6061 lines
270 KiB
C
6061 lines
270 KiB
C
/*
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* Copyright 2008 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#include "initguid.h"
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#include "d3d11.h"
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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 void set_box(D3D10_BOX *box, UINT left, UINT top, UINT front, UINT right, UINT bottom, UINT back)
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{
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box->left = left;
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box->top = top;
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box->front = front;
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box->right = right;
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box->bottom = bottom;
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box->back = back;
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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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return IUnknown_Release(iface);
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}
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static BOOL compare_float(float f, float g, unsigned int ulps)
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{
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int x = *(int *)&f;
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int y = *(int *)&g;
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if (x < 0)
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x = INT_MIN - x;
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if (y < 0)
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y = INT_MIN - y;
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if (abs(x - y) > ulps)
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return FALSE;
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return TRUE;
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}
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static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
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{
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if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff)
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return FALSE;
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return TRUE;
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}
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struct texture_readback
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{
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ID3D10Texture2D *texture;
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D3D10_MAPPED_TEXTURE2D mapped_texture;
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unsigned int width, height;
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};
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static void get_texture_readback(ID3D10Texture2D *texture, struct texture_readback *rb)
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{
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10Device *device;
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HRESULT hr;
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memset(rb, 0, sizeof(*rb));
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ID3D10Texture2D_GetDevice(texture, &device);
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ID3D10Texture2D_GetDesc(texture, &texture_desc);
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texture_desc.Usage = D3D10_USAGE_STAGING;
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texture_desc.BindFlags = 0;
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texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
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texture_desc.MiscFlags = 0;
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if (FAILED(hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rb->texture)))
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{
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trace("Failed to create texture, hr %#x.\n", hr);
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ID3D10Device_Release(device);
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return;
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}
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rb->width = texture_desc.Width;
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rb->height = texture_desc.Height;
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ID3D10Device_CopyResource(device, (ID3D10Resource *)rb->texture, (ID3D10Resource *)texture);
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if (FAILED(hr = ID3D10Texture2D_Map(rb->texture, 0, D3D10_MAP_READ, 0, &rb->mapped_texture)))
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{
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trace("Failed to map texture, hr %#x.\n", hr);
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ID3D10Texture2D_Release(rb->texture);
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rb->texture = NULL;
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}
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ID3D10Device_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->mapped_texture.pData)[rb->mapped_texture.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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ID3D10Texture2D_Unmap(rb->texture, 0);
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ID3D10Texture2D_Release(rb->texture);
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}
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static DWORD get_texture_color(ID3D10Texture2D *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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#define check_texture_color(t, c, d) check_texture_color_(__LINE__, t, c, d)
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static void check_texture_color_(unsigned int line, ID3D10Texture2D *texture,
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DWORD expected_color, BYTE max_diff)
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{
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struct texture_readback rb;
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unsigned int x = 0, y = 0;
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BOOL all_match = TRUE;
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DWORD color = 0;
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get_texture_readback(texture, &rb);
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for (y = 0; y < rb.height; ++y)
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{
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for (x = 0; x < rb.width; ++x)
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{
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color = get_readback_color(&rb, x, y);
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if (!compare_color(color, expected_color, max_diff))
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{
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all_match = FALSE;
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break;
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}
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}
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if (!all_match)
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break;
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}
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release_texture_readback(&rb);
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ok_(__FILE__, line)(all_match,
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"Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
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}
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static ID3D10Device *create_device(void)
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{
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ID3D10Device *device;
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if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &device)))
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return device;
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if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, D3D10_SDK_VERSION, &device)))
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return device;
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if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &device)))
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return device;
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return NULL;
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}
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#define SWAPCHAIN_FLAG_SHADER_INPUT 0x1
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struct swapchain_desc
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{
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BOOL windowed;
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UINT buffer_count;
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DXGI_SWAP_EFFECT swap_effect;
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DWORD flags;
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};
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static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, const struct swapchain_desc *swapchain_desc)
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{
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IDXGISwapChain *swapchain;
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DXGI_SWAP_CHAIN_DESC dxgi_desc;
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IDXGIDevice *dxgi_device;
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IDXGIAdapter *adapter;
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IDXGIFactory *factory;
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HRESULT hr;
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hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
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ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
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hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
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ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
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IDXGIDevice_Release(dxgi_device);
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hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
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ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
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IDXGIAdapter_Release(adapter);
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dxgi_desc.BufferDesc.Width = 640;
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dxgi_desc.BufferDesc.Height = 480;
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dxgi_desc.BufferDesc.RefreshRate.Numerator = 60;
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dxgi_desc.BufferDesc.RefreshRate.Denominator = 1;
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dxgi_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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dxgi_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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dxgi_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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dxgi_desc.SampleDesc.Count = 1;
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dxgi_desc.SampleDesc.Quality = 0;
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dxgi_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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dxgi_desc.BufferCount = 1;
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dxgi_desc.OutputWindow = window;
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dxgi_desc.Windowed = TRUE;
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dxgi_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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dxgi_desc.Flags = 0;
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if (swapchain_desc)
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{
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dxgi_desc.Windowed = swapchain_desc->windowed;
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dxgi_desc.SwapEffect = swapchain_desc->swap_effect;
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dxgi_desc.BufferCount = swapchain_desc->buffer_count;
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if (swapchain_desc->flags & SWAPCHAIN_FLAG_SHADER_INPUT)
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dxgi_desc.BufferUsage |= DXGI_USAGE_SHADER_INPUT;
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}
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hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain);
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ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr);
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IDXGIFactory_Release(factory);
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return swapchain;
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}
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static void test_feature_level(void)
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{
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D3D_FEATURE_LEVEL feature_level;
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ID3D11Device *device11;
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ID3D10Device *device10;
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HRESULT hr;
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if (!(device10 = 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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hr = ID3D10Device_QueryInterface(device10, &IID_ID3D11Device, (void **)&device11);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Failed to query ID3D11Device interface, hr %#x.\n", hr);
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if (FAILED(hr))
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{
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win_skip("D3D11 is not available.\n");
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ID3D10Device_Release(device10);
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return;
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}
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/* Device was created by D3D10CreateDevice. */
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feature_level = ID3D11Device_GetFeatureLevel(device11);
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ok(feature_level == D3D_FEATURE_LEVEL_10_0, "Got unexpected feature level %#x.\n", feature_level);
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ID3D11Device_Release(device11);
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ID3D10Device_Release(device10);
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}
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static void test_device_interfaces(void)
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{
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IDXGIAdapter *dxgi_adapter;
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IDXGIDevice *dxgi_device;
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ID3D10Device *device;
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IUnknown *iface;
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ULONG refcount;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device.\n");
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return;
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}
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hr = ID3D10Device_QueryInterface(device, &IID_IUnknown, (void **)&iface);
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ok(SUCCEEDED(hr), "Device should implement IUnknown interface, hr %#x.\n", hr);
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IUnknown_Release(iface);
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hr = ID3D10Device_QueryInterface(device, &IID_IDXGIObject, (void **)&iface);
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ok(SUCCEEDED(hr), "Device should implement IDXGIObject interface, hr %#x.\n", hr);
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IUnknown_Release(iface);
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hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
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ok(SUCCEEDED(hr), "Device should implement IDXGIDevice.\n");
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hr = IDXGIDevice_GetParent(dxgi_device, &IID_IDXGIAdapter, (void **)&dxgi_adapter);
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ok(SUCCEEDED(hr), "Device parent should implement IDXGIAdapter.\n");
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hr = IDXGIAdapter_GetParent(dxgi_adapter, &IID_IDXGIFactory, (void **)&iface);
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ok(SUCCEEDED(hr), "Adapter parent should implement IDXGIFactory.\n");
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IUnknown_Release(iface);
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IUnknown_Release(dxgi_adapter);
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hr = IDXGIDevice_GetParent(dxgi_device, &IID_IDXGIAdapter1, (void **)&dxgi_adapter);
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ok(SUCCEEDED(hr), "Device parent should implement IDXGIAdapter1.\n");
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hr = IDXGIAdapter_GetParent(dxgi_adapter, &IID_IDXGIFactory1, (void **)&iface);
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ok(hr == E_NOINTERFACE, "Adapter parent should not implement IDXGIFactory1.\n");
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IUnknown_Release(dxgi_adapter);
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IUnknown_Release(dxgi_device);
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hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice1, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Device should implement IDXGIDevice1.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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hr = ID3D10Device_QueryInterface(device, &IID_ID3D10Multithread, (void **)&iface);
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ok(SUCCEEDED(hr), "Device should implement ID3D10Multithread interface, hr %#x.\n", hr);
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IUnknown_Release(iface);
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hr = ID3D10Device_QueryInterface(device, &IID_ID3D10Device1, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Device should implement ID3D10Device1 interface, hr %#x.\n", hr);
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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hr = ID3D10Device_QueryInterface(device, &IID_ID3D11Device, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Device should implement ID3D11Device interface, hr %#x.\n", hr);
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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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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}
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static void test_create_texture2d(void)
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{
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ULONG refcount, expected_refcount;
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D3D10_SUBRESOURCE_DATA data = {0};
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ID3D10Device *device, *tmp;
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D3D10_TEXTURE2D_DESC desc;
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ID3D10Texture2D *texture;
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UINT quality_level_count;
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IDXGISurface *surface;
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HRESULT hr;
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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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desc.Width = 512;
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desc.Height = 512;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D10_USAGE_DEFAULT;
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desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &desc, &data, &texture);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D10Texture2D_GetDevice(texture, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(SUCCEEDED(hr), "Texture should implement IDXGISurface\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture2D_Release(texture);
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desc.MipLevels = 0;
