11336 lines
501 KiB
C
11336 lines
501 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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#include <assert.h>
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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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#define BITS_NNAN 0xffc00000
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#define BITS_NAN 0x7fc00000
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#define BITS_NINF 0xff800000
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#define BITS_INF 0x7f800000
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#define BITS_N1_0 0xbf800000
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#define BITS_1_0 0x3f800000
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struct format_support
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{
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DXGI_FORMAT format;
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BOOL optional;
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};
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static const struct format_support display_format_support[] =
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{
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{DXGI_FORMAT_R8G8B8A8_UNORM},
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{DXGI_FORMAT_R8G8B8A8_UNORM_SRGB},
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{DXGI_FORMAT_B8G8R8A8_UNORM, TRUE},
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{DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, TRUE},
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{DXGI_FORMAT_R16G16B16A16_FLOAT},
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{DXGI_FORMAT_R10G10B10A2_UNORM},
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{DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM, TRUE},
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};
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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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struct uvec4
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{
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unsigned int 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_vec4(const struct vec4 *v1, const struct vec4 *v2, unsigned int ulps)
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{
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return compare_float(v1->x, v2->x, ulps)
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&& compare_float(v1->y, v2->y, ulps)
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&& compare_float(v1->z, v2->z, ulps)
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&& compare_float(v1->w, v2->w, ulps);
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}
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static BOOL compare_uvec4(const struct uvec4* v1, const struct uvec4 *v2)
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{
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return v1->x == v2->x && v1->y == v2->y && v1->z == v2->z && v1->w == v2->w;
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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 srv_desc
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{
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DXGI_FORMAT format;
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D3D10_SRV_DIMENSION dimension;
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unsigned int miplevel_idx;
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unsigned int miplevel_count;
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unsigned int layer_idx;
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unsigned int layer_count;
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};
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static void get_srv_desc(D3D10_SHADER_RESOURCE_VIEW_DESC *d3d10_desc, const struct srv_desc *desc)
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{
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d3d10_desc->Format = desc->format;
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d3d10_desc->ViewDimension = desc->dimension;
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if (desc->dimension == D3D10_SRV_DIMENSION_TEXTURE1D)
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{
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U(*d3d10_desc).Texture1D.MostDetailedMip = desc->miplevel_idx;
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U(*d3d10_desc).Texture1D.MipLevels = desc->miplevel_count;
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}
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else if (desc->dimension == D3D10_SRV_DIMENSION_TEXTURE1DARRAY)
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{
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U(*d3d10_desc).Texture1DArray.MostDetailedMip = desc->miplevel_idx;
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U(*d3d10_desc).Texture1DArray.MipLevels = desc->miplevel_count;
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U(*d3d10_desc).Texture1DArray.FirstArraySlice = desc->layer_idx;
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U(*d3d10_desc).Texture1DArray.ArraySize = desc->layer_count;
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}
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else if (desc->dimension == D3D10_SRV_DIMENSION_TEXTURE2D)
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{
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U(*d3d10_desc).Texture2D.MostDetailedMip = desc->miplevel_idx;
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U(*d3d10_desc).Texture2D.MipLevels = desc->miplevel_count;
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}
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else if (desc->dimension == D3D10_SRV_DIMENSION_TEXTURE2DARRAY)
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{
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U(*d3d10_desc).Texture2DArray.MostDetailedMip = desc->miplevel_idx;
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U(*d3d10_desc).Texture2DArray.MipLevels = desc->miplevel_count;
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U(*d3d10_desc).Texture2DArray.FirstArraySlice = desc->layer_idx;
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U(*d3d10_desc).Texture2DArray.ArraySize = desc->layer_count;
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}
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else if (desc->dimension == D3D10_SRV_DIMENSION_TEXTURE2DMSARRAY)
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{
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U(*d3d10_desc).Texture2DMSArray.FirstArraySlice = desc->layer_idx;
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U(*d3d10_desc).Texture2DMSArray.ArraySize = desc->layer_count;
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}
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else if (desc->dimension == D3D10_SRV_DIMENSION_TEXTURE3D)
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{
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U(*d3d10_desc).Texture3D.MostDetailedMip = desc->miplevel_idx;
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U(*d3d10_desc).Texture3D.MipLevels = desc->miplevel_count;
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}
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else if (desc->dimension == D3D10_SRV_DIMENSION_TEXTURECUBE)
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{
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U(*d3d10_desc).TextureCube.MostDetailedMip = desc->miplevel_idx;
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U(*d3d10_desc).TextureCube.MipLevels = desc->miplevel_count;
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}
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else if (desc->dimension != D3D10_SRV_DIMENSION_UNKNOWN
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&& desc->dimension != D3D10_SRV_DIMENSION_TEXTURE2DMS)
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{
