthStencilState(device, NULL, &ds_state1); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); ds_desc.DepthEnable = TRUE; ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; ds_desc.DepthFunc = D3D10_COMPARISON_LESS; ds_desc.StencilEnable = FALSE; ds_desc.StencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK; ds_desc.StencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK; ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; ds_desc.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; ds_desc.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS; hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1); ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state2); ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n"); refcount = ID3D10DepthStencilState_Release(ds_state2); ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); refcount = ID3D10DepthStencilState_Release(ds_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_rasterizer_state(void) { ID3D10RasterizerState *rast_state1, *rast_state2; D3D10_RASTERIZER_DESC rast_desc; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } hr = ID3D10Device_CreateRasterizerState(device, NULL, &rast_state1); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); rast_desc.FillMode = D3D10_FILL_SOLID; rast_desc.CullMode = D3D10_CULL_BACK; rast_desc.FrontCounterClockwise = FALSE; rast_desc.DepthBias = 0; rast_desc.DepthBiasClamp = 0.0f; rast_desc.SlopeScaledDepthBias = 0.0f; rast_desc.DepthClipEnable = TRUE; rast_desc.ScissorEnable = FALSE; rast_desc.MultisampleEnable = FALSE; rast_desc.AntialiasedLineEnable = FALSE; hr = ID3D10Device_CreateRasterizerState(device, &rast_desc, &rast_state1); ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); hr = ID3D10Device_CreateRasterizerState(device, &rast_desc, &rast_state2); ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); ok(rast_state1 == rast_state2, "Got different rasterizer state objects.\n"); refcount = ID3D10RasterizerState_Release(rast_state2); ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); refcount = ID3D10RasterizerState_Release(rast_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } static void test_create_predicate(void) { D3D10_QUERY_DESC query_desc; ID3D10Predicate *predicate; ID3D10Device *device; ULONG refcount; HRESULT hr; if (!(device = create_device())) { skip("Failed to create device, skipping tests.\n"); return; } hr = ID3D10Device_CreatePredicate(device, NULL, &predicate); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); query_desc.Query = D3D10_QUERY_OCCLUSION; query_desc.MiscFlags = 0; hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); query_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE; hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate); ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr); ID3D10Predicate_Release(predicate); query_desc.Query = D3D10_QUERY_SO_OVERFLOW_PREDICATE; hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate); ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr); ID3D10Predicate_Release(predicate); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); } START_TEST(device) { test_device_interfaces(); test_create_texture2d(); test_create_texture3d(); test_create_depthstencil_view(); test_create_rendertarget_view(); test_create_shader_resource_view(); test_create_shader(); test_create_sampler_state(); test_create_blend_state(); test_create_depthstencil_state(); test_create_rasterizer_state(); test_create_predicate(); }