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D10Texture2D_GetDevice(texture, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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ID3D10Texture2D_GetDesc(texture, &desc);
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ok(desc.Width == 512, "Got unexpected Width %u.\n", desc.Width);
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ok(desc.Height == 512, "Got unexpected Height %u.\n", desc.Height);
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ok(desc.MipLevels == 10, "Got unexpected MipLevels %u.\n", desc.MipLevels);
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ok(desc.ArraySize == 1, "Got unexpected ArraySize %u.\n", desc.ArraySize);
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ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format);
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ok(desc.SampleDesc.Count == 1, "Got unexpected SampleDesc.Count %u.\n", desc.SampleDesc.Count);
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ok(desc.SampleDesc.Quality == 0, "Got unexpected SampleDesc.Quality %u.\n", desc.SampleDesc.Quality);
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ok(desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected Usage %u.\n", desc.Usage);
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ok(desc.BindFlags == D3D10_BIND_RENDER_TARGET, "Got unexpected BindFlags %u.\n", desc.BindFlags);
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ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %u.\n", desc.CPUAccessFlags);
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ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %u.\n", desc.MiscFlags);
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hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(FAILED(hr), "Texture should not implement IDXGISurface\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture2D_Release(texture);
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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);
|
|
|
|
ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &quality_level_count);
|
|
desc.ArraySize = 1;
|
|
desc.SampleDesc.Count = 2;
|
|
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
|
|
if (quality_level_count)
|
|
{
|
|
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
|
|
ID3D10Texture2D_Release(texture);
|
|
desc.SampleDesc.Quality = quality_level_count;
|
|
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
|
|
}
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
/* We assume 15 samples multisampling is never supported in practice. */
|
|
desc.SampleDesc.Count = 15;
|
|
desc.SampleDesc.Quality = 0;
|
|
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_texture2d_interfaces(void)
|
|
{
|
|
ID3D11Texture2D *d3d11_texture;
|
|
D3D10_TEXTURE2D_DESC desc;
|
|
ID3D10Texture2D *texture;
|
|
IDXGISurface *surface;
|
|
ID3D10Device *device;
|
|
unsigned int i;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
static const struct test
|
|
{
|
|
UINT bind_flags;
|
|
UINT misc_flags;
|
|
UINT expected_bind_flags;
|
|
UINT expected_misc_flags;
|
|
}
|
|
desc_conversion_tests[] =
|
|
{
|
|
{
|
|
D3D10_BIND_RENDER_TARGET, 0,
|
|
D3D11_BIND_RENDER_TARGET, 0
|
|
},
|
|
{
|
|
0, D3D10_RESOURCE_MISC_SHARED,
|
|
0, D3D11_RESOURCE_MISC_SHARED
|
|
},
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
desc.Width = 512;
|
|
desc.Height = 512;
|
|
desc.MipLevels = 0;
|
|
desc.ArraySize = 1;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D11_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(hr == E_NOINTERFACE, "Texture should not implement IDXGISurface.\n");
|
|
|
|
hr = ID3D10Texture2D_QueryInterface(texture, &IID_ID3D11Texture2D, (void **)&d3d11_texture);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Texture should implement ID3D11Texture2D.\n");
|
|
if (SUCCEEDED(hr)) ID3D11Texture2D_Release(d3d11_texture);
|
|
ID3D10Texture2D_Release(texture);
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("D3D11 is not available, skipping tests.\n");
|
|
ID3D10Device_Release(device);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i)
|
|
{
|
|
const struct test *current = &desc_conversion_tests[i];
|
|
D3D11_TEXTURE2D_DESC d3d11_desc;
|
|
ID3D11Device *d3d11_device;
|
|
|
|
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 = current->bind_flags;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = current->misc_flags;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
|
|
/* Shared resources are not supported by REF and WARP devices. */
|
|
ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY),
|
|
"Test %u: Failed to create a 2d texture, hr %#x.\n", i, hr);
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("Failed to create ID3D10Texture2D, skipping test %u.\n", i);
|
|
continue;
|
|
}
|
|
|
|
hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(SUCCEEDED(hr), "Test %u: Texture should implement IDXGISurface.\n", i);
|
|
IDXGISurface_Release(surface);
|
|
|
|
hr = ID3D10Texture2D_QueryInterface(texture, &IID_ID3D11Texture2D, (void **)&d3d11_texture);
|
|
ok(SUCCEEDED(hr), "Test %u: Texture should implement ID3D11Texture2D.\n", i);
|
|
ID3D10Texture2D_Release(texture);
|
|
|
|
ID3D11Texture2D_GetDesc(d3d11_texture, &d3d11_desc);
|
|
|
|
ok(d3d11_desc.Width == desc.Width,
|
|
"Test %u: Got unexpected Width %u.\n", i, d3d11_desc.Width);
|
|
ok(d3d11_desc.Height == desc.Height,
|
|
"Test %u: Got unexpected Height %u.\n", i, d3d11_desc.Height);
|
|
ok(d3d11_desc.MipLevels == desc.MipLevels,
|
|
"Test %u: Got unexpected MipLevels %u.\n", i, d3d11_desc.MipLevels);
|
|
ok(d3d11_desc.ArraySize == desc.ArraySize,
|
|
"Test %u: Got unexpected ArraySize %u.\n", i, d3d11_desc.ArraySize);
|
|
ok(d3d11_desc.Format == desc.Format,
|
|
"Test %u: Got unexpected Format %u.\n", i, d3d11_desc.Format);
|
|
ok(d3d11_desc.SampleDesc.Count == desc.SampleDesc.Count,
|
|
"Test %u: Got unexpected SampleDesc.Count %u.\n", i, d3d11_desc.SampleDesc.Count);
|
|
ok(d3d11_desc.SampleDesc.Quality == desc.SampleDesc.Quality,
|
|
"Test %u: Got unexpected SampleDesc.Quality %u.\n", i, d3d11_desc.SampleDesc.Quality);
|
|
ok(d3d11_desc.Usage == (D3D11_USAGE)desc.Usage,
|
|
"Test %u: Got unexpected Usage %u.\n", i, d3d11_desc.Usage);
|
|
ok(d3d11_desc.BindFlags == current->expected_bind_flags,
|
|
"Test %u: Got unexpected BindFlags %#x.\n", i, d3d11_desc.BindFlags);
|
|
ok(d3d11_desc.CPUAccessFlags == desc.CPUAccessFlags,
|
|
"Test %u: Got unexpected CPUAccessFlags %#x.\n", i, d3d11_desc.CPUAccessFlags);
|
|
ok(d3d11_desc.MiscFlags == current->expected_misc_flags,
|
|
"Test %u: Got unexpected MiscFlags %#x.\n", i, d3d11_desc.MiscFlags);
|
|
|
|
d3d11_device = NULL;
|
|
ID3D11Texture2D_GetDevice(d3d11_texture, &d3d11_device);
|
|
ok(!!d3d11_device, "Test %u: Got NULL, expected device pointer.\n", i);
|
|
ID3D11Device_Release(d3d11_device);
|
|
|
|
ID3D11Texture2D_Release(d3d11_texture);
|
|
}
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_texture3d(void)
|
|
{
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_SUBRESOURCE_DATA data = {0};
|
|
ID3D10Device *device, *tmp;
|
|
D3D10_TEXTURE3D_DESC desc;
|
|
ID3D10Texture3D *texture;
|
|
IDXGISurface *surface;
|
|
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, &data, &texture);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10Texture3D_GetDevice(texture, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
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;
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10Texture3D_GetDevice(texture, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
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 Usage %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_buffer_interfaces(void)
|
|
{
|
|
ID3D11Buffer *d3d11_buffer;
|
|
D3D10_BUFFER_DESC desc;
|
|
ID3D10Buffer *buffer;
|
|
ID3D10Device *device;
|
|
unsigned int i;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
static const struct test
|
|
{
|
|
UINT bind_flags;
|
|
UINT misc_flags;
|
|
UINT expected_bind_flags;
|
|
UINT expected_misc_flags;
|
|
}
|
|
desc_conversion_tests[] =
|
|
{
|
|
{
|
|
D3D10_BIND_VERTEX_BUFFER, 0,
|
|
D3D11_BIND_VERTEX_BUFFER, 0
|
|
},
|
|
{
|
|
D3D10_BIND_INDEX_BUFFER, 0,
|
|
D3D11_BIND_INDEX_BUFFER, 0
|
|
},
|
|
{
|
|
D3D10_BIND_CONSTANT_BUFFER, 0,
|
|
D3D11_BIND_CONSTANT_BUFFER, 0
|
|
},
|
|
{
|
|
D3D10_BIND_SHADER_RESOURCE, 0,
|
|
D3D11_BIND_SHADER_RESOURCE, 0
|
|
},
|
|
{
|
|
D3D10_BIND_STREAM_OUTPUT, 0,
|
|
D3D11_BIND_STREAM_OUTPUT, 0
|
|
},
|
|
{
|
|
D3D10_BIND_RENDER_TARGET, 0,
|
|
D3D11_BIND_RENDER_TARGET, 0
|
|
},
|
|
{
|
|
0, D3D10_RESOURCE_MISC_SHARED,
|
|
0, D3D11_RESOURCE_MISC_SHARED
|
|
},
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
desc.ByteWidth = 1024;
|
|
desc.Usage = D3D10_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &desc, NULL, &buffer);
|
|
ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Buffer_QueryInterface(buffer, &IID_ID3D11Buffer, (void **)&d3d11_buffer);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Buffer should implement ID3D11Buffer.\n");
|
|
if (SUCCEEDED(hr)) ID3D11Buffer_Release(d3d11_buffer);
|
|
ID3D10Buffer_Release(buffer);
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("D3D11 is not available.\n");
|
|
ID3D10Device_Release(device);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i)
|
|
{
|
|
const struct test *current = &desc_conversion_tests[i];
|
|
D3D11_BUFFER_DESC d3d11_desc;
|
|
ID3D11Device *d3d11_device;
|
|
|
|
desc.ByteWidth = 1024;
|
|
desc.Usage = D3D10_USAGE_DEFAULT;
|
|
desc.BindFlags = current->bind_flags;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = current->misc_flags;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &desc, NULL, &buffer);
|
|
/* Shared resources are not supported by REF and WARP devices. */
|
|
ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY), "Test %u: Failed to create a buffer, hr %#x.\n", i, hr);
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("Failed to create a buffer, skipping test %u.\n", i);
|
|
continue;
|
|
}
|
|
|
|
hr = ID3D10Buffer_QueryInterface(buffer, &IID_ID3D11Buffer, (void **)&d3d11_buffer);
|
|
ok(SUCCEEDED(hr), "Test %u: Buffer should implement ID3D11Buffer.\n", i);
|
|
ID3D10Buffer_Release(buffer);
|
|
|
|
ID3D11Buffer_GetDesc(d3d11_buffer, &d3d11_desc);
|
|
|
|
ok(d3d11_desc.ByteWidth == desc.ByteWidth,
|
|
"Test %u: Got unexpected ByteWidth %u.\n", i, d3d11_desc.ByteWidth);
|
|
ok(d3d11_desc.Usage == (D3D11_USAGE)desc.Usage,
|
|
"Test %u: Got unexpected Usage %u.\n", i, d3d11_desc.Usage);
|
|
ok(d3d11_desc.BindFlags == current->expected_bind_flags,
|
|
"Test %u: Got unexpected BindFlags %#x.\n", i, d3d11_desc.BindFlags);
|
|
ok(d3d11_desc.CPUAccessFlags == desc.CPUAccessFlags,
|
|
"Test %u: Got unexpected CPUAccessFlags %#x.\n", i, d3d11_desc.CPUAccessFlags);
|
|
ok(d3d11_desc.MiscFlags == current->expected_misc_flags,
|
|
"Test %u: Got unexpected MiscFlags %#x.\n", i, d3d11_desc.MiscFlags);
|
|
ok(d3d11_desc.StructureByteStride == 0,
|
|
"Test %u: Got unexpected StructureByteStride %u.\n", i, d3d11_desc.StructureByteStride);
|
|
|
|
d3d11_device = NULL;
|
|
ID3D11Buffer_GetDevice(d3d11_buffer, &d3d11_device);
|
|
ok(!!d3d11_device, "Test %u: Got NULL, expected device pointer.\n", i);
|
|
ID3D11Device_Release(d3d11_device);
|
|
|
|
ID3D11Buffer_Release(d3d11_buffer);
|
|
}
|
|
|
|
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;
|
|
ULONG refcount, expected_refcount;
|
|
ID3D10DepthStencilView *dsview;
|
|
ID3D10Device *device, *tmp;
|
|
ID3D10Texture2D *texture;
|
|
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);
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsview);
|
|
ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10DepthStencilView_GetDevice(dsview, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
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_depthstencil_view_interfaces(void)
|
|
{
|
|
D3D11_DEPTH_STENCIL_VIEW_DESC d3d11_dsv_desc;
|
|
D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
|
|
ID3D11DepthStencilView *d3d11_dsview;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10DepthStencilView *dsview;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10Device *device;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\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);
|
|
|
|
dsv_desc.Format = texture_desc.Format;
|
|
dsv_desc.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
|
|
U(dsv_desc).Texture2D.MipSlice = 0;
|
|
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsview);
|
|
ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10DepthStencilView_QueryInterface(dsview, &IID_ID3D11DepthStencilView, (void **)&d3d11_dsview);
|
|
ID3D10DepthStencilView_Release(dsview);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Depth stencil view should implement ID3D11DepthStencilView.\n");
|
|
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
ID3D11DepthStencilView_GetDesc(d3d11_dsview, &d3d11_dsv_desc);
|
|
ok(d3d11_dsv_desc.Format == dsv_desc.Format, "Got unexpected format %#x.\n", d3d11_dsv_desc.Format);
|
|
ok(d3d11_dsv_desc.ViewDimension == (D3D11_DSV_DIMENSION)dsv_desc.ViewDimension,
|
|
"Got unexpected view dimension %u.\n", d3d11_dsv_desc.ViewDimension);
|
|
ok(!d3d11_dsv_desc.Flags, "Got unexpected flags %#x.\n", d3d11_dsv_desc.Flags);
|
|
ok(U(d3d11_dsv_desc).Texture2D.MipSlice == U(dsv_desc).Texture2D.MipSlice,
|
|
"Got unexpected mip slice %u.\n", U(d3d11_dsv_desc).Texture2D.MipSlice);
|
|
|
|
ID3D11DepthStencilView_Release(d3d11_dsview);
|
|
}
|
|
else
|
|
{
|
|
win_skip("D3D11 is not available.\n");
|
|
}
|
|
|
|
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_SUBRESOURCE_DATA data = {0};
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10RenderTargetView *rtview;
|
|
ID3D10Device *device, *tmp;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10Buffer *buffer;
|
|
IUnknown *iface;
|
|
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, &data, &buffer);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
|
|
ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10Buffer_GetDevice(buffer, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
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;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)buffer, &rtv_desc, &rtview);
|
|
ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10RenderTargetView_GetDevice(rtview, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
hr = ID3D10RenderTargetView_QueryInterface(rtview, &IID_ID3D11RenderTargetView, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Render target view should implement ID3D11RenderTargetView.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
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);
|
|
|
|
hr = ID3D10RenderTargetView_QueryInterface(rtview, &IID_ID3D11RenderTargetView, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Render target view should implement ID3D11RenderTargetView.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
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;
|
|
ULONG refcount, expected_refcount;
|
|
ID3D10ShaderResourceView *srview;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Device *device, *tmp;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10Buffer *buffer;
|
|
IUnknown *iface;
|
|
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;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &srview);
|
|
ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10ShaderResourceView_GetDevice(srview, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
hr = ID3D10ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView1, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Shader resource view should implement ID3D10ShaderResourceView1.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
hr = ID3D10ShaderResourceView_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Shader resource view should implement ID3D11ShaderResourceView.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
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);
|
|
|
|
hr = ID3D10ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView1, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Shader resource view should implement ID3D10ShaderResourceView1.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
hr = ID3D10ShaderResourceView_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Shader resource view should implement ID3D11ShaderResourceView.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
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,
|
|
};
|
|
|
|
#if 0
|
|
struct gs_out
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
};
|
|
|
|
[maxvertexcount(4)]
|
|
void main(point float4 vin[1] : POSITION, inout TriangleStream<gs_out> vout)
|
|
{
|
|
float offset = 0.1 * vin[0].w;
|
|
gs_out v;
|
|
|
|
v.pos = float4(vin[0].x - offset, vin[0].y - offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
v.pos = float4(vin[0].x - offset, vin[0].y + offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
v.pos = float4(vin[0].x + offset, vin[0].y - offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
v.pos = float4(vin[0].x + offset, vin[0].y + offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
}
|
|
#endif
|
|
static const DWORD gs_4_0[] =
|
|
{
|
|
0x43425844, 0x000ee786, 0xc624c269, 0x885a5cbe, 0x444b3b1f, 0x00000001, 0x0000023c, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x000001a0, 0x00020040,
|
|
0x00000068, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x02000068, 0x00000001, 0x0100085d,
|
|
0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032,
|
|
0x00100032, 0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd,
|
|
0x3dcccccd, 0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032,
|
|
0x00000000, 0x00100046, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000,
|
|
0x00000000, 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0e000032,
|
|
0x00100052, 0x00000000, 0x00201ff6, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x00000000,
|
|
0x3dcccccd, 0x00000000, 0x00201106, 0x00000000, 0x00000000, 0x05000036, 0x00102022, 0x00000000,
|
|
0x0010002a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000,
|
|
0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022,
|
|
0x00000000, 0x0010001a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000,
|
|
0x00000000, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036,
|
|
0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e,
|
|
};
|
|
|
|
ULONG refcount, expected_refcount;
|
|
ID3D10Device *device, *tmp;
|
|
ID3D10GeometryShader *gs;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
IUnknown *iface;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
/* vertex shader */
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
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);
|
|
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10VertexShader_GetDevice(vs, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
hr = ID3D10VertexShader_QueryInterface(vs, &IID_ID3D11VertexShader, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Vertex shader should implement ID3D11VertexShader.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
refcount = ID3D10VertexShader_Release(vs);
|
|
ok(!refcount, "Vertex shader has %u references left.\n", refcount);
|
|
|
|
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);
|
|
|
|
/* pixel shader */
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
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);
|
|
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10PixelShader_GetDevice(ps, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
hr = ID3D10PixelShader_QueryInterface(ps, &IID_ID3D11PixelShader, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Pixel shader should implement ID3D11PixelShader.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
refcount = ID3D10PixelShader_Release(ps);
|
|
ok(!refcount, "Pixel shader has %u references left.\n", refcount);
|
|
|
|
/* geometry shader */
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateGeometryShader(device, gs_4_0, sizeof(gs_4_0), &gs);
|
|
ok(SUCCEEDED(hr), "Failed to create SM4 geometry shader, hr %#x.\n", hr);
|
|
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10GeometryShader_GetDevice(gs, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
hr = ID3D10GeometryShader_QueryInterface(gs, &IID_ID3D11GeometryShader, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Geometry shader should implement ID3D11GeometryShader.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
refcount = ID3D10GeometryShader_Release(gs);
|
|
ok(!refcount, "Geometry shader has %u references left.\n", refcount);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_sampler_state(void)
|
|
{
|
|
static const struct test
|
|
{
|
|
D3D10_FILTER filter;
|
|
D3D11_FILTER expected_filter;
|
|
}
|
|
desc_conversion_tests[] =
|
|
{
|
|
{D3D10_FILTER_MIN_MAG_MIP_POINT, D3D11_FILTER_MIN_MAG_MIP_POINT},
|
|
{D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR},
|
|
{D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT, D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT},
|
|
{D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR, D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR},
|
|
{D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT, D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT},
|
|