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trace("Unhandled view dimension %#x.\n", desc->dimension);
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}
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}
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#define check_srv_desc(a, b) check_srv_desc_(__LINE__, a, b)
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static void check_srv_desc_(unsigned int line, const D3D10_SHADER_RESOURCE_VIEW_DESC *desc,
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const struct srv_desc *expected_desc)
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{
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ok_(__FILE__, line)(desc->Format == expected_desc->format,
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"Got format %#x, expected %#x.\n", desc->Format, expected_desc->format);
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ok_(__FILE__, line)(desc->ViewDimension == expected_desc->dimension,
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"Got view dimension %#x, expected %#x.\n", desc->ViewDimension, expected_desc->dimension);
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if (desc->ViewDimension != expected_desc->dimension)
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return;
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if (desc->ViewDimension == D3D10_SRV_DIMENSION_TEXTURE2D)
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{
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ok_(__FILE__, line)(U(*desc).Texture2D.MostDetailedMip == expected_desc->miplevel_idx,
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"Got MostDetailedMip %u, expected %u.\n",
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U(*desc).Texture2D.MostDetailedMip, expected_desc->miplevel_idx);
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ok_(__FILE__, line)(U(*desc).Texture2D.MipLevels == expected_desc->miplevel_count,
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"Got MipLevels %u, expected %u.\n",
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U(*desc).Texture2D.MipLevels, expected_desc->miplevel_count);
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}
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else if (desc->ViewDimension == D3D10_SRV_DIMENSION_TEXTURE2DARRAY)
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{
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ok_(__FILE__, line)(U(*desc).Texture2DArray.MostDetailedMip == expected_desc->miplevel_idx,
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"Got MostDetailedMip %u, expected %u.\n",
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U(*desc).Texture2DArray.MostDetailedMip, expected_desc->miplevel_idx);
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ok_(__FILE__, line)(U(*desc).Texture2DArray.MipLevels == expected_desc->miplevel_count,
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"Got MipLevels %u, expected %u.\n",
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U(*desc).Texture2DArray.MipLevels, expected_desc->miplevel_count);
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ok_(__FILE__, line)(U(*desc).Texture2DArray.FirstArraySlice == expected_desc->layer_idx,
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"Got FirstArraySlice %u, expected %u.\n",
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U(*desc).Texture2DArray.FirstArraySlice, expected_desc->layer_idx);
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ok_(__FILE__, line)(U(*desc).Texture2DArray.ArraySize == expected_desc->layer_count,
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"Got ArraySize %u, expected %u.\n",
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U(*desc).Texture2DArray.ArraySize, expected_desc->layer_count);
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}
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else if (desc->ViewDimension == D3D10_SRV_DIMENSION_TEXTURE2DMSARRAY)
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{
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ok_(__FILE__, line)(U(*desc).Texture2DMSArray.FirstArraySlice == expected_desc->layer_idx,
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"Got FirstArraySlice %u, expected %u.\n",
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U(*desc).Texture2DMSArray.FirstArraySlice, expected_desc->layer_idx);
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ok_(__FILE__, line)(U(*desc).Texture2DMSArray.ArraySize == expected_desc->layer_count,
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"Got ArraySize %u, expected %u.\n",
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U(*desc).Texture2DMSArray.ArraySize, expected_desc->layer_count);
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}
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else if (desc->ViewDimension == D3D10_SRV_DIMENSION_TEXTURE3D)
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{
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ok_(__FILE__, line)(U(*desc).Texture3D.MostDetailedMip == expected_desc->miplevel_idx,
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"Got MostDetailedMip %u, expected %u.\n",
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U(*desc).Texture3D.MostDetailedMip, expected_desc->miplevel_idx);
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ok_(__FILE__, line)(U(*desc).Texture3D.MipLevels == expected_desc->miplevel_count,
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"Got MipLevels %u, expected %u.\n",
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U(*desc).Texture3D.MipLevels, expected_desc->miplevel_count);
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}
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else if (desc->ViewDimension == D3D10_SRV_DIMENSION_TEXTURECUBE)
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{
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ok_(__FILE__, line)(U(*desc).TextureCube.MostDetailedMip == expected_desc->miplevel_idx,
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"Got MostDetailedMip %u, expected %u.\n",
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U(*desc).TextureCube.MostDetailedMip, expected_desc->miplevel_idx);
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ok_(__FILE__, line)(U(*desc).TextureCube.MipLevels == expected_desc->miplevel_count,
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"Got MipLevels %u, expected %u.\n",
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U(*desc).TextureCube.MipLevels, expected_desc->miplevel_count);
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}
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else if (desc->ViewDimension != D3D10_SRV_DIMENSION_TEXTURE2DMS)
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{
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trace("Unhandled view dimension %#x.\n", desc->ViewDimension);
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}
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}
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struct rtv_desc
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{
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DXGI_FORMAT format;
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D3D10_RTV_DIMENSION dimension;
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unsigned int miplevel_idx;
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unsigned int layer_idx;
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unsigned int layer_count;
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};
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static void get_rtv_desc(D3D10_RENDER_TARGET_VIEW_DESC *d3d10_desc, const struct rtv_desc *desc)
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{
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d3d10_desc->Format = desc->format;
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d3d10_desc->ViewDimension = desc->dimension;
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if (desc->dimension == D3D10_RTV_DIMENSION_TEXTURE1D)
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{
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U(*d3d10_desc).Texture1D.MipSlice = desc->miplevel_idx;
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}
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else if (desc->dimension == D3D10_RTV_DIMENSION_TEXTURE1DARRAY)
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{
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U(*d3d10_desc).Texture1DArray.MipSlice = desc->miplevel_idx;
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U(*d3d10_desc).Texture1DArray.FirstArraySlice = desc->layer_idx;
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U(*d3d10_desc).Texture1DArray.ArraySize = desc->layer_count;
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}
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else if (desc->dimension == D3D10_RTV_DIMENSION_TEXTURE2D)
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{
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U(*d3d10_desc).Texture2D.MipSlice = desc->miplevel_idx;
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}
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else if (desc->dimension == D3D10_RTV_DIMENSION_TEXTURE2DARRAY)
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{
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U(*d3d10_desc).Texture2DArray.MipSlice = desc->miplevel_idx;
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U(*d3d10_desc).Texture2DArray.FirstArraySlice = desc->layer_idx;
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U(*d3d10_desc).Texture2DArray.ArraySize = desc->layer_count;
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}
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else if (desc->dimension == D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY)
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{
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U(*d3d10_desc).Texture2DMSArray.FirstArraySlice = desc->layer_idx;
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U(*d3d10_desc).Texture2DMSArray.ArraySize = desc->layer_count;
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}
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else if (desc->dimension == D3D10_RTV_DIMENSION_TEXTURE3D)
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{
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U(*d3d10_desc).Texture3D.MipSlice = desc->miplevel_idx;
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U(*d3d10_desc).Texture3D.FirstWSlice = desc->layer_idx;
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U(*d3d10_desc).Texture3D.WSize = desc->layer_count;
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}
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else if (desc->dimension != D3D10_RTV_DIMENSION_UNKNOWN
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&& desc->dimension != D3D10_RTV_DIMENSION_TEXTURE2DMS)
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{
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trace("Unhandled view dimension %#x.\n", desc->dimension);
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}
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}
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#define check_rtv_desc(a, b) check_rtv_desc_(__LINE__, a, b)
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static void check_rtv_desc_(unsigned int line, const D3D10_RENDER_TARGET_VIEW_DESC *desc,
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const struct rtv_desc *expected_desc)
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{
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ok_(__FILE__, line)(desc->Format == expected_desc->format,
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"Got format %#x, expected %#x.\n", desc->Format, expected_desc->format);
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ok_(__FILE__, line)(desc->ViewDimension == expected_desc->dimension,
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"Got view dimension %#x, expected %#x.\n", desc->ViewDimension, expected_desc->dimension);
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if (desc->ViewDimension != expected_desc->dimension)
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return;
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if (desc->ViewDimension == D3D10_RTV_DIMENSION_TEXTURE2D)
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{
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ok_(__FILE__, line)(U(*desc).Texture2D.MipSlice == expected_desc->miplevel_idx,
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"Got MipSlice %u, expected %u.\n",
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U(*desc).Texture2D.MipSlice, expected_desc->miplevel_idx);
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}
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else if (desc->ViewDimension == D3D10_RTV_DIMENSION_TEXTURE2DARRAY)
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{
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ok_(__FILE__, line)(U(*desc).Texture2DArray.MipSlice == expected_desc->miplevel_idx,
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"Got MipSlice %u, expected %u.\n",
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U(*desc).Texture2DArray.MipSlice, expected_desc->miplevel_idx);
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ok_(__FILE__, line)(U(*desc).Texture2DArray.FirstArraySlice == expected_desc->layer_idx,
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"Got FirstArraySlice %u, expected %u.\n",
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U(*desc).Texture2DArray.FirstArraySlice, expected_desc->layer_idx);
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ok_(__FILE__, line)(U(*desc).Texture2DArray.ArraySize == expected_desc->layer_count,
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"Got ArraySize %u, expected %u.\n",
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U(*desc).Texture2DArray.ArraySize, expected_desc->layer_count);
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}
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else if (desc->ViewDimension == D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY)
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{
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ok_(__FILE__, line)(U(*desc).Texture2DMSArray.FirstArraySlice == expected_desc->layer_idx,
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"Got FirstArraySlice %u, expected %u.\n",
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U(*desc).Texture2DMSArray.FirstArraySlice, expected_desc->layer_idx);
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ok_(__FILE__, line)(U(*desc).Texture2DMSArray.ArraySize == expected_desc->layer_count,
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"Got ArraySize %u, expected %u.\n",
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U(*desc).Texture2DMSArray.ArraySize, expected_desc->layer_count);
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}
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else if (desc->ViewDimension == D3D10_RTV_DIMENSION_TEXTURE3D)
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{
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ok_(__FILE__, line)(U(*desc).Texture3D.MipSlice == expected_desc->miplevel_idx,
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"Got MipSlice %u, expected %u.\n",
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U(*desc).Texture3D.MipSlice, expected_desc->miplevel_idx);
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ok_(__FILE__, line)(U(*desc).Texture3D.FirstWSlice == expected_desc->layer_idx,
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"Got FirstWSlice %u, expected %u.\n",
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U(*desc).Texture3D.FirstWSlice, expected_desc->layer_idx);
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ok_(__FILE__, line)(U(*desc).Texture3D.WSize == expected_desc->layer_count,
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"Got WSize %u, expected %u.\n",
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U(*desc).Texture3D.WSize, expected_desc->layer_count);
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}
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else if (desc->ViewDimension != D3D10_RTV_DIMENSION_TEXTURE2DMS)