{D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR, D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR},
|
|
{D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT, D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT},
|
|
{D3D10_FILTER_MIN_MAG_MIP_LINEAR, D3D11_FILTER_MIN_MAG_MIP_LINEAR},
|
|
{D3D10_FILTER_ANISOTROPIC, D3D11_FILTER_ANISOTROPIC},
|
|
{D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT, D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT},
|
|
{D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR, D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR},
|
|
{
|
|
D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT,
|
|
D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT
|
|
},
|
|
{D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR, D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR},
|
|
{D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT, D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT},
|
|
{
|
|
D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
|
|
D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR
|
|
},
|
|
{D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT, D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT},
|
|
{D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR, D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR},
|
|
{D3D10_FILTER_COMPARISON_ANISOTROPIC, D3D11_FILTER_COMPARISON_ANISOTROPIC},
|
|
};
|
|
|
|
ID3D10SamplerState *sampler_state1, *sampler_state2;
|
|
ID3D11SamplerState *d3d11_sampler_state;
|
|
ULONG refcount, expected_refcount;
|
|
ID3D10Device *device, *tmp;
|
|
ID3D11Device *d3d11_device;
|
|
D3D10_SAMPLER_DESC desc;
|
|
unsigned int i;
|
|
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);
|
|
|
|
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
|
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
|
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
|
desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
|
desc.MipLODBias = 0.0f;
|
|
desc.MaxAnisotropy = 16;
|
|
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
|
desc.BorderColor[0] = 0.0f;
|
|
desc.BorderColor[1] = 1.0f;
|
|
desc.BorderColor[2] = 0.0f;
|
|
desc.BorderColor[3] = 1.0f;
|
|
desc.MinLOD = 0.0f;
|
|
desc.MaxLOD = 16.0f;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateSamplerState(device, &desc, &sampler_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateSamplerState(device, &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 = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10SamplerState_GetDevice(sampler_state1, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
ID3D10SamplerState_GetDesc(sampler_state1, &desc);
|
|
ok(desc.Filter == D3D10_FILTER_MIN_MAG_MIP_LINEAR, "Got unexpected filter %#x.\n", desc.Filter);
|
|
ok(desc.AddressU == D3D10_TEXTURE_ADDRESS_WRAP, "Got unexpected address u %u.\n", desc.AddressU);
|
|
ok(desc.AddressV == D3D10_TEXTURE_ADDRESS_WRAP, "Got unexpected address v %u.\n", desc.AddressV);
|
|
ok(desc.AddressW == D3D10_TEXTURE_ADDRESS_WRAP, "Got unexpected address w %u.\n", desc.AddressW);
|
|
ok(!desc.MipLODBias, "Got unexpected mip LOD bias %f.\n", desc.MipLODBias);
|
|
ok(!desc.MaxAnisotropy || broken(desc.MaxAnisotropy == 16) /* Not set to 0 on all Windows versions. */,
|
|
"Got unexpected max anisotropy %u.\n", desc.MaxAnisotropy);
|
|
ok(desc.ComparisonFunc == D3D10_COMPARISON_NEVER, "Got unexpected comparison func %u.\n", desc.ComparisonFunc);
|
|
ok(!desc.BorderColor[0] && !desc.BorderColor[1] && !desc.BorderColor[2] && !desc.BorderColor[3],
|
|
"Got unexpected border color {%.8e, %.8e, %.8e, %.8e}.\n",
|
|
desc.BorderColor[0], desc.BorderColor[1], desc.BorderColor[2], desc.BorderColor[3]);
|
|
ok(!desc.MinLOD, "Got unexpected min LOD %f.\n", desc.MinLOD);
|
|
ok(desc.MaxLOD == 16.0f, "Got unexpected max LOD %f.\n", desc.MaxLOD);
|
|
|
|
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);
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_ID3D11Device, (void **)&d3d11_device);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Device should implement ID3D11Device.\n");
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("D3D11 is not available.\n");
|
|
goto done;
|
|
}
|
|
|
|
for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i)
|
|
{
|
|
const struct test *current = &desc_conversion_tests[i];
|
|
D3D11_SAMPLER_DESC d3d11_desc, expected_desc;
|
|
|
|
desc.Filter = current->filter;
|
|
desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
|
desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
|
desc.AddressW = D3D10_TEXTURE_ADDRESS_BORDER;
|
|
desc.MipLODBias = 0.0f;
|
|
desc.MaxAnisotropy = 16;
|
|
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
|
desc.BorderColor[0] = 0.0f;
|
|
desc.BorderColor[1] = 1.0f;
|
|
desc.BorderColor[2] = 0.0f;
|
|
desc.BorderColor[3] = 1.0f;
|
|
desc.MinLOD = 0.0f;
|
|
desc.MaxLOD = 16.0f;
|
|
|
|
hr = ID3D10Device_CreateSamplerState(device, &desc, &sampler_state1);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr);
|
|
|
|
hr = ID3D10SamplerState_QueryInterface(sampler_state1, &IID_ID3D11SamplerState,
|
|
(void **)&d3d11_sampler_state);
|
|
ok(SUCCEEDED(hr), "Test %u: Sampler state should implement ID3D11SamplerState.\n", i);
|
|
|
|
memcpy(&expected_desc, &desc, sizeof(expected_desc));
|
|
expected_desc.Filter = current->expected_filter;
|
|
if (!D3D11_DECODE_IS_ANISOTROPIC_FILTER(current->filter))
|
|
expected_desc.MaxAnisotropy = 0;
|
|
if (!D3D11_DECODE_IS_COMPARISON_FILTER(current->filter))
|
|
expected_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
|
|
|
|
ID3D11SamplerState_GetDesc(d3d11_sampler_state, &d3d11_desc);
|
|
ok(d3d11_desc.Filter == expected_desc.Filter,
|
|
"Test %u: Got unexpected filter %#x.\n", i, d3d11_desc.Filter);
|
|
ok(d3d11_desc.AddressU == expected_desc.AddressU,
|
|
"Test %u: Got unexpected address u %u.\n", i, d3d11_desc.AddressU);
|
|
ok(d3d11_desc.AddressV == expected_desc.AddressV,
|
|
"Test %u: Got unexpected address v %u.\n", i, d3d11_desc.AddressV);
|
|
ok(d3d11_desc.AddressW == expected_desc.AddressW,
|
|
"Test %u: Got unexpected address w %u.\n", i, d3d11_desc.AddressW);
|
|
ok(d3d11_desc.MipLODBias == expected_desc.MipLODBias,
|
|
"Test %u: Got unexpected mip LOD bias %f.\n", i, d3d11_desc.MipLODBias);
|
|
ok(d3d11_desc.MaxAnisotropy == expected_desc.MaxAnisotropy,
|
|
"Test %u: Got unexpected max anisotropy %u.\n", i, d3d11_desc.MaxAnisotropy);
|
|
ok(d3d11_desc.ComparisonFunc == expected_desc.ComparisonFunc,
|
|
"Test %u: Got unexpected comparison func %u.\n", i, d3d11_desc.ComparisonFunc);
|
|
ok(d3d11_desc.BorderColor[0] == expected_desc.BorderColor[0]
|
|
&& d3d11_desc.BorderColor[1] == expected_desc.BorderColor[1]
|
|
&& d3d11_desc.BorderColor[2] == expected_desc.BorderColor[2]
|
|
&& d3d11_desc.BorderColor[3] == expected_desc.BorderColor[3],
|
|
"Test %u: Got unexpected border color {%.8e, %.8e, %.8e, %.8e}.\n", i,
|
|
d3d11_desc.BorderColor[0], d3d11_desc.BorderColor[1],
|
|
d3d11_desc.BorderColor[2], d3d11_desc.BorderColor[3]);
|
|
ok(d3d11_desc.MinLOD == expected_desc.MinLOD,
|
|
"Test %u: Got unexpected min LOD %f.\n", i, d3d11_desc.MinLOD);
|
|
ok(d3d11_desc.MaxLOD == expected_desc.MaxLOD,
|
|
"Test %u: Got unexpected max LOD %f.\n", i, d3d11_desc.MaxLOD);
|
|
|
|
refcount = ID3D11SamplerState_Release(d3d11_sampler_state);
|
|
ok(refcount == 1, "Test %u: Got unexpected refcount %u.\n", i, refcount);
|
|
|
|
hr = ID3D11Device_CreateSamplerState(d3d11_device, &d3d11_desc, &d3d11_sampler_state);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr);
|
|
hr = ID3D11SamplerState_QueryInterface(d3d11_sampler_state, &IID_ID3D10SamplerState,
|
|
(void **)&sampler_state2);
|
|
ok(SUCCEEDED(hr), "Test %u: Sampler state should implement ID3D10SamplerState.\n", i);
|
|
ok(sampler_state1 == sampler_state2, "Test %u: Got different sampler state objects.\n", i);
|
|
|
|
refcount = ID3D11SamplerState_Release(d3d11_sampler_state);
|
|
ok(refcount == 2, "Test %u: Got unexpected refcount %u.\n", i, refcount);
|
|
refcount = ID3D10SamplerState_Release(sampler_state2);
|
|
ok(refcount == 1, "Test %u: Got unexpected refcount %u.\n", i, refcount);
|
|
refcount = ID3D10SamplerState_Release(sampler_state1);
|
|
ok(!refcount, "Test %u: Got unexpected refcount %u.\n", i, refcount);
|
|
}
|
|
|
|
ID3D11Device_Release(d3d11_device);
|
|
|
|
done:
|
|
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;
|
|
ID3D11BlendState *d3d11_blend_state;
|
|
ULONG refcount, expected_refcount;
|
|
D3D11_BLEND_DESC d3d11_blend_desc;
|
|
D3D10_BLEND_DESC blend_desc;
|
|
ID3D11Device *d3d11_device;
|
|
ID3D10Device *device, *tmp;
|
|
IUnknown *iface;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\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.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;
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
blend_desc.BlendEnable[i] = FALSE;
|
|
blend_desc.RenderTargetWriteMask[i] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
}
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
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 = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10BlendState_GetDevice(blend_state1, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
hr = ID3D10BlendState_QueryInterface(blend_state1, &IID_ID3D10BlendState1, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Blend state should implement ID3D10BlendState1.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_ID3D11Device, (void **)&d3d11_device);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Device should implement ID3D11Device.\n");
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("D3D11 is not available.\n");
|
|
goto done;
|
|
}
|
|
|
|
hr = ID3D10BlendState_QueryInterface(blend_state1, &IID_ID3D11BlendState, (void **)&d3d11_blend_state);
|
|
ok(SUCCEEDED(hr), "Blend state should implement ID3D11BlendState.\n");
|
|
|
|
ID3D11BlendState_GetDesc(d3d11_blend_state, &d3d11_blend_desc);
|
|
ok(d3d11_blend_desc.AlphaToCoverageEnable == blend_desc.AlphaToCoverageEnable,
|
|
"Got unexpected alpha to coverage enable %#x.\n", d3d11_blend_desc.AlphaToCoverageEnable);
|
|
ok(d3d11_blend_desc.IndependentBlendEnable == FALSE,
|
|
"Got unexpected independent blend enable %#x.\n", d3d11_blend_desc.IndependentBlendEnable);
|
|
for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ok(d3d11_blend_desc.RenderTarget[i].BlendEnable == blend_desc.BlendEnable[i],
|
|
"Got unexpected blend enable %#x for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].BlendEnable, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].SrcBlend == (D3D11_BLEND)blend_desc.SrcBlend,
|
|
"Got unexpected src blend %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].SrcBlend, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].DestBlend == (D3D11_BLEND)blend_desc.DestBlend,
|
|
"Got unexpected dest blend %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].DestBlend, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].BlendOp == (D3D11_BLEND_OP)blend_desc.BlendOp,
|
|
"Got unexpected blend op %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].BlendOp, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].SrcBlendAlpha == (D3D11_BLEND)blend_desc.SrcBlendAlpha,
|
|
"Got unexpected src blend alpha %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].SrcBlendAlpha, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].DestBlendAlpha == (D3D11_BLEND)blend_desc.DestBlendAlpha,
|
|
"Got unexpected dest blend alpha %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].DestBlendAlpha, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].BlendOpAlpha == (D3D11_BLEND_OP)blend_desc.BlendOpAlpha,
|
|
"Got unexpected blend op alpha %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].BlendOpAlpha, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].RenderTargetWriteMask == blend_desc.RenderTargetWriteMask[i],
|
|
"Got unexpected render target write mask %#x for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].RenderTargetWriteMask, i);
|
|
}
|
|
|
|
refcount = ID3D11BlendState_Release(d3d11_blend_state);
|
|
ok(refcount == 2, "Got unexpected refcount %u.\n", refcount);
|
|
refcount = ID3D10BlendState_Release(blend_state2);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
hr = ID3D11Device_CreateBlendState(d3d11_device, &d3d11_blend_desc, &d3d11_blend_state);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11BlendState_QueryInterface(d3d11_blend_state, &IID_ID3D10BlendState, (void **)&blend_state2);
|
|
ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n");
|
|
ok(blend_state1 == blend_state2, "Got different blend state objects.\n");
|
|
|
|
refcount = ID3D11BlendState_Release(d3d11_blend_state);
|
|
ok(refcount == 2, "Got unexpected refcount %u.\n", refcount);
|
|
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);
|
|
|
|
blend_desc.BlendEnable[0] = TRUE;
|
|
blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_RED;
|
|
blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_GREEN;
|
|
blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_BLUE;
|
|
|
|
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10BlendState_QueryInterface(blend_state1, &IID_ID3D11BlendState, (void **)&d3d11_blend_state);
|
|
ok(SUCCEEDED(hr), "Blend state should implement ID3D11BlendState.\n");
|
|
|
|
ID3D11BlendState_GetDesc(d3d11_blend_state, &d3d11_blend_desc);
|
|
ok(d3d11_blend_desc.AlphaToCoverageEnable == blend_desc.AlphaToCoverageEnable,
|
|
"Got unexpected alpha to coverage enable %#x.\n", d3d11_blend_desc.AlphaToCoverageEnable);
|
|
ok(d3d11_blend_desc.IndependentBlendEnable == TRUE,
|
|
"Got unexpected independent blend enable %#x.\n", d3d11_blend_desc.IndependentBlendEnable);
|
|
for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ok(d3d11_blend_desc.RenderTarget[i].BlendEnable == blend_desc.BlendEnable[i],
|
|
"Got unexpected blend enable %#x for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].BlendEnable, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].SrcBlend == (D3D11_BLEND)blend_desc.SrcBlend,
|
|
"Got unexpected src blend %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].SrcBlend, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].DestBlend == (D3D11_BLEND)blend_desc.DestBlend,
|
|
"Got unexpected dest blend %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].DestBlend, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].BlendOp == (D3D11_BLEND_OP)blend_desc.BlendOp,
|
|
"Got unexpected blend op %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].BlendOp, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].SrcBlendAlpha == (D3D11_BLEND)blend_desc.SrcBlendAlpha,
|
|
"Got unexpected src blend alpha %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].SrcBlendAlpha, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].DestBlendAlpha == (D3D11_BLEND)blend_desc.DestBlendAlpha,
|
|
"Got unexpected dest blend alpha %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].DestBlendAlpha, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].BlendOpAlpha == (D3D11_BLEND_OP)blend_desc.BlendOpAlpha,
|
|
"Got unexpected blend op alpha %u for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].BlendOpAlpha, i);
|
|
ok(d3d11_blend_desc.RenderTarget[i].RenderTargetWriteMask == blend_desc.RenderTargetWriteMask[i],
|
|
"Got unexpected render target write mask %#x for render target %u.\n",
|
|
d3d11_blend_desc.RenderTarget[i].RenderTargetWriteMask, i);
|
|
}
|
|
|
|
refcount = ID3D11BlendState_Release(d3d11_blend_state);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
hr = ID3D11Device_CreateBlendState(d3d11_device, &d3d11_blend_desc, &d3d11_blend_state);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11BlendState_QueryInterface(d3d11_blend_state, &IID_ID3D10BlendState, (void **)&blend_state2);
|
|
ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n");
|
|
ok(blend_state1 == blend_state2, "Got different blend state objects.\n");
|
|
|
|
refcount = ID3D11BlendState_Release(d3d11_blend_state);
|
|
ok(refcount == 2, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
ID3D11Device_Release(d3d11_device);
|
|
|
|
done:
|
|
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;
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_DEPTH_STENCIL_DESC ds_desc;
|
|
ID3D10Device *device, *tmp;
|
|
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;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
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 = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10DepthStencilState_GetDevice(ds_state1, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
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;
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_RASTERIZER_DESC rast_desc;
|
|
ID3D10Device *device, *tmp;
|
|
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;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
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 = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10RasterizerState_GetDevice(rast_state1, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
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)
|
|
{
|
|
static const D3D10_QUERY other_queries[] =
|
|
{
|
|
D3D10_QUERY_EVENT,
|
|
D3D10_QUERY_OCCLUSION,
|
|
D3D10_QUERY_TIMESTAMP,
|
|
D3D10_QUERY_TIMESTAMP_DISJOINT,
|
|
D3D10_QUERY_PIPELINE_STATISTICS,
|
|
D3D10_QUERY_SO_STATISTICS,
|
|
};
|
|
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_QUERY_DESC query_desc;
|
|
ID3D10Predicate *predicate;
|
|
ID3D10Device *device, *tmp;
|
|
IUnknown *iface;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_CreatePredicate(device, NULL, &predicate);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
query_desc.MiscFlags = 0;
|
|
|
|
for (i = 0; i < sizeof(other_queries) / sizeof(*other_queries); ++i)
|
|
{
|
|
query_desc.Query = other_queries[i];
|
|
hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x for query type %u.\n", hr, other_queries[i]);
|
|
}
|
|
|
|
query_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE;
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate);
|
|
ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10Predicate_GetDevice(predicate, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
hr = ID3D10Predicate_QueryInterface(predicate, &IID_ID3D11Predicate, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Predicate should implement ID3D11Predicate.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
ID3D10Predicate_Release(predicate);
|
|
|
|
query_desc.Query = D3D10_QUERY_SO_OVERFLOW_PREDICATE;
|
|
hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate);
|
|
todo_wine ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr))
|
|
ID3D10Predicate_Release(predicate);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_device_removed_reason(void)
|
|
{
|
|
ID3D10Device *device;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_GetDeviceRemovedReason(device);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Device_GetDeviceRemovedReason(device);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_scissor(void)
|
|
{
|
|
D3D10_SUBRESOURCE_DATA buffer_data;
|
|
ID3D10InputLayout *input_layout;
|
|
D3D10_RASTERIZER_DESC rs_desc;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
ID3D10RasterizerState *rs;
|
|
IDXGISwapChain *swapchain;
|
|
D3D10_RECT scissor_rect;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
ID3D10Buffer *vb;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
/* float4 main(float4 position : POSITION) : SV_POSITION
|
|
* {
|
|
* return position;
|
|
* } */
|
|
0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005,
|
|
0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000,
|
|
0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
|
|
0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
|
|
0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
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, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
/* float4 main(float4 position : SV_POSITION) : SV_Target
|
|
* {
|
|
* return float4(0.0, 1.0, 0.0, 1.0);
|
|
* } */
|
|
0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005,
|
|
0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000,
|
|
0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
|
|
0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
|
|
0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
|
|
0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
|
|
0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002,
|
|
0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
};
|
|
static const struct
|
|
{
|
|
float x, y;
|
|
}
|
|
quad[] =
|
|
{
|
|
{-1.0f, -1.0f},
|
|
{-1.0f, 1.0f},
|
|
{ 1.0f, -1.0f},
|
|
{ 1.0f, 1.0f},
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, NULL);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, 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);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
buffer_data.pSysMem = quad;
|
|
buffer_data.SysMemPitch = 0;
|
|
buffer_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
rs_desc.FillMode = D3D10_FILL_SOLID;
|
|
rs_desc.CullMode = D3D10_CULL_BACK;
|
|
rs_desc.FrontCounterClockwise = FALSE;
|
|
rs_desc.DepthBias = 0;
|
|
rs_desc.DepthBiasClamp = 0.0f;
|
|
rs_desc.SlopeScaledDepthBias = 0.0f;
|
|