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{
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trace("Unhandled view dimension %#x.\n", desc->ViewDimension);
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}
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}
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struct dsv_desc
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{
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DXGI_FORMAT format;
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D3D10_DSV_DIMENSION dimension;
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unsigned int miplevel_idx;
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unsigned int layer_idx;
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unsigned int layer_count;
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};
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static void get_dsv_desc(D3D10_DEPTH_STENCIL_VIEW_DESC *d3d10_desc, const struct dsv_desc *desc)
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{
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d3d10_desc->Format = desc->format;
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d3d10_desc->ViewDimension = desc->dimension;
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if (desc->dimension == D3D10_DSV_DIMENSION_TEXTURE1D)
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{
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U(*d3d10_desc).Texture1D.MipSlice = desc->miplevel_idx;
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}
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else if (desc->dimension == D3D10_DSV_DIMENSION_TEXTURE1DARRAY)
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{
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U(*d3d10_desc).Texture1DArray.MipSlice = desc->miplevel_idx;
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U(*d3d10_desc).Texture1DArray.FirstArraySlice = desc->layer_idx;
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U(*d3d10_desc).Texture1DArray.ArraySize = desc->layer_count;
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}
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else if (desc->dimension == D3D10_DSV_DIMENSION_TEXTURE2D)
|
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{
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U(*d3d10_desc).Texture2D.MipSlice = desc->miplevel_idx;
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}
|
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else if (desc->dimension == D3D10_DSV_DIMENSION_TEXTURE2DARRAY)
|
|
{
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U(*d3d10_desc).Texture2DArray.MipSlice = desc->miplevel_idx;
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U(*d3d10_desc).Texture2DArray.FirstArraySlice = desc->layer_idx;
|
|
U(*d3d10_desc).Texture2DArray.ArraySize = desc->layer_count;
|
|
}
|
|
else if (desc->dimension == D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY)
|
|
{
|
|
U(*d3d10_desc).Texture2DMSArray.FirstArraySlice = desc->layer_idx;
|
|
U(*d3d10_desc).Texture2DMSArray.ArraySize = desc->layer_count;
|
|
}
|
|
else if (desc->dimension != D3D10_DSV_DIMENSION_UNKNOWN
|
|
&& desc->dimension != D3D10_DSV_DIMENSION_TEXTURE2DMS)
|
|
{
|
|
trace("Unhandled view dimension %#x.\n", desc->dimension);
|
|
}
|
|
}
|
|
|
|
#define check_dsv_desc(a, b) check_dsv_desc_(__LINE__, a, b)
|
|
static void check_dsv_desc_(unsigned int line, const D3D10_DEPTH_STENCIL_VIEW_DESC *desc,
|
|
const struct dsv_desc *expected_desc)
|
|
{
|
|
ok_(__FILE__, line)(desc->Format == expected_desc->format,
|
|
"Got format %#x, expected %#x.\n", desc->Format, expected_desc->format);
|
|
ok_(__FILE__, line)(desc->ViewDimension == expected_desc->dimension,
|
|
"Got view dimension %#x, expected %#x.\n", desc->ViewDimension, expected_desc->dimension);
|
|
|
|
if (desc->ViewDimension != expected_desc->dimension)
|
|
return;
|
|
|
|
if (desc->ViewDimension == D3D10_DSV_DIMENSION_TEXTURE2D)
|
|
{
|
|
ok_(__FILE__, line)(U(*desc).Texture2D.MipSlice == expected_desc->miplevel_idx,
|
|
"Got MipSlice %u, expected %u.\n",
|
|
U(*desc).Texture2D.MipSlice, expected_desc->miplevel_idx);
|
|
}
|
|
else if (desc->ViewDimension == D3D10_DSV_DIMENSION_TEXTURE2DARRAY)
|
|
{
|
|
ok_(__FILE__, line)(U(*desc).Texture2DArray.MipSlice == expected_desc->miplevel_idx,
|
|
"Got MipSlice %u, expected %u.\n",
|
|
U(*desc).Texture2DArray.MipSlice, expected_desc->miplevel_idx);
|
|
ok_(__FILE__, line)(U(*desc).Texture2DArray.FirstArraySlice == expected_desc->layer_idx,
|
|
"Got FirstArraySlice %u, expected %u.\n",
|
|
U(*desc).Texture2DArray.FirstArraySlice, expected_desc->layer_idx);
|
|
ok_(__FILE__, line)(U(*desc).Texture2DArray.ArraySize == expected_desc->layer_count,
|
|
"Got ArraySize %u, expected %u.\n",
|
|
U(*desc).Texture2DArray.ArraySize, expected_desc->layer_count);
|
|
}
|
|
else if (desc->ViewDimension == D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY)
|
|
{
|
|
ok_(__FILE__, line)(U(*desc).Texture2DMSArray.FirstArraySlice == expected_desc->layer_idx,
|
|
"Got FirstArraySlice %u, expected %u.\n",
|
|
U(*desc).Texture2DMSArray.FirstArraySlice, expected_desc->layer_idx);
|
|
ok_(__FILE__, line)(U(*desc).Texture2DMSArray.ArraySize == expected_desc->layer_count,
|
|
"Got ArraySize %u, expected %u.\n",
|
|
U(*desc).Texture2DMSArray.ArraySize, expected_desc->layer_count);
|
|
}
|
|
else if (desc->ViewDimension != D3D10_DSV_DIMENSION_TEXTURE2DMS)
|
|
{
|
|
trace("Unhandled view dimension %#x.\n", desc->ViewDimension);
|
|
}
|
|
}
|
|
|
|
#define create_buffer(a, b, c, d) create_buffer_(__LINE__, a, b, c, d)
|
|
static ID3D10Buffer *create_buffer_(unsigned int line, ID3D10Device *device,
|
|
unsigned int bind_flags, unsigned int size, const void *data)
|
|
{
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Buffer *buffer;
|
|
HRESULT hr;
|
|
|
|
buffer_desc.ByteWidth = size;
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = bind_flags;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
resource_data.pSysMem = data;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer);
|
|
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
|
|
return buffer;
|
|
}
|
|
|
|
struct resource_readback
|
|
{
|
|
D3D10_RESOURCE_DIMENSION dimension;
|
|
ID3D10Resource *resource;
|
|
D3D10_MAPPED_TEXTURE2D map_desc;
|
|
unsigned int width, height, sub_resource_idx;
|
|
};
|
|
|
|
static void get_buffer_readback(ID3D10Buffer *buffer, struct resource_readback *rb)
|
|
{
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Device *device;
|
|
HRESULT hr;
|
|
|
|
memset(rb, 0, sizeof(*rb));
|
|
rb->dimension = D3D10_RESOURCE_DIMENSION_BUFFER;
|
|
|
|
ID3D10Buffer_GetDevice(buffer, &device);
|
|
|
|
ID3D10Buffer_GetDesc(buffer, &buffer_desc);
|
|
buffer_desc.Usage = D3D10_USAGE_STAGING;
|
|
buffer_desc.BindFlags = 0;
|
|
buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
|
|
buffer_desc.MiscFlags = 0;
|
|
if (FAILED(hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, (ID3D10Buffer **)&rb->resource)))
|
|
{
|
|
trace("Failed to create texture, hr %#x.\n", hr);
|
|
ID3D10Device_Release(device);
|
|
return;
|
|
}
|
|
|
|
rb->width = buffer_desc.ByteWidth;
|
|
rb->height = 1;
|
|
rb->sub_resource_idx = 0;
|
|
|
|
ID3D10Device_CopyResource(device, rb->resource, (ID3D10Resource *)buffer);
|
|
if (FAILED(hr = ID3D10Buffer_Map((ID3D10Buffer *)rb->resource, D3D10_MAP_READ, 0, &rb->map_desc.pData)))
|
|
{
|
|
trace("Failed to map buffer, hr %#x.\n", hr);
|
|
ID3D10Resource_Release(rb->resource);
|
|
rb->resource = NULL;
|
|
}
|
|
rb->map_desc.RowPitch = 0;
|
|
|
|
ID3D10Device_Release(device);
|
|
}
|
|
|
|
static void get_texture_readback(ID3D10Texture2D *texture, unsigned int sub_resource_idx,
|
|
struct resource_readback *rb)
|
|
{
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
unsigned int miplevel;
|
|
ID3D10Device *device;
|
|
HRESULT hr;
|
|
|
|
memset(rb, 0, sizeof(*rb));
|
|
rb->dimension = D3D10_RESOURCE_DIMENSION_TEXTURE2D;
|
|
|
|
ID3D10Texture2D_GetDevice(texture, &device);
|
|
|
|
ID3D10Texture2D_GetDesc(texture, &texture_desc);
|
|
texture_desc.Usage = D3D10_USAGE_STAGING;
|
|
texture_desc.BindFlags = 0;
|
|
texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
|
|
texture_desc.MiscFlags = 0;
|
|
if (FAILED(hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D10Texture2D **)&rb->resource)))
|
|
{
|
|
trace("Failed to create texture, hr %#x.\n", hr);
|
|
ID3D10Device_Release(device);
|
|
return;
|
|
}
|
|
|
|
miplevel = sub_resource_idx % texture_desc.MipLevels;
|
|
rb->width = max(1, texture_desc.Width >> miplevel);
|
|
rb->height = max(1, texture_desc.Height >> miplevel);
|
|
rb->sub_resource_idx = sub_resource_idx;
|
|
|
|
ID3D10Device_CopyResource(device, rb->resource, (ID3D10Resource *)texture);
|
|
if (FAILED(hr = ID3D10Texture2D_Map((ID3D10Texture2D *)rb->resource, sub_resource_idx,
|
|
D3D10_MAP_READ, 0, &rb->map_desc)))
|
|
{
|
|
trace("Failed to map sub-resource %u, hr %#x.\n", sub_resource_idx, hr);
|
|
ID3D10Resource_Release(rb->resource);
|
|
rb->resource = NULL;
|
|
}
|
|
|
|
ID3D10Device_Release(device);
|
|
}
|
|
|
|
static DWORD get_readback_color(struct resource_readback *rb, unsigned int x, unsigned int y)
|
|
{
|
|
return ((DWORD *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(DWORD) + x];
|
|
}
|
|
|
|
static float get_readback_float(struct resource_readback *rb, unsigned int x, unsigned int y)
|
|
{
|
|
return ((float *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(float) + x];
|
|
}
|
|
|
|
static const struct vec4 *get_readback_vec4(struct resource_readback *rb, unsigned int x, unsigned int y)
|
|
{
|
|
return &((const struct vec4 *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(struct vec4) + x];
|
|
}
|
|
|
|
static const struct uvec4 *get_readback_uvec4(struct resource_readback *rb, unsigned int x, unsigned int y)
|
|
{
|
|
return &((const struct uvec4 *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(struct uvec4) + x];
|
|
}
|
|
|
|
static void release_resource_readback(struct resource_readback *rb)
|
|
{
|
|
switch (rb->dimension)
|
|
{
|
|
case D3D10_RESOURCE_DIMENSION_BUFFER:
|
|
ID3D10Buffer_Unmap((ID3D10Buffer *)rb->resource);
|
|
break;
|
|
case D3D10_RESOURCE_DIMENSION_TEXTURE2D:
|
|
ID3D10Texture2D_Unmap((ID3D10Texture2D *)rb->resource, rb->sub_resource_idx);
|
|
break;
|
|
default:
|
|
trace("Unhandled resource dimension %#x.\n", rb->dimension);
|
|
break;
|
|
}
|
|
ID3D10Resource_Release(rb->resource);
|
|
}
|
|
|
|
static DWORD get_texture_color(ID3D10Texture2D *texture, unsigned int x, unsigned int y)
|
|
{
|
|
struct resource_readback rb;
|
|
DWORD color;
|
|
|
|
get_texture_readback(texture, 0, &rb);
|
|
color = get_readback_color(&rb, x, y);
|
|
release_resource_readback(&rb);
|
|
|
|
return color;
|
|
}
|
|
|
|
#define check_texture_sub_resource_color(a, b, c, d, e) check_texture_sub_resource_color_(__LINE__, a, b, c, d, e)
|
|
static void check_texture_sub_resource_color_(unsigned int line, ID3D10Texture2D *texture,
|
|
unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
|
|
{
|
|
struct resource_readback rb;
|
|
unsigned int x = 0, y = 0;
|
|
BOOL all_match = TRUE;
|
|
RECT default_rect;
|
|
DWORD color = 0;
|
|
|
|
get_texture_readback(texture, sub_resource_idx, &rb);
|
|
if (!rect)
|
|
{
|
|
SetRect(&default_rect, 0, 0, rb.width, rb.height);
|
|
rect = &default_rect;
|
|
}
|
|
for (y = rect->top; y < rect->bottom; ++y)
|
|
{
|
|
for (x = rect->left; x < rect->right; ++x)
|
|
{
|
|
color = get_readback_color(&rb, x, y);
|
|
if (!compare_color(color, expected_color, max_diff))
|
|
{
|
|
all_match = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
if (!all_match)
|
|
break;
|
|
}
|
|
release_resource_readback(&rb);
|
|
ok_(__FILE__, line)(all_match,
|
|
"Got 0x%08x, expected 0x%08x at (%u, %u), sub-resource %u.\n",
|
|
color, expected_color, x, y, sub_resource_idx);
|
|
}
|
|
|
|
#define check_texture_color(t, c, d) check_texture_color_(__LINE__, t, c, d)
|
|
static void check_texture_color_(unsigned int line, ID3D10Texture2D *texture,
|
|
DWORD expected_color, BYTE max_diff)
|
|
{
|
|
unsigned int sub_resource_idx, sub_resource_count;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
|
|
ID3D10Texture2D_GetDesc(texture, &texture_desc);
|
|
sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
|
|
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
|
|
check_texture_sub_resource_color_(line, texture, sub_resource_idx, NULL, expected_color, max_diff);
|
|
}
|
|
|
|
#define check_texture_sub_resource_float(a, b, c, d, e) check_texture_sub_resource_float_(__LINE__, a, b, c, d, e)
|
|
static void check_texture_sub_resource_float_(unsigned int line, ID3D10Texture2D *texture,
|
|
unsigned int sub_resource_idx, const RECT *rect, float expected_value, BYTE max_diff)
|
|
{
|
|
struct resource_readback rb;
|
|
unsigned int x = 0, y = 0;
|
|
BOOL all_match = TRUE;
|
|
float value = 0.0f;
|
|
RECT default_rect;
|
|
|
|
get_texture_readback(texture, sub_resource_idx, &rb);
|
|
if (!rect)
|
|
{
|
|
SetRect(&default_rect, 0, 0, rb.width, rb.height);
|
|
rect = &default_rect;
|
|
}
|
|
for (y = rect->top; y < rect->bottom; ++y)
|
|
{
|
|
for (x = rect->left; x < rect->right; ++x)
|
|
{
|
|
value = get_readback_float(&rb, x, y);
|
|
if (!compare_float(value, expected_value, max_diff))
|
|
{
|
|
all_match = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
if (!all_match)
|
|
break;
|
|
}
|
|
release_resource_readback(&rb);
|
|
ok_(__FILE__, line)(all_match,
|
|
"Got %.8e, expected %.8e at (%u, %u), sub-resource %u.\n",
|
|
value, expected_value, x, y, sub_resource_idx);
|
|
}
|
|
|
|
#define check_texture_float(r, f, d) check_texture_float_(__LINE__, r, f, d)
|
|
static void check_texture_float_(unsigned int line, ID3D10Texture2D *texture,
|
|
float expected_value, BYTE max_diff)
|
|
{
|
|
unsigned int sub_resource_idx, sub_resource_count;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
|
|
ID3D10Texture2D_GetDesc(texture, &texture_desc);
|
|
sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
|
|
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
|
|
check_texture_sub_resource_float_(line, texture, sub_resource_idx, NULL, expected_value, max_diff);
|
|
}
|
|
|
|
#define check_texture_sub_resource_vec4(a, b, c, d, e) check_texture_sub_resource_vec4_(__LINE__, a, b, c, d, e)
|
|
static void check_texture_sub_resource_vec4_(unsigned int line, ID3D10Texture2D *texture,
|
|
unsigned int sub_resource_idx, const RECT *rect, const struct vec4 *expected_value, BYTE max_diff)
|
|
{
|
|
struct resource_readback rb;
|
|
unsigned int x = 0, y = 0;
|
|
struct vec4 value = {0};
|
|
BOOL all_match = TRUE;
|
|
RECT default_rect;
|
|
|
|
get_texture_readback(texture, sub_resource_idx, &rb);
|
|
if (!rect)
|
|
{
|
|
SetRect(&default_rect, 0, 0, rb.width, rb.height);
|
|
rect = &default_rect;
|
|
}
|
|
for (y = rect->top; y < rect->bottom; ++y)
|
|
{
|
|
for (x = rect->left; x < rect->right; ++x)
|
|
{
|
|
value = *get_readback_vec4(&rb, x, y);
|
|
if (!compare_vec4(&value, expected_value, max_diff))
|
|
{
|
|
all_match = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
if (!all_match)
|
|
break;
|
|
}
|
|
release_resource_readback(&rb);
|
|
ok_(__FILE__, line)(all_match,
|
|
"Got {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e} at (%u, %u), sub-resource %u.\n",
|
|
value.x, value.y, value.z, value.w,
|
|
expected_value->x, expected_value->y, expected_value->z, expected_value->w,
|
|
x, y, sub_resource_idx);
|
|
}
|
|
|
|
#define check_texture_vec4(a, b, c) check_texture_vec4_(__LINE__, a, b, c)
|
|
static void check_texture_vec4_(unsigned int line, ID3D10Texture2D *texture,
|
|
const struct vec4 *expected_value, BYTE max_diff)
|
|
{
|
|
unsigned int sub_resource_idx, sub_resource_count;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
|
|
ID3D10Texture2D_GetDesc(texture, &texture_desc);
|
|
sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
|
|
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
|
|
check_texture_sub_resource_vec4_(line, texture, sub_resource_idx, NULL, expected_value, max_diff);
|
|
}
|
|
|
|
#define check_texture_sub_resource_uvec4(a, b, c, d) check_texture_sub_resource_uvec4_(__LINE__, a, b, c, d)
|
|
static void check_texture_sub_resource_uvec4_(unsigned int line, ID3D10Texture2D *texture,
|
|
unsigned int sub_resource_idx, const RECT *rect, const struct uvec4 *expected_value)