rs_desc.DepthClipEnable = TRUE;
|
|
rs_desc.ScissorEnable = TRUE;
|
|
rs_desc.MultisampleEnable = FALSE;
|
|
rs_desc.AntialiasedLineEnable = FALSE;
|
|
hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, 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);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
scissor_rect.left = 160;
|
|
scissor_rect.top = 120;
|
|
scissor_rect.right = 480;
|
|
scissor_rect.bottom = 360;
|
|
ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, red);
|
|
check_texture_color(backbuffer, 0xff0000ff, 1);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
color = get_texture_color(backbuffer, 320, 60);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 560, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 420);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, red);
|
|
ID3D10Device_RSSetState(device, rs);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
color = get_texture_color(backbuffer, 320, 60);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 560, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 420);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10RasterizerState_Release(rs);
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_clear_state(void)
|
|
{
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
#if 0
|
|
float4 main(float4 pos : POSITION) : POSITION
|
|
{
|
|
return pos;
|
|
}
|
|
#endif
|
|
static const DWORD simple_vs[] =
|
|
{
|
|
0x43425844, 0x66689e7c, 0x643f0971, 0xb7f67ff4, 0xabc48688, 0x00000001, 0x000000d4, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x49534f50, 0x4e4f4954, 0xababab00, 0x52444853, 0x00000038, 0x00010040,
|
|
0x0000000e, 0x0300005f, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
|
|
0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
|
|
#if 0
|
|
struct gs_out
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
};
|
|
|
|
[maxvertexcount(4)]
|
|
void main(point float4 vin[1] : POSITION, inout TriangleStream<gs_out> vout)
|
|
{
|
|
float offset = 0.1 * vin[0].w;
|
|
gs_out v;
|
|
|
|
v.pos = float4(vin[0].x - offset, vin[0].y - offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
v.pos = float4(vin[0].x - offset, vin[0].y + offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
v.pos = float4(vin[0].x + offset, vin[0].y - offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
v.pos = float4(vin[0].x + offset, vin[0].y + offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
}
|
|
#endif
|
|
static const DWORD simple_gs[] =
|
|
{
|
|
0x43425844, 0x000ee786, 0xc624c269, 0x885a5cbe, 0x444b3b1f, 0x00000001, 0x0000023c, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x000001a0, 0x00020040,
|
|
0x00000068, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x02000068, 0x00000001, 0x0100085d,
|
|
0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032,
|
|
0x00100032, 0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd,
|
|
0x3dcccccd, 0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032,
|
|
0x00000000, 0x00100046, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000,
|
|
0x00000000, 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0e000032,
|
|
0x00100052, 0x00000000, 0x00201ff6, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x00000000,
|
|
0x3dcccccd, 0x00000000, 0x00201106, 0x00000000, 0x00000000, 0x05000036, 0x00102022, 0x00000000,
|
|
0x0010002a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000,
|
|
0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022,
|
|
0x00000000, 0x0010001a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000,
|
|
0x00000000, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036,
|
|
0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e,
|
|
};
|
|
|
|
#if 0
|
|
float4 main(float4 color : COLOR) : SV_TARGET
|
|
{
|
|
return color;
|
|
}
|
|
#endif
|
|
static const DWORD simple_ps[] =
|
|
{
|
|
0x43425844, 0x08c2b568, 0x17d33120, 0xb7d82948, 0x13a570fb, 0x00000001, 0x000000d0, 0x00000003,
|
|
0x0000002c, 0x0000005c, 0x00000090, 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,
|
|
};
|
|
|
|
D3D10_VIEWPORT tmp_viewport[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
|
ID3D10ShaderResourceView *tmp_srv[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
|
|
ID3D10ShaderResourceView *srv[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
|
|
ID3D10RenderTargetView *tmp_rtv[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
|
|
RECT tmp_rect[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
|
ID3D10SamplerState *tmp_sampler[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
|
|
ID3D10RenderTargetView *rtv[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
|
|
ID3D10Texture2D *rt_texture[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
|
|
ID3D10Buffer *cb[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
|
|
ID3D10Buffer *tmp_buffer[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
|
|
ID3D10SamplerState *sampler[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
|
|
ID3D10Buffer *buffer[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
|
|
UINT offset[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
|
|
UINT stride[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
|
|
ID3D10Buffer *so_buffer[D3D10_SO_BUFFER_SLOT_COUNT];
|
|
ID3D10InputLayout *tmp_input_layout, *input_layout;
|
|
ID3D10DepthStencilState *tmp_ds_state, *ds_state;
|
|
ID3D10BlendState *tmp_blend_state, *blend_state;
|
|
ID3D10RasterizerState *tmp_rs_state, *rs_state;
|
|
ID3D10Predicate *tmp_predicate, *predicate;
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
|
ID3D10DepthStencilView *tmp_dsv, *dsv;
|
|
D3D10_PRIMITIVE_TOPOLOGY topology;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10GeometryShader *tmp_gs, *gs;
|
|
D3D10_DEPTH_STENCIL_DESC ds_desc;
|
|
ID3D10VertexShader *tmp_vs, *vs;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
D3D10_QUERY_DESC predicate_desc;
|
|
ID3D10PixelShader *tmp_ps, *ps;
|
|
D3D10_RASTERIZER_DESC rs_desc;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
D3D10_BLEND_DESC blend_desc;
|
|
ID3D10Texture2D *ds_texture;
|
|
float tmp_blend_factor[4];
|
|
float blend_factor[4];
|
|
ID3D10Device *device;
|
|
BOOL predicate_value;
|
|
DXGI_FORMAT format;
|
|
UINT sample_mask;
|
|
UINT stencil_ref;
|
|
ULONG refcount;
|
|
UINT count, i;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
/* Verify the initial state after device creation. */
|
|
|
|
ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_VSGetShader(device, &tmp_vs);
|
|
ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
|
|
|
|
ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_GSGetShader(device, &tmp_gs);
|
|
ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
|
|
|
|
ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_PSGetShader(device, &tmp_ps);
|
|
ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
|
|
|
|
ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset);
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected vertex buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
ok(!stride[i], "Got unexpected stride %u in slot %u.\n", stride[i], i);
|
|
ok(!offset[i], "Got unexpected offset %u in slot %u.\n", offset[i], i);
|
|
}
|
|
ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset);
|
|
ok(!tmp_buffer[0], "Got unexpected index buffer %p.\n", tmp_buffer[0]);
|
|
ok(format == DXGI_FORMAT_UNKNOWN, "Got unexpected index buffer format %#x.\n", format);
|
|
ok(!offset[0], "Got unexpected index buffer offset %u.\n", offset[0]);
|
|
ID3D10Device_IAGetInputLayout(device, &tmp_input_layout);
|
|
ok(!tmp_input_layout, "Got unexpected input layout %p.\n", tmp_input_layout);
|
|
ID3D10Device_IAGetPrimitiveTopology(device, &topology);
|
|
ok(topology == D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED, "Got unexpected primitive topology %#x.\n", topology);
|
|
|
|
ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask);
|
|
ok(!tmp_blend_state, "Got unexpected blend state %p.\n", tmp_blend_state);
|
|
ok(blend_factor[0] == 1.0f && blend_factor[1] == 1.0f
|
|
&& blend_factor[2] == 1.0f && blend_factor[3] == 1.0f,
|
|
"Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
|
|
blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
|
|
ok(sample_mask == D3D10_DEFAULT_SAMPLE_MASK, "Got unexpected sample mask %#x.\n", sample_mask);
|
|
ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref);
|
|
ok(!tmp_ds_state, "Got unexpected depth stencil state %p.\n", tmp_ds_state);
|
|
ok(!stencil_ref, "Got unexpected stencil ref %u.\n", stencil_ref);
|
|
ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv);
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ok(!tmp_rtv[i], "Got unexpected render target view %p in slot %u.\n", tmp_rtv[i], i);
|
|
}
|
|
ok(!tmp_dsv, "Got unexpected depth stencil view %p.\n", tmp_dsv);
|
|
|
|
ID3D10Device_RSGetScissorRects(device, &count, NULL);
|
|
todo_wine ok(!count, "Got unexpected scissor rect count %u.\n", count);
|
|
memset(tmp_rect, 0x55, sizeof(tmp_rect));
|
|
count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
|
ID3D10Device_RSGetScissorRects(device, &count, tmp_rect);
|
|
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
|
|
{
|
|
ok(!tmp_rect[i].left && !tmp_rect[i].top && !tmp_rect[i].right && !tmp_rect[i].bottom,
|
|
"Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
|
|
tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
|
|
}
|
|
ID3D10Device_RSGetViewports(device, &count, NULL);
|
|
todo_wine ok(!count, "Got unexpected viewport count %u.\n", count);
|
|
memset(tmp_viewport, 0x55, sizeof(tmp_viewport));
|
|
count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
|
ID3D10Device_RSGetViewports(device, &count, tmp_viewport);
|
|
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
|
|
{
|
|
ok(!tmp_viewport[i].TopLeftX && !tmp_viewport[i].TopLeftY && !tmp_viewport[i].Width
|
|
&& !tmp_viewport[i].Height && !tmp_viewport[i].MinDepth && !tmp_viewport[i].MaxDepth,
|
|
"Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
|
|
tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
|
|
tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
|
|
}
|
|
ID3D10Device_RSGetState(device, &tmp_rs_state);
|
|
ok(!tmp_rs_state, "Got unexpected rasterizer state %p.\n", tmp_rs_state);
|
|
|
|
ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset);
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected stream output %p in slot %u.\n", tmp_buffer[i], i);
|
|
ok(!offset[i], "Got unexpected stream output offset %u in slot %u.\n", offset[i], i);
|
|
}
|
|
|
|
ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value);
|
|
ok(!tmp_predicate, "Got unexpected predicate %p.\n", tmp_predicate);
|
|
ok(!predicate_value, "Got unexpected predicate value %#x.\n", predicate_value);
|
|
|
|
/* Create resources. */
|
|
|
|
buffer_desc.ByteWidth = 1024;
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
|
|
}
|
|
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_INDEX_BUFFER | D3D10_BIND_SHADER_RESOURCE;
|
|
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
|
|
|
|
stride[i] = (i + 1) * 4;
|
|
offset[i] = (i + 1) * 16;
|
|
}
|
|
|
|
buffer_desc.BindFlags = D3D10_BIND_STREAM_OUTPUT;
|
|
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &so_buffer[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create buffer, 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;
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateShaderResourceView(device,
|
|
(ID3D10Resource *)buffer[i % D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT], &srv_desc, &srv[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
|
|
}
|
|
|
|
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
|
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.MipLODBias = 0.0f;
|
|
sampler_desc.MaxAnisotropy = 16;
|
|
sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
|
|
sampler_desc.BorderColor[0] = 0.0f;
|
|
sampler_desc.BorderColor[1] = 0.0f;
|
|
sampler_desc.BorderColor[2] = 0.0f;
|
|
sampler_desc.BorderColor[3] = 0.0f;
|
|
sampler_desc.MinLOD = 0.0f;
|
|
sampler_desc.MaxLOD = 16.0f;
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
sampler_desc.MinLOD = (float)i;
|
|
|
|
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
}
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, simple_vs, sizeof(simple_vs), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateGeometryShader(device, simple_gs, sizeof(simple_gs), &gs);
|
|
ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, simple_ps, sizeof(simple_ps), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
simple_vs, sizeof(simple_vs), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, 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_state);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, 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_state);
|
|
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
|
|
|
|
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;
|
|
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
}
|
|
|
|
texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
|
texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &ds_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture[i], NULL, &rtv[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
}
|
|
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)ds_texture, NULL, &dsv);
|
|
ok(SUCCEEDED(hr), "Failed to create depthstencil view, hr %#x.\n", hr);
|
|
|
|
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
|
|
{
|
|
tmp_rect[i].left = i;
|
|
tmp_rect[i].top = i * 2;
|
|
tmp_rect[i].right = i + 1;
|
|
tmp_rect[i].bottom = (i + 1) * 2;
|
|
|
|
tmp_viewport[i].TopLeftX = i * 3;
|
|
tmp_viewport[i].TopLeftY = i * 4;
|
|
tmp_viewport[i].Width = 3;
|
|
tmp_viewport[i].Height = 4;
|
|
tmp_viewport[i].MinDepth = i * 0.01f;
|
|
tmp_viewport[i].MaxDepth = (i + 1) * 0.01f;
|
|
}
|
|
|
|
rs_desc.FillMode = D3D10_FILL_SOLID;
|
|
rs_desc.CullMode = D3D10_CULL_BACK;
|
|
rs_desc.FrontCounterClockwise = FALSE;
|
|
rs_desc.DepthBias = 0;
|
|
rs_desc.DepthBiasClamp = 0.0f;
|
|
rs_desc.SlopeScaledDepthBias = 0.0f;
|
|
rs_desc.DepthClipEnable = TRUE;
|
|
rs_desc.ScissorEnable = FALSE;
|
|
rs_desc.MultisampleEnable = FALSE;
|
|
rs_desc.AntialiasedLineEnable = FALSE;
|
|
|
|
hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs_state);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
|
|
predicate_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE;
|
|
predicate_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D10Device_CreatePredicate(device, &predicate_desc, &predicate);
|
|
ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr);
|
|
|
|
/* Verify the behavior of set state methods. */
|
|
|
|
blend_factor[0] = 0.1f;
|
|
blend_factor[1] = 0.2f;
|
|
blend_factor[2] = 0.3f;
|
|
blend_factor[3] = 0.4f;
|
|
ID3D10Device_OMSetBlendState(device, blend_state, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10Device_OMGetBlendState(device, &tmp_blend_state, tmp_blend_factor, &sample_mask);
|
|
ok(tmp_blend_factor[0] == 0.1f && tmp_blend_factor[1] == 0.2f
|
|
&& tmp_blend_factor[2] == 0.3f && tmp_blend_factor[3] == 0.4f,
|
|
"Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
|
|
tmp_blend_factor[0], tmp_blend_factor[1], tmp_blend_factor[2], tmp_blend_factor[3]);
|
|
ID3D10BlendState_Release(tmp_blend_state);
|
|
|
|
ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10Device_OMGetBlendState(device, &tmp_blend_state, tmp_blend_factor, &sample_mask);
|
|
ok(tmp_blend_factor[0] == 1.0f && tmp_blend_factor[1] == 1.0f
|
|
&& tmp_blend_factor[2] == 1.0f && tmp_blend_factor[3] == 1.0f,
|
|
"Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
|
|
tmp_blend_factor[0], tmp_blend_factor[1], tmp_blend_factor[2], tmp_blend_factor[3]);
|
|
ID3D10BlendState_Release(tmp_blend_state);
|
|
|
|
/* Setup state. */
|
|
|
|
ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb);
|
|
ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv);
|
|
ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler);
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
|
|
ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb);
|
|
ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv);
|
|
ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler);
|
|
ID3D10Device_GSSetShader(device, gs);
|
|
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb);
|
|
ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv);
|
|
ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffer, stride, offset);
|
|
ID3D10Device_IASetIndexBuffer(device, buffer[0], DXGI_FORMAT_R32_UINT, offset[0]);
|
|
ID3D10Device_IASetInputLayout(device, input_layout);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
blend_factor[0] = 0.1f;
|
|
blend_factor[1] = 0.2f;
|
|
blend_factor[2] = 0.3f;
|
|
blend_factor[3] = 0.4f;
|
|
ID3D10Device_OMSetBlendState(device, blend_state, blend_factor, 0xff00ff00);
|
|
ID3D10Device_OMSetDepthStencilState(device, ds_state, 3);
|
|
ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, rtv, dsv);
|
|
|
|
ID3D10Device_RSSetScissorRects(device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, tmp_rect);
|
|
ID3D10Device_RSSetViewports(device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, tmp_viewport);
|
|
ID3D10Device_RSSetState(device, rs_state);
|
|
|
|
ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, so_buffer, offset);
|
|
|
|
ID3D10Device_SetPredication(device, predicate, TRUE);
|
|
|
|
/* Verify the set state. */
|
|
|
|
ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_buffer[i] == cb[i], "Got unexpected constant buffer %p in slot %u, expected %p.\n",
|
|
tmp_buffer[i], i, cb[i]);
|
|
ID3D10Buffer_Release(tmp_buffer[i]);
|
|
}
|
|
ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_srv[i] == srv[i], "Got unexpected shader resource view %p in slot %u, expected %p.\n",
|
|
tmp_srv[i], i, srv[i]);
|
|
ID3D10ShaderResourceView_Release(tmp_srv[i]);
|
|
}
|
|
ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_sampler[i] == sampler[i], "Got unexpected sampler %p in slot %u, expected %p.\n",
|
|
tmp_sampler[i], i, sampler[i]);
|
|
ID3D10SamplerState_Release(tmp_sampler[i]);
|
|
}
|
|
ID3D10Device_VSGetShader(device, &tmp_vs);
|
|
ok(tmp_vs == vs, "Got unexpected vertex shader %p, expected %p.\n", tmp_vs, vs);
|
|
ID3D10VertexShader_Release(tmp_vs);
|
|
|
|
ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_buffer[i] == cb[i], "Got unexpected constant buffer %p in slot %u, expected %p.\n",
|
|
tmp_buffer[i], i, cb[i]);
|
|
ID3D10Buffer_Release(tmp_buffer[i]);
|
|
}
|
|
ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_srv[i] == srv[i], "Got unexpected shader resource view %p in slot %u, expected %p.\n",
|
|
tmp_srv[i], i, srv[i]);
|
|
ID3D10ShaderResourceView_Release(tmp_srv[i]);
|
|
}
|
|
ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_sampler[i] == sampler[i], "Got unexpected sampler %p in slot %u, expected %p.\n",
|
|
tmp_sampler[i], i, sampler[i]);
|
|
ID3D10SamplerState_Release(tmp_sampler[i]);
|
|
}
|
|
ID3D10Device_GSGetShader(device, &tmp_gs);
|
|
ok(tmp_gs == gs, "Got unexpected geometry shader %p, expected %p.\n", tmp_gs, gs);
|
|
ID3D10GeometryShader_Release(tmp_gs);
|
|
|
|
ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_buffer[i] == cb[i], "Got unexpected constant buffer %p in slot %u, expected %p.\n",
|
|
tmp_buffer[i], i, cb[i]);
|
|
ID3D10Buffer_Release(tmp_buffer[i]);
|
|
}
|
|
ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_srv[i] == srv[i], "Got unexpected shader resource view %p in slot %u, expected %p.\n",
|
|
tmp_srv[i], i, srv[i]);
|
|
ID3D10ShaderResourceView_Release(tmp_srv[i]);
|
|
}
|
|
ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_sampler[i] == sampler[i], "Got unexpected sampler %p in slot %u, expected %p.\n",
|
|
tmp_sampler[i], i, sampler[i]);
|
|
ID3D10SamplerState_Release(tmp_sampler[i]);
|
|
}
|
|
ID3D10Device_PSGetShader(device, &tmp_ps);
|
|
ok(tmp_ps == ps, "Got unexpected pixel shader %p, expected %p.\n", tmp_ps, ps);
|
|
ID3D10PixelShader_Release(tmp_ps);
|
|
|
|
ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset);
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_buffer[i] == buffer[i], "Got unexpected vertex buffer %p in slot %u, expected %p.\n",
|
|
tmp_buffer[i], i, buffer[i]);
|
|
ok(stride[i] == (i + 1) * 4, "Got unexpected stride %u in slot %u.\n", stride[i], i);
|
|
ok(offset[i] == (i + 1) * 16, "Got unexpected offset %u in slot %u.\n", offset[i], i);
|
|
ID3D10Buffer_Release(tmp_buffer[i]);
|
|
}
|
|
ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset);
|
|
ok(tmp_buffer[0] == buffer[0], "Got unexpected index buffer %p, expected %p.\n", tmp_buffer[0], buffer[0]);
|
|
ID3D10Buffer_Release(tmp_buffer[0]);
|
|
ok(format == DXGI_FORMAT_R32_UINT, "Got unexpected index buffer format %#x.\n", format);
|
|
todo_wine ok(offset[0] == 16, "Got unexpected index buffer offset %u.\n", offset[0]);
|
|
ID3D10Device_IAGetInputLayout(device, &tmp_input_layout);
|
|
ok(tmp_input_layout == input_layout, "Got unexpected input layout %p, expected %p.\n",
|
|
tmp_input_layout, input_layout);
|
|
ID3D10InputLayout_Release(tmp_input_layout);
|
|
ID3D10Device_IAGetPrimitiveTopology(device, &topology);
|
|
ok(topology == D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, "Got unexpected primitive topology %#x.\n", topology);
|
|
|
|
ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask);
|
|
ok(tmp_blend_state == blend_state, "Got unexpected blend state %p, expected %p.\n", tmp_blend_state, blend_state);
|
|
ID3D10BlendState_Release(tmp_blend_state);
|
|
ok(blend_factor[0] == 0.1f && blend_factor[1] == 0.2f
|
|
&& blend_factor[2] == 0.3f && blend_factor[3] == 0.4f,
|
|
"Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
|
|
blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
|
|
ok(sample_mask == 0xff00ff00, "Got unexpected sample mask %#x.\n", sample_mask);
|
|
ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref);
|
|
ok(tmp_ds_state == ds_state, "Got unexpected depth stencil state %p, expected %p.\n", tmp_ds_state, ds_state);
|
|
ID3D10DepthStencilState_Release(tmp_ds_state);
|
|
ok(stencil_ref == 3, "Got unexpected stencil ref %u.\n", stencil_ref);
|
|
ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv);
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ok(tmp_rtv[i] == rtv[i], "Got unexpected render target view %p in slot %u, expected %p.\n",
|
|
tmp_rtv[i], i, rtv[i]);
|
|
ID3D10RenderTargetView_Release(tmp_rtv[i]);
|
|
}
|
|
ok(tmp_dsv == dsv, "Got unexpected depth stencil view %p, expected %p.\n", tmp_dsv, dsv);
|
|
ID3D10DepthStencilView_Release(tmp_dsv);
|
|
|
|
ID3D10Device_RSGetScissorRects(device, &count, NULL);
|
|
todo_wine ok(count == D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
|
|
"Got unexpected scissor rect count %u.\n", count);
|
|
memset(tmp_rect, 0x55, sizeof(tmp_rect));
|
|
ID3D10Device_RSGetScissorRects(device, &count, tmp_rect);
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
ok(tmp_rect[i].left == i
|
|
&& tmp_rect[i].top == i * 2
|
|
&& tmp_rect[i].right == i + 1
|
|
&& tmp_rect[i].bottom == (i + 1) * 2,
|
|
"Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
|
|
tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
|
|
}
|
|
ID3D10Device_RSGetViewports(device, &count, NULL);
|
|
todo_wine ok(count == D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
|
|
"Got unexpected viewport count %u.\n", count);
|
|
memset(tmp_viewport, 0x55, sizeof(tmp_viewport));
|
|
ID3D10Device_RSGetViewports(device, &count, tmp_viewport);
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
ok(tmp_viewport[i].TopLeftX == i * 3
|
|
&& tmp_viewport[i].TopLeftY == i * 4
|
|
&& tmp_viewport[i].Width == 3
|
|
&& tmp_viewport[i].Height == 4
|
|
&& compare_float(tmp_viewport[i].MinDepth, i * 0.01f, 16)
|
|
&& compare_float(tmp_viewport[i].MaxDepth, (i + 1) * 0.01f, 16),
|
|
"Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
|
|
tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
|
|
tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
|
|
}
|
|
ID3D10Device_RSGetState(device, &tmp_rs_state);
|
|
ok(tmp_rs_state == rs_state, "Got unexpected rasterizer state %p, expected %p.\n", tmp_rs_state, rs_state);
|
|
ID3D10RasterizerState_Release(tmp_rs_state);
|
|
|
|
ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset);
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_buffer[i] == so_buffer[i], "Got unexpected stream output %p in slot %u, expected %p.\n",
|
|
tmp_buffer[i], i, so_buffer[i]);
|
|
ID3D10Buffer_Release(tmp_buffer[i]);
|
|
todo_wine ok(offset[i] == ~0u, "Got unexpected stream output offset %u in slot %u.\n", offset[i], i);
|
|
}
|
|
|
|
ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value);
|
|
ok(tmp_predicate == predicate, "Got unexpected predicate %p, expected %p.\n", tmp_predicate, predicate);
|
|
ID3D10Predicate_Release(tmp_predicate);
|
|
ok(predicate_value, "Got unexpected predicate value %#x.\n", predicate_value);
|
|
|
|
/* Verify ClearState(). */
|
|
|
|
ID3D10Device_ClearState(device);
|
|
|
|
ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_VSGetShader(device, &tmp_vs);
|
|
ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
|
|
|
|
ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_GSGetShader(device, &tmp_gs);
|
|
ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
|
|
|
|
ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_PSGetShader(device, &tmp_ps);
|
|
ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
|
|
|
|
ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset);
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected vertex buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
todo_wine ok(!stride[i], "Got unexpected stride %u in slot %u.\n", stride[i], i);
|
|
todo_wine ok(!offset[i], "Got unexpected offset %u in slot %u.\n", offset[i], i);
|
|
}
|
|
ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset);
|
|
ok(!tmp_buffer[0], "Got unexpected index buffer %p.\n", tmp_buffer[0]);
|
|
ok(format == DXGI_FORMAT_UNKNOWN, "Got unexpected index buffer format %#x.\n", format);
|
|
ok(!offset[0], "Got unexpected index buffer offset %u.\n", offset[0]);
|
|
ID3D10Device_IAGetInputLayout(device, &tmp_input_layout);
|
|
ok(!tmp_input_layout, "Got unexpected input layout %p.\n", tmp_input_layout);
|
|
ID3D10Device_IAGetPrimitiveTopology(device, &topology);
|
|
ok(topology == D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED, "Got unexpected primitive topology %#x.\n", topology);
|
|
|
|
ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask);
|
|
ok(!tmp_blend_state, "Got unexpected blend state %p.\n", tmp_blend_state);
|
|
ok(blend_factor[0] == 1.0f && blend_factor[1] == 1.0f
|
|
&& blend_factor[2] == 1.0f && blend_factor[3] == 1.0f,
|
|
"Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
|
|
blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
|
|
ok(sample_mask == D3D10_DEFAULT_SAMPLE_MASK, "Got unexpected sample mask %#x.\n", sample_mask);
|
|
ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref);
|
|
ok(!tmp_ds_state, "Got unexpected depth stencil state %p.\n", tmp_ds_state);
|
|
ok(!stencil_ref, "Got unexpected stencil ref %u.\n", stencil_ref);
|
|
ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv);
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ok(!tmp_rtv[i], "Got unexpected render target view %p in slot %u.\n", tmp_rtv[i], i);
|
|
}
|
|
ok(!tmp_dsv, "Got unexpected depth stencil view %p.\n", tmp_dsv);
|
|
|
|
ID3D10Device_RSGetScissorRects(device, &count, NULL);
|
|
todo_wine ok(!count, "Got unexpected scissor rect count %u.\n", count);
|
|
memset(tmp_rect, 0x55, sizeof(tmp_rect));
|
|
count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
|
ID3D10Device_RSGetScissorRects(device, &count, tmp_rect);
|
|
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
|
|
{
|
|
if (!i)
|
|
todo_wine ok(!tmp_rect[i].left && !tmp_rect[i].top && !tmp_rect[i].right && !tmp_rect[i].bottom,
|
|
"Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
|
|
tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
|
|
else
|
|
ok(!tmp_rect[i].left && !tmp_rect[i].top && !tmp_rect[i].right && !tmp_rect[i].bottom,
|
|
"Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
|
|
tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
|
|
}
|
|
ID3D10Device_RSGetViewports(device, &count, NULL);
|
|
todo_wine ok(!count, "Got unexpected viewport count %u.\n", count);
|
|
memset(tmp_viewport, 0x55, sizeof(tmp_viewport));
|
|
count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
|
ID3D10Device_RSGetViewports(device, &count, tmp_viewport);
|
|
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
|
|
{
|
|
if (!i)
|
|
todo_wine ok(!tmp_viewport[i].TopLeftX && !tmp_viewport[i].TopLeftY && !tmp_viewport[i].Width
|
|
&& !tmp_viewport[i].Height && !tmp_viewport[i].MinDepth && !tmp_viewport[i].MaxDepth,
|
|
"Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
|
|
tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
|
|
tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
|
|
else
|
|
ok(!tmp_viewport[i].TopLeftX && !tmp_viewport[i].TopLeftY && !tmp_viewport[i].Width
|
|
&& !tmp_viewport[i].Height && !tmp_viewport[i].MinDepth && !tmp_viewport[i].MaxDepth,
|
|
"Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
|
|
tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
|
|
tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
|
|
}
|
|
ID3D10Device_RSGetState(device, &tmp_rs_state);
|
|
ok(!tmp_rs_state, "Got unexpected rasterizer state %p.\n", tmp_rs_state);
|
|
|
|
ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset);
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected stream output %p in slot %u.\n", tmp_buffer[i], i);
|
|
ok(!offset[i], "Got unexpected stream output offset %u in slot %u.\n", offset[i], i);
|
|
}
|
|
|
|
ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value);
|
|
ok(!tmp_predicate, "Got unexpected predicate %p.\n", tmp_predicate);
|
|
ok(!predicate_value, "Got unexpected predicate value %#x.\n", predicate_value);
|
|
|
|
/* Cleanup. */
|
|
|
|
ID3D10Predicate_Release(predicate);
|
|
ID3D10RasterizerState_Release(rs_state);
|
|
ID3D10DepthStencilView_Release(dsv);
|
|
ID3D10Texture2D_Release(ds_texture);
|
|
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ID3D10RenderTargetView_Release(rtv[i]);
|
|
ID3D10Texture2D_Release(rt_texture[i]);
|
|
}
|
|
|
|
ID3D10DepthStencilState_Release(ds_state);
|
|
ID3D10BlendState_Release(blend_state);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10GeometryShader_Release(gs);
|
|
ID3D10PixelShader_Release(ps);
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ID3D10SamplerState_Release(sampler[i]);
|
|
}
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ID3D10ShaderResourceView_Release(srv[i]);
|
|
}
|
|
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
{
|
|
ID3D10Buffer_Release(so_buffer[i]);
|
|
}
|
|
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ID3D10Buffer_Release(buffer[i]);
|
|
}
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ID3D10Buffer_Release(cb[i]);
|
|
}
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_blend(void)
|
|
{
|
|
ID3D10RenderTargetView *backbuffer_rtv, *offscreen_rtv;
|
|
ID3D10BlendState *src_blend, *dst_blend;
|
|
ID3D10Texture2D *backbuffer, *offscreen;
|
|
D3D10_SUBRESOURCE_DATA buffer_data;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10InputLayout *input_layout;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
D3D10_BLEND_DESC blend_desc;
|
|
unsigned int stride, offset;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
ID3D10Buffer *vb;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct vs_out main(float4 position : POSITION, float4 color : COLOR)
|
|
{
|
|
struct vs_out o;
|
|
|
|
o.position = position;
|
|
o.color = color;
|
|
|
|
return o;
|
|
}
|
|
#endif
|
|
0x43425844, 0x5c73b061, 0x5c71125f, 0x3f8b345f, 0xce04b9ab, 0x00000001, 0x00000140, 0x00000003,
|
|
0x0000002c, 0x0000007c, 0x000000d0, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 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,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 main(struct vs_out i) : SV_TARGET
|
|
{
|
|
return i.color;
|
|
}
|
|
#endif
|
|
0x43425844, 0xe2087fa6, 0xa35fbd95, 0x8e585b3f, 0x67890f54, 0x00000001, 0x000000f4, 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, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
|
|
0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
|
|
0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec3 position;
|
|
DWORD diffuse;
|
|
}
|
|
quads[] =
|
|
{
|
|
/* quad1 */
|
|
{{-1.0f, -1.0f, 0.1f}, 0x4000ff00},
|
|
{{-1.0f, 0.0f, 0.1f}, 0x4000ff00},
|
|
{{ 1.0f, -1.0f, 0.1f}, 0x4000ff00},
|
|
{{ 1.0f, 0.0f, 0.1f}, 0x4000ff00},
|
|
/* quad2 */
|
|
{{-1.0f, 0.0f, 0.1f}, 0xc0ff0000},
|
|
{{-1.0f, 1.0f, 0.1f}, 0xc0ff0000},
|
|
{{ 1.0f, 0.0f, 0.1f}, 0xc0ff0000},
|
|
{{ 1.0f, 1.0f, 0.1f}, 0xc0ff0000},
|
|
};
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, NULL);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, 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);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quads);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
buffer_data.pSysMem = quads;
|
|
buffer_data.SysMemPitch = 0;
|
|
buffer_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
memset(&blend_desc, 0, sizeof(blend_desc));
|
|
blend_desc.BlendEnable[0] = TRUE;
|
|
blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
|
blend_desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
|
blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
|
|
blend_desc.SrcBlendAlpha = D3D10_BLEND_SRC_ALPHA;
|
|
blend_desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
|
blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
|
blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
|
|
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &src_blend);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
blend_desc.SrcBlend = D3D10_BLEND_DEST_ALPHA;
|
|
blend_desc.DestBlend = D3D10_BLEND_INV_DEST_ALPHA;
|
|
blend_desc.SrcBlendAlpha = D3D10_BLEND_DEST_ALPHA;
|
|
blend_desc.DestBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
|
|
|
|
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
|
|
ID3D10Device_IASetInputLayout(device, input_layout);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quads);
|
|
offset = 0;
|
|
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
|
|
|
|
ID3D10Device_OMSetBlendState(device, src_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
ID3D10Device_OMSetBlendState(device, dst_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10Device_Draw(device, 4, 4);
|
|
|
|
color = get_texture_color(backbuffer, 320, 360);
|
|
ok(compare_color(color, 0x700040bf, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 120);
|
|
ok(compare_color(color, 0xa080007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
texture_desc.Width = 128;
|
|
texture_desc.Height = 128;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_B8G8R8X8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_RENDER_TARGET;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
/* DXGI_FORMAT_B8G8R8X8_UNORM is not supported on all implementations. */
|
|
if (FAILED(ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &offscreen)))
|
|
{
|
|
skip("DXGI_FORMAT_B8G8R8X8_UNORM not supported, skipping tests.\n");
|
|
goto done;
|
|
}
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)offscreen, NULL, &offscreen_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &offscreen_rtv, NULL);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 128;
|
|
vp.Height = 128;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, offscreen_rtv, red);
|
|
|
|
ID3D10Device_OMSetBlendState(device, src_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
ID3D10Device_OMSetBlendState(device, dst_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10Device_Draw(device, 4, 4);
|
|
|
|
color = get_texture_color(offscreen, 64, 96) & 0x00ffffff;
|
|
ok(compare_color(color, 0x00bf4000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(offscreen, 64, 32) & 0x00ffffff;
|
|
ok(compare_color(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10RenderTargetView_Release(offscreen_rtv);
|
|
ID3D10Texture2D_Release(offscreen);
|
|
done:
|
|
ID3D10BlendState_Release(dst_blend);
|
|
ID3D10BlendState_Release(src_blend);
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_texture(void)
|
|
{
|
|
struct shader
|
|
{
|
|
const DWORD *code;
|
|
size_t size;
|
|
};
|
|
struct texture
|
|
{
|
|
UINT width;
|
|
UINT height;
|
|
UINT miplevel_count;
|
|
DXGI_FORMAT format;
|
|
D3D10_SUBRESOURCE_DATA data[3];
|
|
};
|
|
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
const struct texture *current_texture;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
ID3D10InputLayout *input_layout;
|
|
const struct shader *current_ps;
|
|
ID3D10ShaderResourceView *srv;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Texture2D *backbuffer;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10SamplerState *sampler;
|
|
unsigned int stride, offset;
|
|
struct texture_readback rb;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Buffer *vb, *cb;
|
|
ID3D10Device *device;
|
|
unsigned int i, x, y;
|
|
struct vec4 miplevel;
|
|
D3D10_VIEWPORT vp;
|
|
ULONG refcount;
|
|
HWND window;
|
|
DWORD color;
|
|
HRESULT hr;
|
|
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_ld_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
|
|
float miplevel;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
float3 p;
|
|
t.GetDimensions(miplevel, p.x, p.y, p.z);
|
|
p.z = miplevel;
|
|
p *= float3(position.x / 640.0f, position.y / 480.0f, 1.0f);
|
|
return t.Load(int3(p));
|
|
}
|
|
#endif
|
|
0x43425844, 0xbdda6bdf, 0xc6ffcdf1, 0xa58596b3, 0x822383f0, 0x00000001, 0x000001ac, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000110, 0x00000040,
|
|
0x00000044, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000, 0x00000000,
|
|
0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
|
|
0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000,
|
|
0x0700003d, 0x001000f2, 0x00000000, 0x0010000a, 0x00000000, 0x00107e46, 0x00000000, 0x07000038,
|
|
0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x06000036, 0x001000c2,
|
|
0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46,
|
|
0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3f800000, 0x3f800000, 0x0500001b, 0x001000f2,
|
|
0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_ld_sint8_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D<int4> t;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
float3 p, s;
|
|
int4 c;
|
|
|
|
p = float3(position.x / 640.0f, position.y / 480.0f, 0.0f);
|
|
t.GetDimensions(0, s.x, s.y, s.z);
|
|
p *= s;
|
|
|
|
c = t.Load(int3(p));
|
|
return (max(c / (float4)127, (float4)-1) + (float4)1) / 2.0f;
|
|
}
|
|
#endif
|
|
0x43425844, 0xb3d0b0fc, 0x0e486f4a, 0xf67eec12, 0xfb9dd52f, 0x00000001, 0x00000240, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000001a4, 0x00000040,
|
|
0x00000069, 0x04001858, 0x00107000, 0x00000000, 0x00003333, 0x04002064, 0x00101032, 0x00000000,
|
|
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2,
|
|
0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x0a000038, 0x00100032, 0x00000001,
|
|
0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x08000036,
|
|
0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038,
|
|
0x001000f2, 0x00000000, 0x00100f46, 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2,
|
|
0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x0500002b, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0a000038,
|
|
0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3c010204, 0x3c010204, 0x3c010204,
|
|
0x3c010204, 0x0a000034, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0xbf800000,
|
|
0xbf800000, 0xbf800000, 0xbf800000, 0x0a000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0a000038, 0x001020f2, 0x00000000,
|
|
0x00100e46, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_ld_uint8_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D<uint4> t;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
float3 p, s;
|
|
|
|
p = float3(position.x / 640.0f, position.y / 480.0f, 0.0f);
|
|
t.GetDimensions(0, s.x, s.y, s.z);
|
|
p *= s;
|
|
|
|
return t.Load(int3(p)) / (float4)255;
|
|
}
|
|
#endif
|
|
0x43425844, 0xd09917eb, 0x4508a07e, 0xb0b7250a, 0x228c1f0e, 0x00000001, 0x000001c8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000012c, 0x00000040,
|
|
0x0000004b, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032, 0x00000000,
|
|
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2,
|
|
0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x0a000038, 0x00100032, 0x00000001,
|
|
0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x08000036,
|
|
0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038,
|
|
0x001000f2, 0x00000000, 0x00100f46, 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2,
|
|
0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x05000056, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0a000038,
|
|
0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3b808081, 0x3b808081, 0x3b808081,
|
|
0x3b808081, 0x0100003e,
|
|
};
|
|
static const DWORD ps_sample_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
|
|
p.x = position.x / 640.0f;
|
|
p.y = position.y / 480.0f;
|
|
return t.Sample(s, p);
|
|
}
|
|
#endif
|
|
0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
|
|
0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
|
|
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
|
0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
|
|
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_sample_b_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float bias;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
|
|
p.x = position.x / 640.0f;
|
|
p.y = position.y / 480.0f;
|
|
return t.SampleBias(s, p, bias);
|
|
}
|
|
#endif
|
|
0x43425844, 0xc39b0686, 0x8244a7fc, 0x14c0b97a, 0x2900b3b7, 0x00000001, 0x00000150, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040,
|
|
0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
|
|
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000,
|
|
0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c00004a,
|
|
0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
|
|
0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_sample_l_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float level;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
|
|
p.x = position.x / 640.0f;
|
|
p.y = position.y / 480.0f;
|
|