|
|
{
|
|
struct resource_readback rb;
|
|
unsigned int x = 0, y = 0;
|
|
struct uvec4 value = {0};
|
|
BOOL all_match = TRUE;
|
|
RECT default_rect;
|
|
|
|
get_texture_readback(texture, sub_resource_idx, &rb);
|
|
if (!rect)
|
|
{
|
|
SetRect(&default_rect, 0, 0, rb.width, rb.height);
|
|
rect = &default_rect;
|
|
}
|
|
for (y = rect->top; y < rect->bottom; ++y)
|
|
{
|
|
for (x = rect->left; x < rect->right; ++x)
|
|
{
|
|
value = *get_readback_uvec4(&rb, x, y);
|
|
if (!compare_uvec4(&value, expected_value))
|
|
{
|
|
all_match = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
if (!all_match)
|
|
break;
|
|
}
|
|
release_resource_readback(&rb);
|
|
ok_(__FILE__, line)(all_match,
|
|
"Got {0x%08x, 0x%08x, 0x%08x, 0x%08x}, expected {0x%08x, 0x%08x, 0x%08x, 0x%08x} "
|
|
"at (%u, %u), sub-resource %u.\n",
|
|
value.x, value.y, value.z, value.w,
|
|
expected_value->x, expected_value->y, expected_value->z, expected_value->w,
|
|
x, y, sub_resource_idx);
|
|
}
|
|
|
|
#define check_texture_uvec4(a, b) check_texture_uvec4_(__LINE__, a, b)
|
|
static void check_texture_uvec4_(unsigned int line, ID3D10Texture2D *texture,
|
|
const struct uvec4 *expected_value)
|
|
{
|
|
unsigned int sub_resource_idx, sub_resource_count;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
|
|
ID3D10Texture2D_GetDesc(texture, &texture_desc);
|
|
sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
|
|
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
|
|
check_texture_sub_resource_uvec4_(line, texture, sub_resource_idx, NULL, expected_value);
|
|
}
|
|
|
|
static ID3D10Device *create_device(void)
|
|
{
|
|
ID3D10Device *device;
|
|
|
|
if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &device)))
|
|
return device;
|
|
if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, D3D10_SDK_VERSION, &device)))
|
|
return device;
|
|
if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &device)))
|
|
return device;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static void get_device_adapter_desc(ID3D10Device *device, DXGI_ADAPTER_DESC *adapter_desc)
|
|
{
|
|
IDXGIDevice *dxgi_device;
|
|
IDXGIAdapter *adapter;
|
|
HRESULT hr;
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
|
|
ok(SUCCEEDED(hr), "Failed to query IDXGIDevice interface, hr %#x.\n", hr);
|
|
hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
|
|
ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
|
|
IDXGIDevice_Release(dxgi_device);
|
|
hr = IDXGIAdapter_GetDesc(adapter, adapter_desc);
|
|
ok(SUCCEEDED(hr), "Failed to get adapter desc, hr %#x.\n", hr);
|
|
IDXGIAdapter_Release(adapter);
|
|
}
|
|
|
|
static BOOL is_warp_device(ID3D10Device *device)
|
|
{
|
|
DXGI_ADAPTER_DESC adapter_desc;
|
|
get_device_adapter_desc(device, &adapter_desc);
|
|
return !adapter_desc.SubSysId && !adapter_desc.Revision
|
|
&& ((!adapter_desc.VendorId && !adapter_desc.DeviceId)
|
|
|| (adapter_desc.VendorId == 0x1414 && adapter_desc.DeviceId == 0x008c));
|
|
}
|
|
|
|
static BOOL is_amd_device(ID3D10Device *device)
|
|
{
|
|
DXGI_ADAPTER_DESC adapter_desc;
|
|
|
|
if (!strcmp(winetest_platform, "wine"))
|
|
return FALSE;
|
|
|
|
get_device_adapter_desc(device, &adapter_desc);
|
|
return adapter_desc.VendorId == 0x1002;
|
|
}
|
|
|
|
static BOOL is_nvidia_device(ID3D10Device *device)
|
|
{
|
|
DXGI_ADAPTER_DESC adapter_desc;
|
|
|
|
if (!strcmp(winetest_platform, "wine"))
|
|
return FALSE;
|
|
|
|
get_device_adapter_desc(device, &adapter_desc);
|
|
return adapter_desc.VendorId == 0x10de;
|
|
}
|
|
|
|
static BOOL is_d3d11_interface_available(ID3D10Device *device)
|
|
{
|
|
ID3D11Device *d3d11_device;
|
|
HRESULT hr;
|
|
|
|
if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_ID3D11Device, (void **)&d3d11_device)))
|
|
ID3D11Device_Release(d3d11_device);
|
|
|
|
return SUCCEEDED(hr);
|
|
}
|
|
|
|
#define SWAPCHAIN_FLAG_SHADER_INPUT 0x1
|
|
|
|
struct swapchain_desc
|
|
{
|
|
BOOL windowed;
|
|
UINT buffer_count;
|
|
DXGI_SWAP_EFFECT swap_effect;
|
|
DWORD flags;
|
|
};
|
|
|
|
static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, const struct swapchain_desc *swapchain_desc)
|
|
{
|
|
IDXGISwapChain *swapchain;
|
|
DXGI_SWAP_CHAIN_DESC dxgi_desc;
|
|
IDXGIDevice *dxgi_device;
|
|
IDXGIAdapter *adapter;
|
|
IDXGIFactory *factory;
|
|
HRESULT hr;
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
|
|
ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
|
|
hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
|
|
ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
|
|
IDXGIDevice_Release(dxgi_device);
|
|
hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
|
|
ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
|
|
IDXGIAdapter_Release(adapter);
|
|
|
|
dxgi_desc.BufferDesc.Width = 640;
|
|
dxgi_desc.BufferDesc.Height = 480;
|
|
dxgi_desc.BufferDesc.RefreshRate.Numerator = 60;
|
|
dxgi_desc.BufferDesc.RefreshRate.Denominator = 1;
|
|
dxgi_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
dxgi_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
|
|
dxgi_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
|
|
dxgi_desc.SampleDesc.Count = 1;
|
|
dxgi_desc.SampleDesc.Quality = 0;
|
|
dxgi_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
dxgi_desc.BufferCount = 1;
|
|
dxgi_desc.OutputWindow = window;
|
|
dxgi_desc.Windowed = TRUE;
|
|
dxgi_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
|
dxgi_desc.Flags = 0;
|
|
|
|
if (swapchain_desc)
|
|
{
|
|
dxgi_desc.Windowed = swapchain_desc->windowed;
|
|
dxgi_desc.SwapEffect = swapchain_desc->swap_effect;
|
|
dxgi_desc.BufferCount = swapchain_desc->buffer_count;
|
|
|
|
if (swapchain_desc->flags & SWAPCHAIN_FLAG_SHADER_INPUT)
|
|
dxgi_desc.BufferUsage |= DXGI_USAGE_SHADER_INPUT;
|
|
}
|
|
|
|
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain);
|
|
ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr);
|
|
IDXGIFactory_Release(factory);
|
|
|
|
return swapchain;
|
|
}
|
|
|
|
struct d3d10core_test_context
|
|
{
|
|
ID3D10Device *device;
|
|
HWND window;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10Texture2D *backbuffer;
|
|
ID3D10RenderTargetView *backbuffer_rtv;
|
|
|
|
ID3D10InputLayout *input_layout;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10Buffer *vb;
|
|
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Buffer *ps_cb;
|
|
};
|
|
|
|
#define init_test_context(c) init_test_context_(__LINE__, c)
|
|
static BOOL init_test_context_(unsigned int line, struct d3d10core_test_context *context)
|
|
{
|
|
D3D10_VIEWPORT vp;
|
|
HRESULT hr;
|
|
RECT rect;
|
|
|
|
memset(context, 0, sizeof(*context));
|
|
|
|
if (!(context->device = create_device()))
|
|
{
|
|
skip_(__FILE__, line)("Failed to create device.\n");
|
|
return FALSE;
|
|
}
|
|
SetRect(&rect, 0, 0, 640, 480);
|
|
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW | WS_VISIBLE, FALSE);
|
|
context->window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL);
|
|
context->swapchain = create_swapchain(context->device, context->window, NULL);
|
|
hr = IDXGISwapChain_GetBuffer(context->swapchain, 0, &IID_ID3D10Texture2D, (void **)&context->backbuffer);
|
|
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(context->device, (ID3D10Resource *)context->backbuffer,
|
|
NULL, &context->backbuffer_rtv);
|
|
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(context->device, 1, &context->backbuffer_rtv, NULL);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(context->device, 1, &vp);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
#define release_test_context(c) release_test_context_(__LINE__, c)
|
|
static void release_test_context_(unsigned int line, struct d3d10core_test_context *context)
|
|
{
|
|
ULONG ref;
|
|
|
|
if (context->input_layout)
|
|
ID3D10InputLayout_Release(context->input_layout);
|
|
if (context->vs)
|
|
ID3D10VertexShader_Release(context->vs);
|
|
if (context->vb)
|
|
ID3D10Buffer_Release(context->vb);
|
|
if (context->ps)
|
|
ID3D10PixelShader_Release(context->ps);
|
|
if (context->ps_cb)
|
|
ID3D10Buffer_Release(context->ps_cb);
|
|
|
|
ID3D10RenderTargetView_Release(context->backbuffer_rtv);
|
|
ID3D10Texture2D_Release(context->backbuffer);
|
|
IDXGISwapChain_Release(context->swapchain);
|
|
DestroyWindow(context->window);