return t.SampleLevel(s, p, level);
|
|
}
|
|
#endif
|
|
0x43425844, 0x61e05d85, 0x2a7300fb, 0x0a83706b, 0x889d1683, 0x00000001, 0x00000150, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040,
|
|
0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
|
|
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000,
|
|
0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c000048,
|
|
0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
|
|
0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const struct shader ps_ld = {ps_ld_code, sizeof(ps_ld_code)};
|
|
static const struct shader ps_ld_sint8 = {ps_ld_sint8_code, sizeof(ps_ld_sint8_code)};
|
|
static const struct shader ps_ld_uint8 = {ps_ld_uint8_code, sizeof(ps_ld_uint8_code)};
|
|
static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
|
|
static const struct shader ps_sample_b = {ps_sample_b_code, sizeof(ps_sample_b_code)};
|
|
static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)};
|
|
static const struct
|
|
{
|
|
struct vec2 position;
|
|
}
|
|
quad[] =
|
|
{
|
|
{{-1.0f, -1.0f}},
|
|
{{-1.0f, 1.0f}},
|
|
{{ 1.0f, -1.0f}},
|
|
{{ 1.0f, 1.0f}},
|
|
};
|
|
static const DWORD rgba_level_0[] =
|
|
{
|
|
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
|
|
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
|
|
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
|
|
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
|
|
};
|
|
static const DWORD rgba_level_1[] =
|
|
{
|
|
0xffffffff, 0xff0000ff,
|
|
0xff000000, 0xff00ff00,
|
|
};
|
|
static const DWORD rgba_level_2[] =
|
|
{
|
|
0xffff0000,
|
|
};
|
|
static const DWORD srgb_data[] =
|
|
{
|
|
0x00000000, 0xffffffff, 0xff000000, 0x7f7f7f7f,
|
|
0xff010203, 0xff102030, 0xff0a0b0c, 0xff8090a0,
|
|
0xffb1c4de, 0xfff0f1f2, 0xfffafdfe, 0xff5a560f,
|
|
0xffd5ff00, 0xffc8f99f, 0xffaa00aa, 0xffdd55bb,
|
|
};
|
|
static const BYTE bc1_data[4 * 8] =
|
|
{
|
|
0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
|
|
0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
|
|
0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
|
|
};
|
|
static const BYTE bc2_data[4 * 16] =
|
|
{
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
|
|
};
|
|
static const BYTE bc3_data[4 * 16] =
|
|
{
|
|
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
|
|
};
|
|
static const struct texture rgba_texture =
|
|
{
|
|
4, 4, 3, DXGI_FORMAT_R8G8B8A8_UNORM,
|
|
{
|
|
{rgba_level_0, 4 * sizeof(*rgba_level_0), 0},
|
|
{rgba_level_1, 2 * sizeof(*rgba_level_1), 0},
|
|
{rgba_level_2, sizeof(*rgba_level_2), 0},
|
|
}
|
|
};
|
|
static const struct texture srgb_texture = {4, 4, 1, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
|
|
{{srgb_data, 4 * sizeof(*srgb_data)}}};
|
|
static const struct texture bc1_texture = {8, 8, 1, DXGI_FORMAT_BC1_UNORM, {{bc1_data, 2 * 8}}};
|
|
static const struct texture bc2_texture = {8, 8, 1, DXGI_FORMAT_BC2_UNORM, {{bc2_data, 2 * 16}}};
|
|
static const struct texture bc3_texture = {8, 8, 1, DXGI_FORMAT_BC3_UNORM, {{bc3_data, 2 * 16}}};
|
|
static const struct texture bc1_texture_srgb = {8, 8, 1, DXGI_FORMAT_BC1_UNORM_SRGB, {{bc1_data, 2 * 8}}};
|
|
static const struct texture bc2_texture_srgb = {8, 8, 1, DXGI_FORMAT_BC2_UNORM_SRGB, {{bc2_data, 2 * 16}}};
|
|
static const struct texture bc3_texture_srgb = {8, 8, 1, DXGI_FORMAT_BC3_UNORM_SRGB, {{bc3_data, 2 * 16}}};
|
|
static const struct texture sint8_texture = {4, 4, 1, DXGI_FORMAT_R8G8B8A8_SINT,
|
|
{{rgba_level_0, 4 * sizeof(*rgba_level_0)}}};
|
|
static const struct texture uint8_texture = {4, 4, 1, DXGI_FORMAT_R8G8B8A8_UINT,
|
|
{{rgba_level_0, 4 * sizeof(*rgba_level_0)}}};
|
|
static const DWORD level_1_colors[] =
|
|
{
|
|
0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
|
|
0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
|
|
0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
|
|
0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
|
|
};
|
|
static const DWORD lerp_1_2_colors[] =
|
|
{
|
|
0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f,
|
|
0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f,
|
|
0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00,
|
|
0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00,
|
|
};
|
|
static const DWORD level_2_colors[] =
|
|
{
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
};
|
|
static const DWORD srgb_colors[] =
|
|
{
|
|
0x00000001, 0xffffffff, 0xff000000, 0x7f363636,
|
|
0xff000000, 0xff010408, 0xff010101, 0xff37475a,
|
|
0xff708cba, 0xffdee0e2, 0xfff3fbfd, 0xff1a1801,
|
|
0xffa9ff00, 0xff93f159, 0xff670067, 0xffb8177f,
|
|
};
|
|
static const DWORD bc_colors[] =
|
|
{
|
|
0xff0000ff, 0xff0000ff, 0xff00ff00, 0xff00ff00,
|
|
0xff0000ff, 0xff0000ff, 0xff00ff00, 0xff00ff00,
|
|
0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff,
|
|
0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff,
|
|
};
|
|
static const DWORD sint8_colors[] =
|
|
{
|
|
0x7e80807e, 0x7e807e7e, 0x7e807e80, 0x7e7e7e80,
|
|
0x7e7e8080, 0x7e7e7f7f, 0x7e808080, 0x7effffff,
|
|
0x7e7e7e7e, 0x7e7e7e7e, 0x7e7e7e7e, 0x7e808080,
|
|
0x7e7e7e7e, 0x7e7f7f7f, 0x7e7f7f7f, 0x7e7f7f7f,
|
|
};
|
|
static const DWORD zero_colors[4 * 4] = {0};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
|
|
static const struct test
|
|
{
|
|
const struct shader *ps;
|
|
const struct texture *texture;
|
|
D3D10_FILTER filter;
|
|
float lod_bias;
|
|
float min_lod;
|
|
float max_lod;
|
|
float miplevel;
|
|
const DWORD *expected_colors;
|
|
}
|
|
tests[] =
|
|
{
|
|
{&ps_ld, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
|
|
{&ps_ld, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, level_1_colors},
|
|
{&ps_ld, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 2.0f, level_2_colors},
|
|
{&ps_ld, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 3.0f, zero_colors},
|
|
{&ps_ld, &srgb_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, srgb_colors},
|
|
{&ps_ld, &bc1_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc1_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_ld, &bc2_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc2_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_ld, &bc3_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc3_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_ld, &bc1_texture_srgb, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc2_texture_srgb, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc3_texture_srgb, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld_sint8, &sint8_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, sint8_colors},
|
|
{&ps_ld_uint8, &uint8_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
|
|
{&ps_sample, &bc1_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_sample, &bc2_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_sample, &bc3_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_sample, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
|
|
{&ps_sample, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, rgba_level_0},
|
|
{&ps_sample, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, rgba_level_0},
|
|
{&ps_sample, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 8.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, level_1_colors},
|
|
{&ps_sample, &srgb_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, srgb_colors},
|
|
{&ps_sample_b, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, rgba_level_0},
|
|
{&ps_sample_b, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 8.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, level_1_colors},
|
|
{&ps_sample_b, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 8.0f, level_1_colors},
|
|
{&ps_sample_b, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 8.4f, level_1_colors},
|
|
{&ps_sample_b, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 8.5f, level_2_colors},
|
|
{&ps_sample_b, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 9.0f, level_2_colors},
|
|
{&ps_sample_b, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 2.0f, 1.0f, rgba_level_0},
|
|
{&ps_sample_b, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 2.0f, 9.0f, level_2_colors},
|
|
{&ps_sample_b, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 1.0f, 9.0f, level_1_colors},
|
|
{&ps_sample_b, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 9.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, -1.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.4f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 0.5f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.0f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.4f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.5f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 2.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 3.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 4.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 0.0f, 0.0f, D3D10_FLOAT32_MAX, 1.5f, lerp_1_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, -2.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, -1.0f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, 0.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, 1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D10_FLOAT32_MAX, 1.5f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D10_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors},
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, NULL);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, 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);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(miplevel);
|
|
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
|
|
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
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);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
texture_desc.Width = 4;
|
|
texture_desc.Height = 4;
|
|
texture_desc.MipLevels = 3;
|
|
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;
|
|
|
|
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
|
|
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.MipLODBias = 0.0f;
|
|
sampler_desc.MaxAnisotropy = 0;
|
|
sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
|
|
sampler_desc.BorderColor[0] = 0.0f;
|
|
sampler_desc.BorderColor[1] = 0.0f;
|
|
sampler_desc.BorderColor[2] = 0.0f;
|
|
sampler_desc.BorderColor[3] = 0.0f;
|
|
sampler_desc.MinLOD = 0.0f;
|
|
sampler_desc.MaxLOD = D3D10_FLOAT32_MAX;
|
|
|
|
ps = NULL;
|
|
srv = NULL;
|
|
sampler = NULL;
|
|
texture = NULL;
|
|
current_ps = NULL;
|
|
current_texture = NULL;
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
const struct test *test = &tests[i];
|
|
|
|
if (current_ps != test->ps)
|
|
{
|
|
if (ps)
|
|
ID3D10PixelShader_Release(ps);
|
|
|
|
current_ps = test->ps;
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, current_ps->code, current_ps->size, &ps);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
|
|
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
}
|
|
|
|
if (current_texture != test->texture)
|
|
{
|
|
if (texture)
|
|
ID3D10Texture2D_Release(texture);
|
|
if (srv)
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
|
|
current_texture = test->texture;
|
|
|
|
texture_desc.Width = current_texture->width;
|
|
texture_desc.Height = current_texture->height;
|
|
texture_desc.MipLevels = current_texture->miplevel_count;
|
|
texture_desc.Format = current_texture->format;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
|
|
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
|
|
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
|
|
}
|
|
|
|
if (!sampler || (sampler_desc.Filter != test->filter
|
|
|| sampler_desc.MipLODBias != test->lod_bias
|
|
|| sampler_desc.MinLOD != test->min_lod
|
|
|| sampler_desc.MaxLOD != test->max_lod))
|
|
{
|
|
if (sampler)
|
|
ID3D10SamplerState_Release(sampler);
|
|
|
|
sampler_desc.Filter = test->filter;
|
|
sampler_desc.MipLODBias = test->lod_bias;
|
|
sampler_desc.MinLOD = test->min_lod;
|
|
sampler_desc.MaxLOD = test->max_lod;
|
|
|
|
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr);
|
|
|
|
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
|
|
}
|
|
|
|
miplevel.x = test->miplevel;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &miplevel, 0, 0);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, red);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (x = 0; x < 4; ++x)
|
|
{
|
|
for (y = 0; y < 4; ++y)
|
|
{
|
|
color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120);
|
|
ok(compare_color(color, test->expected_colors[y * 4 + x], 1),
|
|
"Test %u: Got unexpected color 0x%08x at (%u, %u).\n", i, color, x, y);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
}
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
ID3D10SamplerState_Release(sampler);
|
|
ID3D10Texture2D_Release(texture);
|
|
ID3D10PixelShader_Release(ps);
|
|
|
|
ID3D10Buffer_Release(cb);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_multiple_render_targets(void)
|
|
{
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10InputLayout *input_layout;
|
|
unsigned int stride, offset, i;
|
|
ID3D10RenderTargetView *rtv[4];
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Texture2D *rt[4];
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
ID3D10Buffer *vb;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
struct output
|
|
{
|
|
float4 t1 : SV_TARGET0;
|
|
float4 t2 : SV_Target1;
|
|
float4 t3 : SV_TARGET2;
|
|
float4 t4 : SV_Target3;
|
|
};
|
|
|
|
output main(float4 position : SV_POSITION)
|
|
{
|
|
struct output o;
|
|
o.t1 = (float4)1.0f;
|
|
o.t2 = (float4)0.5f;
|
|
o.t3 = (float4)0.2f;
|
|
o.t4 = float4(0.0f, 0.2f, 0.5f, 1.0f);
|
|
return o;
|
|
}
|
|
#endif
|
|
0x43425844, 0x8701ad18, 0xe3d5291d, 0x7b4288a6, 0x01917515, 0x00000001, 0x000001a8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x000000e4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000007c, 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x00000072, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
|
|
0x00000068, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x00000072, 0x00000003,
|
|
0x00000000, 0x00000003, 0x00000003, 0x0000000f, 0x545f5653, 0x45475241, 0x56530054, 0x7261545f,
|
|
0x00746567, 0x52444853, 0x000000bc, 0x00000040, 0x0000002f, 0x03000065, 0x001020f2, 0x00000000,
|
|
0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x03000065, 0x001020f2,
|
|
0x00000003, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000,
|
|
0x3f800000, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3f000000, 0x3f000000, 0x3f000000,
|
|
0x3f000000, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x3e4ccccd, 0x3e4ccccd, 0x3e4ccccd,
|
|
0x3e4ccccd, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x00000000, 0x3e4ccccd, 0x3f000000,
|
|
0x3f800000, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec2 position;
|
|
}
|
|
quad[] =
|
|
{
|
|
{{-1.0f, -1.0f}},
|
|
{{-1.0f, 1.0f}},
|
|
{{ 1.0f, -1.0f}},
|
|
{{ 1.0f, 1.0f}},
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
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);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
texture_desc.Width = 640;
|
|
texture_desc.Height = 480;
|
|
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;
|
|
|
|
for (i = 0; i < sizeof(rt) / sizeof(*rt); ++i)
|
|
{
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create texture %u, hr %#x.\n", i, hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt[i], NULL, &rtv[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view %u, hr %#x.\n", i, hr);
|
|
}
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 4, rtv, NULL);
|
|
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);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
for (i = 0; i < sizeof(rtv) / sizeof(*rtv); ++i)
|
|
ID3D10Device_ClearRenderTargetView(device, rtv[i], red);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
|
|
check_texture_color(rt[0], 0xffffffff, 2);
|
|
check_texture_color(rt[1], 0x7f7f7f7f, 2);
|
|
check_texture_color(rt[2], 0x33333333, 2);
|
|
check_texture_color(rt[3], 0xff7f3300, 2);
|
|
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
for (i = 0; i < sizeof(rtv) / sizeof(*rtv); ++i)
|
|
ID3D10RenderTargetView_Release(rtv[i]);
|
|
for (i = 0; i < sizeof(rt) / sizeof(*rt); ++i)
|
|
ID3D10Texture2D_Release(rt[i]);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_private_data(void)
|
|
{
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ULONG refcount, expected_refcount;
|
|
ID3D11Texture2D *d3d11_texture;
|
|
ID3D11Device *d3d11_device;
|
|
ID3D10Device *test_object;
|
|
ID3D10Texture2D *texture;
|
|
IDXGIDevice *dxgi_device;
|
|
IDXGISurface *surface;
|
|
ID3D10Device *device;
|
|
IUnknown *ptr;
|
|
HRESULT hr;
|
|
UINT size;
|
|
|
|
static const GUID test_guid =
|
|
{0xfdb37466, 0x428f, 0x4edf, {0xa3, 0x7f, 0x9b, 0x1d, 0xf4, 0x88, 0xc5, 0xfc}};
|
|
static const GUID test_guid2 =
|
|
{0x2e5afac2, 0x87b5, 0x4c10, {0x9b, 0x4b, 0x89, 0xd7, 0xd1, 0x12, 0xe7, 0x2b}};
|
|
static const DWORD data[] = {1, 2, 3, 4};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
test_object = create_device();
|
|
|
|
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 texture, hr %#x.\n", hr);
|
|
hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(SUCCEEDED(hr), "Failed to get IDXGISurface, hr %#x.\n", hr);
|
|
|
|
/* SetPrivateData() with a pointer of NULL has the purpose of
|
|
* FreePrivateData() in previous D3D versions. A successful clear returns
|
|
* S_OK. A redundant clear S_FALSE. Setting a NULL interface is not
|
|
* considered a clear but as setting an interface pointer that happens to
|
|
* be NULL. */
|
|
hr = ID3D10Device_SetPrivateData(device, &test_guid, 0, NULL);
|
|
ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Device_SetPrivateData(device, &test_guid, ~0u, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Device_SetPrivateData(device, &test_guid, ~0u, NULL);
|
|
ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
size = sizeof(ptr) * 2;
|
|
ptr = (IUnknown *)0xdeadbeef;
|
|
hr = ID3D10Device_GetPrivateData(device, &test_guid, &size, &ptr);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(!ptr, "Got unexpected pointer %p.\n", ptr);
|
|
ok(size == sizeof(IUnknown *), "Got unexpected size %u.\n", size);
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
|
|
ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
|
|
size = sizeof(ptr) * 2;
|
|
ptr = (IUnknown *)0xdeadbeef;
|
|
hr = IDXGIDevice_GetPrivateData(dxgi_device, &test_guid, &size, &ptr);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(!ptr, "Got unexpected pointer %p.\n", ptr);
|
|
ok(size == sizeof(IUnknown *), "Got unexpected size %u.\n", size);
|
|
IDXGIDevice_Release(dxgi_device);
|
|
|
|
refcount = get_refcount((IUnknown *)test_object);
|
|
hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid,
|
|
(IUnknown *)test_object);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
expected_refcount = refcount + 1;
|
|
refcount = get_refcount((IUnknown *)test_object);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid,
|
|
(IUnknown *)test_object);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
refcount = get_refcount((IUnknown *)test_object);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
|
|
hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
--expected_refcount;
|
|
refcount = get_refcount((IUnknown *)test_object);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
|
|
hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid,
|
|
(IUnknown *)test_object);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
size = sizeof(data);
|
|
hr = ID3D10Device_SetPrivateData(device, &test_guid, size, data);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
refcount = get_refcount((IUnknown *)test_object);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
hr = ID3D10Device_SetPrivateData(device, &test_guid, 42, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Device_SetPrivateData(device, &test_guid, 42, NULL);
|
|
ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid,
|
|
(IUnknown *)test_object);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
++expected_refcount;
|
|
size = 2 * sizeof(ptr);
|
|
ptr = NULL;
|
|
hr = ID3D10Device_GetPrivateData(device, &test_guid, &size, &ptr);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(size == sizeof(test_object), "Got unexpected size %u.\n", size);
|
|
++expected_refcount;
|
|
refcount = get_refcount((IUnknown *)test_object);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
IUnknown_Release(ptr);
|
|
--expected_refcount;
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_ID3D11Device, (void **)&d3d11_device);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Device should implement ID3D11Device.\n");
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
ptr = NULL;
|
|
size = sizeof(ptr);
|
|
hr = ID3D11Device_GetPrivateData(d3d11_device, &test_guid, &size, &ptr);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(ptr == (IUnknown *)test_object, "Got unexpected ptr %p, expected %p.\n", ptr, test_object);
|
|
IUnknown_Release(ptr);
|
|
ID3D11Device_Release(d3d11_device);
|
|
refcount = get_refcount((IUnknown *)test_object);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
|
|
refcount, expected_refcount);
|
|
}
|
|
|
|
ptr = (IUnknown *)0xdeadbeef;
|
|
size = 1;
|
|