|
|
|
|
ref = ID3D10Device_Release(context->device);
|
|
ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref);
|
|
}
|
|
|
|
#define draw_quad(c) draw_quad_(__LINE__, c)
|
|
static void draw_quad_(unsigned int line, struct d3d10core_test_context *context)
|
|
{
|
|
static const D3D10_INPUT_ELEMENT_DESC default_layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD default_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 struct vec2 quad[] =
|
|
{
|
|
{-1.0f, -1.0f},
|
|
{-1.0f, 1.0f},
|
|
{ 1.0f, -1.0f},
|
|
{ 1.0f, 1.0f},
|
|
};
|
|
|
|
ID3D10Device *device = context->device;
|
|
unsigned int stride, offset;
|
|
HRESULT hr;
|
|
|
|
if (!context->input_layout)
|
|
{
|
|
hr = ID3D10Device_CreateInputLayout(device, default_layout_desc,
|
|
sizeof(default_layout_desc) / sizeof(*default_layout_desc),
|
|
default_vs_code, sizeof(default_vs_code), &context->input_layout);
|
|
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
context->vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), &context->vs);
|
|
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
}
|
|
|
|
ID3D10Device_IASetInputLayout(context->device, context->input_layout);
|
|
ID3D10Device_IASetPrimitiveTopology(context->device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quad);
|
|
offset = 0;
|
|
ID3D10Device_IASetVertexBuffers(context->device, 0, 1, &context->vb, &stride, &offset);
|
|
ID3D10Device_VSSetShader(context->device, context->vs);
|
|
|
|
ID3D10Device_Draw(context->device, 4, 0);
|
|
}
|
|
|
|
#define draw_color_quad(c, color) draw_color_quad_(__LINE__, c, color)
|
|
static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *context, const struct vec4 *color)
|
|
{
|
|
static const DWORD ps_color_code[] =
|
|
{
|
|
#if 0
|
|
float4 color;
|
|
|
|
float4 main() : SV_TARGET
|
|
{
|
|
return color;
|
|
}
|
|
#endif
|
|
0x43425844, 0x80f1c810, 0xdacbbc8b, 0xe07b133e, 0x3059cbfa, 0x00000001, 0x000000b8, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000040, 0x00000040, 0x00000010,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x06000036,
|
|
0x001020f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000, 0x0100003e,
|
|
};
|
|
|
|
ID3D10Device *device = context->device;
|
|
HRESULT hr;
|
|
|
|
if (!context->ps)
|
|
{
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), &context->ps);
|
|
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
}
|
|
|
|
if (!context->ps_cb)
|
|
context->ps_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(*color), NULL);
|
|
|
|
ID3D10Device_PSSetShader(device, context->ps);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &context->ps_cb);
|
|
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)context->ps_cb, 0, NULL, color, 0, 0);
|
|
|
|
draw_quad_(line, context);
|
|
}
|
|
|
|
static void test_feature_level(void)
|
|
{
|
|
D3D_FEATURE_LEVEL feature_level;
|
|
ID3D11Device *device11;
|
|
ID3D10Device *device10;
|
|
HRESULT hr;
|
|
|
|
if (!(device10 = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_QueryInterface(device10, &IID_ID3D11Device, (void **)&device11);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Failed to query ID3D11Device interface, hr %#x.\n", hr);
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("D3D11 is not available.\n");
|
|
ID3D10Device_Release(device10);
|
|
return;
|
|
}
|
|
|
|
/* Device was created by D3D10CreateDevice. */
|
|
feature_level = ID3D11Device_GetFeatureLevel(device11);
|
|
ok(feature_level == D3D_FEATURE_LEVEL_10_0, "Got unexpected feature level %#x.\n", feature_level);
|
|
|
|
ID3D11Device_Release(device11);
|
|
ID3D10Device_Release(device10);
|
|
}
|
|
|
|
static void test_device_interfaces(void)
|
|
{
|
|
IDXGIAdapter *dxgi_adapter;
|
|
IDXGIDevice *dxgi_device;
|
|
ID3D10Device *device;
|
|
IUnknown *iface;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_IUnknown, (void **)&iface);
|
|
ok(SUCCEEDED(hr), "Device should implement IUnknown interface, hr %#x.\n", hr);
|
|
IUnknown_Release(iface);
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIObject, (void **)&iface);
|
|
ok(SUCCEEDED(hr), "Device should implement IDXGIObject interface, hr %#x.\n", hr);
|
|
IUnknown_Release(iface);
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
|
|
ok(SUCCEEDED(hr), "Device should implement IDXGIDevice.\n");
|
|
hr = IDXGIDevice_GetParent(dxgi_device, &IID_IDXGIAdapter, (void **)&dxgi_adapter);
|
|
ok(SUCCEEDED(hr), "Device parent should implement IDXGIAdapter.\n");
|
|
hr = IDXGIAdapter_GetParent(dxgi_adapter, &IID_IDXGIFactory, (void **)&iface);
|
|
ok(SUCCEEDED(hr), "Adapter parent should implement IDXGIFactory.\n");
|
|
IUnknown_Release(iface);
|
|
IUnknown_Release(dxgi_adapter);
|
|
hr = IDXGIDevice_GetParent(dxgi_device, &IID_IDXGIAdapter1, (void **)&dxgi_adapter);
|
|
ok(SUCCEEDED(hr), "Device parent should implement IDXGIAdapter1.\n");
|
|
hr = IDXGIAdapter_GetParent(dxgi_adapter, &IID_IDXGIFactory1, (void **)&iface);
|
|
ok(hr == E_NOINTERFACE, "Adapter parent should not implement IDXGIFactory1.\n");
|
|
IUnknown_Release(dxgi_adapter);
|
|
IUnknown_Release(dxgi_device);
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice1, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Device should implement IDXGIDevice1.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_ID3D10Multithread, (void **)&iface);
|
|
ok(SUCCEEDED(hr), "Device should implement ID3D10Multithread interface, hr %#x.\n", hr);
|
|
IUnknown_Release(iface);
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_ID3D10Device1, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Device should implement ID3D10Device1 interface, hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_ID3D11Device, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Device should implement ID3D11Device interface, hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_texture2d(void)
|
|
{
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_SUBRESOURCE_DATA data = {0};
|
|
ID3D10Device *device, *tmp;
|
|
D3D10_TEXTURE2D_DESC desc;
|
|
ID3D10Texture2D *texture;
|
|
UINT quality_level_count;
|
|
IDXGISurface *surface;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const struct
|
|
{
|
|
DXGI_FORMAT format;
|
|
UINT array_size;
|
|
D3D10_BIND_FLAG bind_flags;
|
|
UINT misc_flags;
|
|
BOOL succeeds;
|
|
BOOL todo;
|
|
}
|
|
tests[] =
|
|
{
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_VERTEX_BUFFER, 0, FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_INDEX_BUFFER, 0, FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 0, D3D10_BIND_SHADER_RESOURCE, 0, FALSE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 2, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 3, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 3, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
|
|
FALSE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
|
|
FALSE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 5, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
|
|
FALSE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 6, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
|
|
TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 7, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
|
|
FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 10, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
|
|
FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 12, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
|
|
FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 0, D3D10_BIND_RENDER_TARGET, 0, FALSE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 2, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 9, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, FALSE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_UINT, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32A32_SINT, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32B32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16G16B16A16_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16G16B16A16_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32G8X24_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16G16_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16G16_UNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16G16_SNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32_TYPELESS, 0, D3D10_BIND_SHADER_RESOURCE, 0, FALSE, FALSE},