hr = ID3D10Device_GetPrivateData(device, &test_guid, &size, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(size == sizeof(device), "Got unexpected size %u.\n", size);
|
|
size = 2 * sizeof(ptr);
|
|
hr = ID3D10Device_GetPrivateData(device, &test_guid, &size, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(size == sizeof(device), "Got unexpected size %u.\n", size);
|
|
refcount = get_refcount((IUnknown *)test_object);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
|
|
size = 1;
|
|
hr = ID3D10Device_GetPrivateData(device, &test_guid, &size, &ptr);
|
|
ok(hr == DXGI_ERROR_MORE_DATA, "Got unexpected hr %#x.\n", hr);
|
|
ok(size == sizeof(device), "Got unexpected size %u.\n", size);
|
|
ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr);
|
|
hr = ID3D10Device_GetPrivateData(device, &test_guid2, NULL, NULL);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
size = 0xdeadbabe;
|
|
hr = ID3D10Device_GetPrivateData(device, &test_guid2, &size, &ptr);
|
|
ok(hr == DXGI_ERROR_NOT_FOUND, "Got unexpected hr %#x.\n", hr);
|
|
ok(size == 0, "Got unexpected size %u.\n", size);
|
|
ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr);
|
|
hr = ID3D10Device_GetPrivateData(device, &test_guid, NULL, &ptr);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr);
|
|
|
|
hr = ID3D10Texture2D_SetPrivateDataInterface(texture, &test_guid, (IUnknown *)test_object);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ptr = NULL;
|
|
size = sizeof(ptr);
|
|
hr = IDXGISurface_GetPrivateData(surface, &test_guid, &size, &ptr);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(ptr == (IUnknown *)test_object, "Got unexpected ptr %p, expected %p.\n", ptr, test_object);
|
|
IUnknown_Release(ptr);
|
|
|
|
hr = ID3D10Texture2D_QueryInterface(texture, &IID_ID3D11Texture2D, (void **)&d3d11_texture);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Texture should implement ID3D11Texture2D.\n");
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
ptr = NULL;
|
|
size = sizeof(ptr);
|
|
hr = ID3D11Texture2D_GetPrivateData(d3d11_texture, &test_guid, &size, &ptr);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(ptr == (IUnknown *)test_object, "Got unexpected ptr %p, expected %p.\n", ptr, test_object);
|
|
IUnknown_Release(ptr);
|
|
ID3D11Texture2D_Release(d3d11_texture);
|
|
}
|
|
|
|
IDXGISurface_Release(surface);
|
|
ID3D10Texture2D_Release(texture);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
refcount = ID3D10Device_Release(test_object);
|
|
ok(!refcount, "Test object has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_il_append_aligned(void)
|
|
{
|
|
ID3D10RenderTargetView *backbuffer_rtv;
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
ID3D10InputLayout *input_layout;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
ID3D10Buffer *vb[3];
|
|
D3D10_VIEWPORT vp;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"COLOR", 2, DXGI_FORMAT_R32G32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT,
|
|
D3D10_INPUT_PER_INSTANCE_DATA, 2},
|
|
{"COLOR", 3, DXGI_FORMAT_R32G32_FLOAT, 2, D3D10_APPEND_ALIGNED_ELEMENT,
|
|
D3D10_INPUT_PER_INSTANCE_DATA, 1},
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D10_APPEND_ALIGNED_ELEMENT,
|
|
D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
{"COLOR", 0, DXGI_FORMAT_R32G32_FLOAT, 2, D3D10_APPEND_ALIGNED_ELEMENT,
|
|
D3D10_INPUT_PER_INSTANCE_DATA, 1},
|
|
{"COLOR", 1, DXGI_FORMAT_R32G32_FLOAT, 1, D3D10_APPEND_ALIGNED_ELEMENT,
|
|
D3D10_INPUT_PER_INSTANCE_DATA, 2},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_in
|
|
{
|
|
float4 position : POSITION;
|
|
float2 color_xy : COLOR0;
|
|
float2 color_zw : COLOR1;
|
|
unsigned int instance_id : SV_INSTANCEID;
|
|
};
|
|
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float2 color_xy : COLOR0;
|
|
float2 color_zw : COLOR1;
|
|
};
|
|
|
|
struct vs_out main(struct vs_in i)
|
|
{
|
|
struct vs_out o;
|
|
|
|
o.position = i.position;
|
|
o.position.x += i.instance_id * 0.5;
|
|
o.color_xy = i.color_xy;
|
|
o.color_zw = i.color_zw;
|
|
|
|
return o;
|
|
}
|
|
#endif
|
|
0x43425844, 0x52e3bf46, 0x6300403d, 0x624cffe4, 0xa4fc0013, 0x00000001, 0x00000214, 0x00000003,
|
|
0x0000002c, 0x000000bc, 0x00000128, 0x4e475349, 0x00000088, 0x00000004, 0x00000008, 0x00000068,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000303, 0x00000071, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
|
|
0x00000303, 0x00000077, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x49534f50,
|
|
0x4e4f4954, 0x4c4f4300, 0x5300524f, 0x4e495f56, 0x4e415453, 0x44494543, 0xababab00, 0x4e47534f,
|
|
0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x0000005c,
|
|
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000030c, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000e4, 0x00010040, 0x00000039, 0x0300005f, 0x001010f2,
|
|
0x00000000, 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x00101032, 0x00000002, 0x04000060,
|
|
0x00101012, 0x00000003, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065,
|
|
0x00102032, 0x00000001, 0x03000065, 0x001020c2, 0x00000001, 0x02000068, 0x00000001, 0x05000056,
|
|
0x00100012, 0x00000000, 0x0010100a, 0x00000003, 0x09000032, 0x00102012, 0x00000000, 0x0010000a,
|
|
0x00000000, 0x00004001, 0x3f000000, 0x0010100a, 0x00000000, 0x05000036, 0x001020e2, 0x00000000,
|
|
0x00101e56, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046, 0x00000001, 0x05000036,
|
|
0x001020c2, 0x00000001, 0x00101406, 0x00000002, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float2 color_xy : COLOR0;
|
|
float2 color_zw : COLOR1;
|
|
};
|
|
|
|
float4 main(struct vs_out i) : SV_TARGET
|
|
{
|
|
return float4(i.color_xy.xy, i.color_zw.xy);
|
|
}
|
|
#endif
|
|
0x43425844, 0x64e48a09, 0xaa484d46, 0xe40a6e78, 0x9885edf3, 0x00000001, 0x00000118, 0x00000003,
|
|
0x0000002c, 0x00000098, 0x000000cc, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000303, 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
|
|
0x00000c0c, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
|
|
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f,
|
|
0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000044, 0x00000040, 0x00000011, 0x03001062,
|
|
0x00101032, 0x00000001, 0x03001062, 0x001010c2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec4 position;
|
|
}
|
|
stream0[] =
|
|
{
|
|
{{-1.0f, -1.0f, 0.0f, 1.0f}},
|
|
{{-1.0f, 1.0f, 0.0f, 1.0f}},
|
|
{{-0.5f, -1.0f, 0.0f, 1.0f}},
|
|
{{-0.5f, 1.0f, 0.0f, 1.0f}},
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec2 color2;
|
|
struct vec2 color1;
|
|
}
|
|
stream1[] =
|
|
{
|
|
{{0.5f, 0.5f}, {0.0f, 1.0f}},
|
|
{{0.5f, 0.5f}, {1.0f, 1.0f}},
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec2 color3;
|
|
struct vec2 color0;
|
|
}
|
|
stream2[] =
|
|
{
|
|
{{0.5f, 0.5f}, {1.0f, 0.0f}},
|
|
{{0.5f, 0.5f}, {0.0f, 1.0f}},
|
|
{{0.5f, 0.5f}, {0.0f, 0.0f}},
|
|
{{0.5f, 0.5f}, {1.0f, 0.0f}},
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, NULL);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, 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);
|
|
|
|
buffer_desc.ByteWidth = sizeof(stream0);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
resource_data.pSysMem = stream0;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[0]);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(stream1);
|
|
resource_data.pSysMem = stream1;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[1]);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(stream2);
|
|
resource_data.pSysMem = stream2;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[2]);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
|
|
ID3D10Device_IASetInputLayout(device, input_layout);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
offset = 0;
|
|
stride = sizeof(*stream0);
|
|
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb[0], &stride, &offset);
|
|
stride = sizeof(*stream1);
|
|
ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb[1], &stride, &offset);
|
|
stride = sizeof(*stream2);
|
|
ID3D10Device_IASetVertexBuffers(device, 2, 1, &vb[2], &stride, &offset);
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
|
|
|
|
ID3D10Device_DrawInstanced(device, 4, 4, 0, 0);
|
|
|
|
color = get_texture_color(backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 240, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 400, 240);
|
|
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 560, 240);
|
|
ok(compare_color(color, 0xffff00ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10Buffer_Release(vb[2]);
|
|
ID3D10Buffer_Release(vb[1]);
|
|
ID3D10Buffer_Release(vb[0]);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_fragment_coords(void)
|
|
{
|
|
ID3D10RenderTargetView *backbuffer_rtv;
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
ID3D10InputLayout *input_layout;
|
|
ID3D10PixelShader *ps, *ps_frac;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10Buffer *vb, *ps_cb;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
float2 cutoff;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
float4 ret = float4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
if (position.x > cutoff.x)
|
|
ret.y = 1.0;
|
|
if (position.y > cutoff.y)
|
|
ret.z = 1.0;
|
|
|
|
return ret;
|
|
}
|
|
#endif
|
|
0x43425844, 0x49fc9e51, 0x8068867d, 0xf20cfa39, 0xb8099e6b, 0x00000001, 0x00000144, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000a8, 0x00000040,
|
|
0x0000002a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002064, 0x00101032, 0x00000000,
|
|
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000031, 0x00100032,
|
|
0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00101046, 0x00000000, 0x0a000001, 0x00102062,
|
|
0x00000000, 0x00100106, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x3f800000, 0x00000000,
|
|
0x08000036, 0x00102092, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000,
|
|
0x0100003e,
|
|
};
|
|
static const DWORD ps_frac_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
return float4(frac(position.xy), 0.0, 1.0);
|
|
}
|
|
#endif
|
|
0x43425844, 0x86d9d78a, 0x190b72c2, 0x50841fd6, 0xdc24022e, 0x00000001, 0x000000f8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000005c, 0x00000040,
|
|
0x00000017, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
|
|
0x0500001a, 0x00102032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000,
|
|
0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec2 position;
|
|
}
|
|
quad[] =
|
|
{
|
|
{{-1.0f, -1.0f}},
|
|
{{-1.0f, 1.0f}},
|
|
{{ 1.0f, -1.0f}},
|
|
{{ 1.0f, 1.0f}},
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, NULL);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, 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);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(cutoff);
|
|
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
|
|
|
resource_data.pSysMem = &cutoff;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
|
|
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_frac_code, sizeof(ps_frac_code), &ps_frac);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
|
|
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);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
|
|
color = get_texture_color(backbuffer, 319, 239);
|
|
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 239);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 319, 240);
|
|
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10Buffer_Release(ps_cb);
|
|
cutoff.x = 16.0f;
|
|
cutoff.y = 16.0f;
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
|
|
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
|
|
color = get_texture_color(backbuffer, 14, 14);
|
|
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 18, 14);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 14, 18);
|
|
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 18, 18);
|
|
ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10Device_PSSetShader(device, ps_frac);
|
|
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
|
|
color = get_texture_color(backbuffer, 14, 14);
|
|
ok(compare_color(color, 0xff008080, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10Buffer_Release(ps_cb);
|
|
ID3D10PixelShader_Release(ps_frac);
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_update_subresource(void)
|
|
{
|
|
ID3D10RenderTargetView *backbuffer_rtv;
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10SamplerState *sampler_state;
|
|
ID3D10ShaderResourceView *ps_srv;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
ID3D10InputLayout *input_layout;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
struct texture_readback rb;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
unsigned int i, j;
|
|
ID3D10Buffer *vb;
|
|
ULONG refcount;
|
|
D3D10_BOX box;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
|
|
p.x = position.x / 640.0f;
|
|
p.y = position.y / 480.0f;
|
|
return t.Sample(s, p);
|
|
}
|
|
#endif
|
|
0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
|
|
0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
|
|
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
|
0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
|
|
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
float x, y;
|
|
}
|
|
quad[] =
|
|
{
|
|
{-1.0f, -1.0f},
|
|
{-1.0f, 1.0f},
|
|
{ 1.0f, -1.0f},
|
|
{ 1.0f, 1.0f},
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
static const DWORD bitmap_data[] =
|
|
{
|
|
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
|
|
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
|
|
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
|
|
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
|
|
};
|
|
static const DWORD expected_colors[] =
|
|
{
|
|
0xffffffff, 0xff000000, 0xffffffff, 0xff000000,
|
|
0xff00ff00, 0xff0000ff, 0xff00ffff, 0x00000000,
|
|
0xffffff00, 0xffff0000, 0xffff00ff, 0x00000000,
|
|
0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000,
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, NULL);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, 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);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
texture_desc.Width = 4;
|
|
texture_desc.Height = 4;
|
|
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_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, &ps_srv);
|
|
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr);
|
|
|
|
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
|
|
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.MipLODBias = 0.0f;
|
|
sampler_desc.MaxAnisotropy = 0;
|
|
sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
|
|
sampler_desc.BorderColor[0] = 0.0f;
|
|
sampler_desc.BorderColor[1] = 0.0f;
|
|
sampler_desc.BorderColor[2] = 0.0f;
|
|
sampler_desc.BorderColor[3] = 0.0f;
|
|
sampler_desc.MinLOD = 0.0f;
|
|
sampler_desc.MaxLOD = 0.0f;
|
|
|
|
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
|
|
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);
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
|
|
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
|
|
check_texture_color(backbuffer, 0x7f0000ff, 1);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
check_texture_color(backbuffer, 0x00000000, 0);
|
|
|
|
set_box(&box, 1, 1, 0, 3, 3, 1);
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
|
|
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
|
set_box(&box, 0, 3, 0, 3, 4, 1);
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
|
|
&bitmap_data[6], 4 * sizeof(*bitmap_data), 0);
|
|
set_box(&box, 0, 0, 0, 4, 1, 1);
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
|
|
&bitmap_data[10], 4 * sizeof(*bitmap_data), 0);
|
|
set_box(&box, 0, 1, 0, 1, 3, 1);
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
|
|
&bitmap_data[2], sizeof(*bitmap_data), 0);
|
|
set_box(&box, 4, 4, 0, 3, 1, 1);
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
|
|
bitmap_data, sizeof(*bitmap_data), 0);
|
|
set_box(&box, 0, 0, 0, 4, 4, 0);
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
|
|
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
|
|
ok(compare_color(color, expected_colors[j + i * 4], 1),
|
|
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
|
|
color, j, i, expected_colors[j + i * 4]);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, NULL,
|
|
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
|
|
ok(compare_color(color, bitmap_data[j + i * 4], 1),
|
|
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
|
|
color, j, i, bitmap_data[j + i * 4]);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10SamplerState_Release(sampler_state);
|
|
ID3D10ShaderResourceView_Release(ps_srv);
|
|
ID3D10Texture2D_Release(texture);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_copy_subresource_region(void)
|
|
{
|
|
ID3D10Texture2D *dst_texture, *src_texture;
|
|
ID3D10RenderTargetView *backbuffer_rtv;
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10SamplerState *sampler_state;
|
|
ID3D10ShaderResourceView *ps_srv;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
ID3D10InputLayout *input_layout;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
struct texture_readback rb;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
unsigned int i, j;
|
|
ID3D10Buffer *vb;
|
|
ULONG refcount;
|
|
D3D10_BOX box;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
|
|
p.x = position.x / 640.0f;
|
|
p.y = position.y / 480.0f;
|
|
return t.Sample(s, p);
|
|
}
|
|
#endif
|
|
0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
|
|
0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
|
|
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
|
0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
|
|
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
float x, y;
|
|
}
|
|
quad[] =
|
|
{
|
|
{-1.0f, -1.0f},
|
|
{-1.0f, 1.0f},
|
|
{ 1.0f, -1.0f},
|
|
{ 1.0f, 1.0f},
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
static const DWORD bitmap_data[] =
|
|
{
|
|
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
|
|
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
|
|
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
|
|
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
|
|
};
|
|
static const DWORD expected_colors[] =
|
|
{
|
|
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
|
|
0xffffff00, 0xff0000ff, 0xff00ffff, 0x00000000,
|
|
0xff7f7f7f, 0xffff0000, 0xffff00ff, 0xff7f7f7f,
|
|
0xffffffff, 0xffffffff, 0xff000000, 0x00000000,
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, NULL);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, 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);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
texture_desc.Width = 4;
|
|
texture_desc.Height = 4;
|
|
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_SHADER_RESOURCE;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &dst_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
|
|
|
|
texture_desc.Usage = D3D10_USAGE_IMMUTABLE;
|
|
|
|
resource_data.pSysMem = bitmap_data;
|
|
resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &src_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)dst_texture, NULL, &ps_srv);
|
|
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
|
|
|
|
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
|
|
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.MipLODBias = 0.0f;
|
|
sampler_desc.MaxAnisotropy = 0;
|
|
sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
|
|
sampler_desc.BorderColor[0] = 0.0f;
|
|
sampler_desc.BorderColor[1] = 0.0f;
|
|
sampler_desc.BorderColor[2] = 0.0f;
|
|
sampler_desc.BorderColor[3] = 0.0f;
|
|
sampler_desc.MinLOD = 0.0f;
|
|
sampler_desc.MaxLOD = 0.0f;
|
|
|
|
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
|
|
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);
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
|
|
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
|
|
|
|
set_box(&box, 0, 0, 0, 2, 2, 1);
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
|
|
1, 1, 0, (ID3D10Resource *)src_texture, 0, &box);
|
|
set_box(&box, 1, 2, 0, 4, 3, 1);
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
|
|
0, 3, 0, (ID3D10Resource *)src_texture, 0, &box);
|
|
set_box(&box, 0, 3, 0, 4, 4, 1);
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
|
|
0, 0, 0, (ID3D10Resource *)src_texture, 0, &box);
|
|
set_box(&box, 3, 0, 0, 4, 2, 1);
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
|
|
0, 1, 0, (ID3D10Resource *)src_texture, 0, &box);
|
|
set_box(&box, 3, 1, 0, 4, 2, 1);
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
|
|
3, 2, 0, (ID3D10Resource *)src_texture, 0, &box);
|
|
set_box(&box, 0, 0, 0, 4, 4, 0);
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
|
|
0, 0, 0, (ID3D10Resource *)src_texture, 0, &box);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
|
|
ok(compare_color(color, expected_colors[j + i * 4], 1),
|
|
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
|
|
color, j, i, expected_colors[j + i * 4]);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
|
|
0, 0, 0, (ID3D10Resource *)src_texture, 0, NULL);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
|
|
ok(compare_color(color, bitmap_data[j + i * 4], 1),
|
|
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
|
|
color, j, i, bitmap_data[j + i * 4]);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10SamplerState_Release(sampler_state);
|
|
ID3D10ShaderResourceView_Release(ps_srv);
|
|
ID3D10Texture2D_Release(dst_texture);
|
|
ID3D10Texture2D_Release(src_texture);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_multisample_init(void)
|
|
{
|
|
D3D10_TEXTURE2D_DESC desc;
|
|
ID3D10Texture2D *backbuffer, *multi;
|
|
ID3D10Device *device;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
UINT count = 0;
|
|
HWND window;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10RenderTargetView *rtview;
|
|
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
|
|
ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
|
|
if (!count)
|
|
{
|
|
skip("Multisampling not supported for DXGI_FORMAT_R8G8B8A8_UNORM, skipping tests.\n");
|
|
goto done;
|
|
}
|
|
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, NULL);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtview);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
ID3D10Device_ClearRenderTargetView(device, rtview, white);
|
|
|
|
desc.Width = 640;
|
|
desc.Height = 480;
|
|
desc.MipLevels = 1;
|
|
desc.ArraySize = 1;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.SampleDesc.Count = 2;
|
|
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, &multi);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)backbuffer, 0,
|
|
(ID3D10Resource *)multi, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
|
|
|
|
todo_wine check_texture_color(backbuffer, 0x00000000, 0);
|
|
|
|
ID3D10RenderTargetView_Release(rtview);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
ID3D10Texture2D_Release(multi);
|
|
DestroyWindow(window);
|
|
done:
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_check_multisample_quality_levels(void)
|
|
{
|
|
ID3D10Device *device;
|
|
UINT quality_levels;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &quality_levels);
|
|
if (!quality_levels)
|
|
{
|
|
skip("Multisampling not supported for DXGI_FORMAT_R8G8B8A8_UNORM, skipping test.\n");
|
|
goto done;
|
|
}
|
|
|
|
quality_levels = 0xdeadbeef;
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_UNKNOWN, 2, &quality_levels);
|
|
todo_wine ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
|
|
ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
|
|
quality_levels = 0xdeadbeef;
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, 65536, 2, &quality_levels);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
todo_wine ok(quality_levels == 0xdeadbeef, "Got unexpected quality_levels %u.\n", quality_levels);
|
|
|
|
quality_levels = 0xdeadbeef;
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 0, NULL);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 0, &quality_levels);
|
|
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
|
|
ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
|
|
|
|
quality_levels = 0xdeadbeef;
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 1, NULL);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 1, &quality_levels);
|
|
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
|
|
ok(quality_levels == 1, "Got unexpected quality_levels %u.\n", quality_levels);
|
|
|
|
quality_levels = 0xdeadbeef;
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, NULL);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &quality_levels);
|
|
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
|
|
ok(quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
|
|
|
|
/* We assume 15 samples multisampling is never supported in practice. */
|
|
quality_levels = 0xdeadbeef;
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 15, &quality_levels);
|
|
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
|
|
ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 32, &quality_levels);
|
|
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
|
|
quality_levels = 0xdeadbeef;
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 33, &quality_levels);
|
|
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
|
|
ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
|
|
quality_levels = 0xdeadbeef;
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 64, &quality_levels);
|
|
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
|
|
ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
|
|
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_BC3_UNORM, 2, &quality_levels);
|
|
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
|
|
ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
|
|
|
|
done:
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_cb_relative_addressing(void)
|
|
{
|
|
ID3D10Buffer *vb, *colors_cb, *index_cb;
|
|
ID3D10RenderTargetView *backbuffer_rtv;
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
ID3D10InputLayout *input_layout;
|
|
unsigned int i, index[4] = {0};
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
int color_index;
|
|
|
|
cbuffer colors
|
|
{
|
|
float4 colors[8];
|
|
};
|
|
|
|
struct vs_in
|
|
{
|
|
float4 position : POSITION;
|
|
};
|
|
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
vs_out main(const vs_in v)
|
|
{
|
|
vs_out o;
|
|
|
|
o.position = v.position;
|
|
o.color = colors[color_index];
|
|
|
|
return o;
|
|
}
|
|
#endif
|
|
0x43425844, 0xcecf6d7c, 0xe418097c, 0x47902dd0, 0x9500abc2, 0x00000001, 0x00000160, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
|
|
0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000a4, 0x00010040,
|
|
0x00000029, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000859, 0x00208e46, 0x00000001,
|
|
0x00000008, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x05000036, 0x001020f2, 0x00000000,
|
|
0x00101e46, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000,
|
|
0x07000036, 0x001020f2, 0x00000001, 0x04208e46, 0x00000001, 0x0010000a, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
struct ps_in
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 main(const ps_in v) : SV_TARGET
|
|
{
|
|
return v.color;
|
|
}
|
|
#endif
|
|
0x43425844, 0xe2087fa6, 0xa35fbd95, 0x8e585b3f, 0x67890f54, 0x00000001, 0x000000f4, 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, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
|
|
0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
|
|
0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec2 position;
|
|
}
|
|
quad[] =
|
|
{
|
|
{{-1.0f, -1.0f}},
|
|
{{-1.0f, 1.0f}},
|
|
{{ 1.0f, -1.0f}},
|
|
{{ 1.0f, 1.0f}},
|
|
};
|
|
static const struct
|
|
{
|
|
float color[4];
|
|
}
|
|
colors[10] =
|
|
{
|
|
{{0.0f, 0.0f, 0.0f, 1.0f}},
|
|
{{0.0f, 0.0f, 1.0f, 0.0f}},
|
|
{{0.0f, 0.0f, 1.0f, 1.0f}},
|
|
{{0.0f, 1.0f, 0.0f, 0.0f}},
|
|
{{0.0f, 1.0f, 0.0f, 1.0f}},
|
|
{{0.0f, 1.0f, 1.0f, 0.0f}},
|
|
{{0.0f, 1.0f, 1.0f, 1.0f}},
|
|
{{1.0f, 0.0f, 0.0f, 0.0f}},
|
|
{{1.0f, 0.0f, 0.0f, 1.0f}},
|
|
{{1.0f, 0.0f, 1.0f, 0.0f}},
|
|
};
|
|
static const struct
|
|
{
|
|
int index;
|
|
DWORD expected;
|
|
}
|
|
test_data[] =
|
|
{
|
|
{ 0, 0xff000000},
|
|
{ 1, 0x00ff0000},
|
|
{ 2, 0xffff0000},
|
|
{ 3, 0x0000ff00},
|
|
{ 4, 0xff00ff00},
|
|
{ 5, 0x00ffff00},
|
|
{ 6, 0xffffff00},
|
|
{ 7, 0x000000ff},
|
|
|
|
{ 8, 0xff0000ff},
|
|
{ 9, 0x00ff00ff},
|
|
};
|
|
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, NULL);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, 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);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(colors);
|
|
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
|
resource_data.pSysMem = &colors;
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &colors_cb);
|
|
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(index);
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &index_cb);
|
|
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
|
|
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);
|
|
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &index_cb);
|
|
ID3D10Device_VSSetConstantBuffers(device, 1, 1, &colors_cb);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
|
|
{
|
|
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, white);
|
|
|
|
index[0] = test_data[i].index;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)index_cb, 0, NULL, index, 0, 0);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
|
|
color = get_texture_color(backbuffer, 319, 239);
|
|
ok(compare_color(color, test_data[i].expected, 1),
|
|
"Got unexpected color 0x%08x for index %d.\n", color, test_data[i].index);
|
|
}
|
|
|
|
ID3D10Buffer_Release(index_cb);
|
|
ID3D10Buffer_Release(colors_cb);
|
|
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_swapchain_flip(void)
|
|
{
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10Texture2D *backbuffer_0, *backbuffer_1, *backbuffer_2, *offscreen;
|
|
ID3D10RenderTargetView *backbuffer_0_rtv, *offscreen_rtv;
|
|
ID3D10ShaderResourceView *backbuffer_0_srv, *backbuffer_1_srv;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10InputLayout *input_layout;
|
|
ID3D10Buffer *vb;
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
unsigned int stride, offset;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
UINT count;
|
|
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t0, t1;
|
|
SamplerState s;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
|
|
p.x = 0.5;
|
|
p.y = 0.5;
|
|
if (position.x < 320)
|
|
return t0.Sample(s, p);
|
|
return t1.Sample(s, p);
|
|
}
|
|
#endif
|
|
0x43425844, 0x1733542c, 0xf74c6b6a, 0x0fb11eac, 0x76f6a999, 0x00000001, 0x000002cc, 0x00000005,
|
|
0x00000034, 0x000000f4, 0x00000128, 0x0000015c, 0x00000250, 0x46454452, 0x000000b8, 0x00000000,
|
|
0x00000000, 0x00000003, 0x0000001c, 0xffff0400, 0x00000100, 0x00000084, 0x0000007c, 0x00000003,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x0000007e, 0x00000002,
|
|
0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001, 0x0000000c, 0x00000081, 0x00000002,
|
|
0x00000005, 0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000c, 0x30740073, 0x00317400,
|
|
0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d,
|
|
0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00, 0x4e475349, 0x0000002c, 0x00000001,
|
|
0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653,
|
|
0x5449534f, 0x004e4f49, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000,
|
|
0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853,
|
|
0x000000ec, 0x00000040, 0x0000003b, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000,
|
|
0x00000000, 0x00005555, 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04002064, 0x00101012,
|
|
0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x07000031,
|
|
0x00100012, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x43a00000, 0x0304001f, 0x0010000a,
|
|
0x00000000, 0x0c000045, 0x001020f2, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000,
|
|
0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, 0x01000015, 0x0c000045,
|
|
0x001020f2, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x00000000, 0x00000000, 0x00107e46,
|
|
0x00000001, 0x00106000, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, 0x00000007, 0x00000001,
|
|
0x00000000, 0x00000002, 0x00000001, 0x00000000, 0x00000000, 0x00000002, 0x00000001, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec2 position;
|
|
}
|
|
quad[] =
|
|
{
|
|
{{-1.0f, -1.0f}},
|
|
{{-1.0f, 1.0f}},
|
|
{{ 1.0f, -1.0f}},
|
|
{{ 1.0f, 1.0f}},
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
static const float green[] = {0.0f, 1.0f, 0.0f, 0.5f};
|
|
static const float blue[] = {0.0f, 0.0f, 1.0f, 0.5f};
|
|
struct swapchain_desc desc;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
desc.buffer_count = 3;
|
|
desc.swap_effect = DXGI_SWAP_EFFECT_SEQUENTIAL;
|
|
desc.windowed = TRUE;
|
|
desc.flags = SWAPCHAIN_FLAG_SHADER_INPUT;
|
|
swapchain = create_swapchain(device, window, &desc);
|
|
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer_0);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 1, &IID_ID3D10Texture2D, (void **)&backbuffer_1);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 2, &IID_ID3D10Texture2D, (void **)&backbuffer_2);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer_0, NULL, &backbuffer_0_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)backbuffer_0, NULL, &backbuffer_0_srv);
|
|
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)backbuffer_1, NULL, &backbuffer_1_srv);
|
|
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
|
|
|
|
ID3D10Texture2D_GetDesc(backbuffer_0, &texture_desc);
|
|
todo_wine ok((texture_desc.BindFlags & (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE))
|
|
== (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE),
|
|
"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
|
|
ok(texture_desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
|
|
|
|
ID3D10Texture2D_GetDesc(backbuffer_1, &texture_desc);
|
|
todo_wine ok((texture_desc.BindFlags & (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE))
|
|
== (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE),
|
|
"Got unexpected bind flags %x.\n", texture_desc.BindFlags);
|
|
ok(texture_desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer_1, NULL, &offscreen_rtv);
|
|
todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr))
|
|
ID3D10RenderTargetView_Release(offscreen_rtv);
|
|
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &backbuffer_0_srv);
|
|
ID3D10Device_PSSetShaderResources(device, 1, 1, &backbuffer_1_srv);
|
|
|
|
texture_desc.Width = 640;
|
|
texture_desc.Height = 480;
|
|
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, &offscreen);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)offscreen, NULL, &offscreen_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &offscreen_rtv, NULL);
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, 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);
|
|
ID3D10Device_IASetInputLayout(device, input_layout);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
stride = sizeof(*quad);
|
|
offset = 0;
|
|
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
|
|
|
|
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_ClearRenderTargetView(device, backbuffer_0_rtv, red);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
color = get_texture_color(offscreen, 120, 240);
|
|
todo_wine ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
/* DXGI moves buffers in the same direction as earlier versions. Buffer 2 becomes buffer 1,
|
|
* buffer 1 becomes the new buffer 0, and buffer 0 becomes buffer n - 1. However, only buffer
|
|
* 0 can be rendered to.
|
|
*
|
|
* What is this good for? I don't know. Ad-hoc tests suggest that Present always waits for
|
|
* the next vsync interval, even if there are still untouched buffers. Buffer 0 is the buffer
|
|
* that is shown on the screen, just like in <= d3d9. Present also doesn't discard buffers if
|
|
* rendering finishes before the vsync interval is over. I haven't found any productive use
|
|
* for more than one buffer. */
|
|
IDXGISwapChain_Present(swapchain, 0, 0);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, backbuffer_0_rtv, green);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
color = get_texture_color(offscreen, 120, 240); /* green, buf 0 */
|
|
todo_wine ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
/* Buffer 1 is still untouched. */
|
|
|
|
color = get_texture_color(backbuffer_0, 320, 240); /* green */
|
|
ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer_2, 320, 240); /* red */
|
|
ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
IDXGISwapChain_Present(swapchain, 0, 0);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, backbuffer_0_rtv, blue);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
color = get_texture_color(offscreen, 120, 240); /* blue, buf 0 */
|
|
todo_wine ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(offscreen, 360, 240); /* red, buf 1 */
|
|
todo_wine ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
color = get_texture_color(backbuffer_0, 320, 240); /* blue */
|
|
ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer_1, 320, 240); /* red */
|
|
ok(compare_color(color, 0x7f0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer_2, 320, 240); /* green */
|
|
ok(compare_color(color, 0x7f00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10ShaderResourceView_Release(backbuffer_0_srv);
|
|
ID3D10ShaderResourceView_Release(backbuffer_1_srv);
|
|
ID3D10RenderTargetView_Release(backbuffer_0_rtv);
|
|
ID3D10RenderTargetView_Release(offscreen_rtv);
|
|
ID3D10Texture2D_Release(offscreen);
|
|
ID3D10Texture2D_Release(backbuffer_0);
|
|
ID3D10Texture2D_Release(backbuffer_1);
|
|
ID3D10Texture2D_Release(backbuffer_2);
|
|
IDXGISwapChain_Release(swapchain);
|
|
|
|
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
|
|
ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_create_typeless_resource(void)
|
|
{
|
|
D3D10_TEXTURE2D_DESC texture2d_desc;
|
|
D3D10_TEXTURE3D_DESC texture3d_desc;
|
|
ID3D10Resource *resource;
|
|
ID3D10Device *device;
|
|
ULONG refcount;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const struct
|
|
{
|
|
DXGI_FORMAT format;
|
|
D3D10_BIND_FLAG bind_flags;
|
|
D3D10_RESOURCE_DIMENSION type;
|
|
BOOL succeeds;
|
|
BOOL todo;
|
|
}
|
|
tests[] =
|
|
{
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_VERTEX_BUFFER, D3D10_RESOURCE_DIMENSION_TEXTURE2D, FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_INDEX_BUFFER, D3D10_RESOURCE_DIMENSION_TEXTURE2D, FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_CONSTANT_BUFFER, D3D10_RESOURCE_DIMENSION_TEXTURE2D, FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE3D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_RENDER_TARGET, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_DEPTH_STENCIL, D3D10_RESOURCE_DIMENSION_TEXTURE2D, FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE3D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D10_BIND_RENDER_TARGET, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G8X24_TYPELESS, D3D10_BIND_DEPTH_STENCIL, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, TRUE},
|
|
{DXGI_FORMAT_R10G10B10A2_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R10G10B10A2_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE3D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R10G10B10A2_TYPELESS, D3D10_BIND_RENDER_TARGET, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_VERTEX_BUFFER, D3D10_RESOURCE_DIMENSION_TEXTURE2D, FALSE, TRUE},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_INDEX_BUFFER, D3D10_RESOURCE_DIMENSION_TEXTURE2D, FALSE, TRUE},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_CONSTANT_BUFFER, D3D10_RESOURCE_DIMENSION_TEXTURE2D, FALSE, TRUE},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_DEPTH_STENCIL, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8G8_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8_TYPELESS, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_DIMENSION_TEXTURE2D, TRUE, FALSE},
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
texture2d_desc.Width = 512;
|
|
texture2d_desc.Height = 512;
|
|
texture2d_desc.MipLevels = 1;
|
|
texture2d_desc.ArraySize = 1;
|
|
texture2d_desc.SampleDesc.Count = 1;
|
|
texture2d_desc.SampleDesc.Quality = 0;
|
|
texture2d_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture2d_desc.CPUAccessFlags = 0;
|
|
texture2d_desc.MiscFlags = 0;
|
|
|
|
texture3d_desc.Width = 64;
|
|
texture3d_desc.Height = 64;
|
|
texture3d_desc.Depth = 64;
|
|
texture3d_desc.MipLevels = 1;
|
|
texture3d_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture3d_desc.CPUAccessFlags = 0;
|
|
texture3d_desc.MiscFlags = 0;
|
|
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
if (tests[i].type == D3D10_RESOURCE_DIMENSION_TEXTURE2D)
|
|
{
|
|
texture2d_desc.Format = tests[i].format;
|
|
texture2d_desc.BindFlags = tests[i].bind_flags;
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, (ID3D10Texture2D **)&resource);
|
|
}
|
|
else if (tests[i].type == D3D10_RESOURCE_DIMENSION_TEXTURE3D)
|
|
{
|
|
texture3d_desc.Format = tests[i].format;
|
|
texture3d_desc.BindFlags = tests[i].bind_flags;
|
|
hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, (ID3D10Texture3D **)&resource);
|
|
}
|
|
else
|
|
{
|
|
trace("Test %u: Unknown resource type %#x.\n", i, tests[i].type);
|
|
continue;
|
|
}
|
|
|
|
todo_wine_if(tests[i].todo)
|
|
ok(hr == (tests[i].succeeds ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#x.\n", i, hr);
|
|
|
|
if (SUCCEEDED(hr))
|
|
ID3D10Resource_Release(resource);
|
|
}
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
START_TEST(device)
|
|
{
|
|
test_feature_level();
|
|
test_device_interfaces();
|
|
test_create_texture2d();
|
|
test_texture2d_interfaces();
|
|
test_create_texture3d();
|
|
test_buffer_interfaces();
|
|
test_create_depthstencil_view();
|
|
test_depthstencil_view_interfaces();
|
|
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();
|
|
test_device_removed_reason();
|
|
test_scissor();
|
|
test_clear_state();
|
|
test_blend();
|
|
test_texture();
|
|
test_multiple_render_targets();
|
|
test_private_data();
|
|
test_il_append_aligned();
|
|
test_fragment_coords();
|
|
test_update_subresource();
|
|
test_copy_subresource_region();
|
|
test_multisample_init();
|
|
test_check_multisample_quality_levels();
|
|
test_cb_relative_addressing();
|
|
test_swapchain_flip();
|
|
test_create_typeless_resource();
|
|
}
|