|
|
{DXGI_FORMAT_R32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32_TYPELESS, 9, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32_TYPELESS, 9, D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_DEPTH_STENCIL, 0,
|
|
TRUE, FALSE},
|
|
{DXGI_FORMAT_R32_TYPELESS, 9, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
|
|
FALSE, TRUE},
|
|
{DXGI_FORMAT_R32_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R32_TYPELESS, 1, D3D10_BIND_RENDER_TARGET | D3D10_BIND_DEPTH_STENCIL, 0,
|
|
FALSE, TRUE},
|
|
{DXGI_FORMAT_R32_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_VERTEX_BUFFER, 0, FALSE, TRUE},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_INDEX_BUFFER, 0, FALSE, TRUE},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8G8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8G8_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8G8_UNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8G8_SNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16_UINT, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16_SINT, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D10_BIND_DEPTH_STENCIL, 0, FALSE, FALSE},
|
|
{DXGI_FORMAT_R8G8B8A8_UINT, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8G8B8A8_SNORM, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8G8B8A8_SINT, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
|
|
{DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D10_BIND_SHADER_RESOURCE, 0, FALSE, TRUE},
|
|
{DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D10_BIND_RENDER_TARGET, 0, FALSE, FALSE},
|
|
{DXGI_FORMAT_D32_FLOAT, 1, D3D10_BIND_SHADER_RESOURCE, 0, FALSE, TRUE},
|
|
{DXGI_FORMAT_D32_FLOAT, 1, D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_DEPTH_STENCIL, 0,
|
|
FALSE, TRUE},
|
|
{DXGI_FORMAT_D32_FLOAT, 1, D3D10_BIND_RENDER_TARGET, 0, FALSE, FALSE},
|
|
{DXGI_FORMAT_D32_FLOAT, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
desc.Width = 512;
|
|
desc.Height = 512;
|
|
desc.MipLevels = 1;
|
|
desc.ArraySize = 1;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Usage = D3D10_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D10_BIND_RENDER_TARGET;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = 0;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &desc, &data, &texture);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d 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;
|
|
ID3D10Texture2D_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 = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(SUCCEEDED(hr), "Texture should implement IDXGISurface\n");
|
|
if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
|
|
ID3D10Texture2D_Release(texture);
|
|
|
|
desc.MipLevels = 0;
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d 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;
|
|
ID3D10Texture2D_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);
|
|
|
|
ID3D10Texture2D_GetDesc(texture, &desc);
|
|
ok(desc.Width == 512, "Got unexpected Width %u.\n", desc.Width);
|
|
ok(desc.Height == 512, "Got unexpected Height %u.\n", desc.Height);
|
|
ok(desc.MipLevels == 10, "Got unexpected MipLevels %u.\n", desc.MipLevels);
|
|
ok(desc.ArraySize == 1, "Got unexpected ArraySize %u.\n", desc.ArraySize);
|
|
ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format);
|
|
ok(desc.SampleDesc.Count == 1, "Got unexpected SampleDesc.Count %u.\n", desc.SampleDesc.Count);
|
|
ok(desc.SampleDesc.Quality == 0, "Got unexpected SampleDesc.Quality %u.\n", desc.SampleDesc.Quality);
|
|
ok(desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected 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 = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(FAILED(hr), "Texture should not implement IDXGISurface\n");
|
|
if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
|
|
ID3D10Texture2D_Release(texture);
|
|
|
|
desc.MipLevels = 1;
|
|
desc.ArraySize = 2;
|
|
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
|
|
|
|
hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(FAILED(hr), "Texture should not implement IDXGISurface\n");
|
|
if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
|
|
ID3D10Texture2D_Release(texture);
|
|
|
|
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);
|
|
|
|
desc.SampleDesc.Count = 1;
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
desc.ArraySize = tests[i].array_size;
|
|
desc.Format = tests[i].format;
|
|
desc.BindFlags = tests[i].bind_flags;
|
|
desc.MiscFlags = tests[i].misc_flags;
|
|
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, (ID3D10Texture2D **)&texture);
|
|
|
|
todo_wine_if(tests[i].todo)
|
|
ok(hr == (tests[i].succeeds ? S_OK : E_INVALIDARG),
|
|
"Test %u: Got unexpected hr %#x (format %#x).\n", i, hr, desc.Format);
|
|
|
|
if (SUCCEEDED(hr))
|
|
ID3D10Texture2D_Release(texture);
|
|
}
|
|
|
|
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 = D3D10_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D10_BIND_RENDER_TARGET;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = 0;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(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;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const struct
|
|
{
|
|
DXGI_FORMAT format;
|
|
D3D10_BIND_FLAG bind_flags;
|
|
BOOL succeeds;
|
|
BOOL todo;
|
|
}
|
|
tests[] =
|
|
{
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_VERTEX_BUFFER, FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_INDEX_BUFFER, FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_CONSTANT_BUFFER, FALSE, TRUE},
|
|
{DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
|
|
{DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
|
|
{DXGI_FORMAT_R10G10B10A2_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
|
|
{DXGI_FORMAT_R8G8B8A8_UNORM, D3D10_BIND_DEPTH_STENCIL, FALSE, FALSE},
|
|
{DXGI_FORMAT_D24_UNORM_S8_UINT, D3D10_BIND_RENDER_TARGET, FALSE, FALSE},
|
|
{DXGI_FORMAT_D32_FLOAT, D3D10_BIND_RENDER_TARGET, FALSE, FALSE},
|
|
};
|
|
|
|
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);
|
|
|
|
desc.MipLevels = 1;
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
desc.Format = tests[i].format;
|
|
desc.BindFlags = tests[i].bind_flags;
|
|
hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, (ID3D10Texture3D **)&texture);
|
|
|
|
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))
|
|
ID3D10Texture3D_Release(texture);
|
|
}
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_buffer(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;
|
|
}
|
|
|
|
buffer = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, 1024, NULL);
|
|
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);
|
|
}
|
|
|
|
desc.ByteWidth = 1024;
|
|
desc.Usage = D3D10_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &desc, NULL, &buffer);
|
|
todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr))
|
|
ID3D10Buffer_Release(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;
|
|
IUnknown *iface;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
#define FMT_UNKNOWN DXGI_FORMAT_UNKNOWN
|
|
#define D24S8 DXGI_FORMAT_D24_UNORM_S8_UINT
|
|
#define R24G8_TL DXGI_FORMAT_R24G8_TYPELESS
|
|
#define DIM_UNKNOWN D3D10_DSV_DIMENSION_UNKNOWN
|
|
#define TEX_1D D3D10_DSV_DIMENSION_TEXTURE1D
|
|
#define TEX_1D_ARRAY D3D10_DSV_DIMENSION_TEXTURE1DARRAY
|
|
#define TEX_2D D3D10_DSV_DIMENSION_TEXTURE2D
|
|
#define TEX_2D_ARRAY D3D10_DSV_DIMENSION_TEXTURE2DARRAY
|
|
#define TEX_2DMS D3D10_DSV_DIMENSION_TEXTURE2DMS
|
|
#define TEX_2DMS_ARR D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY
|
|
static const struct
|
|
{
|
|
struct
|
|
{
|
|
unsigned int miplevel_count;
|
|
unsigned int array_size;
|
|
DXGI_FORMAT format;
|
|
} texture;
|
|
struct dsv_desc dsv_desc;
|
|
struct dsv_desc expected_dsv_desc;
|
|
}
|
|
tests[] =
|
|
{
|
|
{{ 1, 1, D24S8}, {0}, {D24S8, TEX_2D, 0}},
|
|
{{10, 1, D24S8}, {0}, {D24S8, TEX_2D, 0}},
|
|
{{10, 1, D24S8}, {FMT_UNKNOWN, TEX_2D, 0}, {D24S8, TEX_2D, 0}},
|
|
{{10, 1, D24S8}, {FMT_UNKNOWN, TEX_2D, 1}, {D24S8, TEX_2D, 1}},
|
|
{{10, 1, D24S8}, {FMT_UNKNOWN, TEX_2D, 9}, {D24S8, TEX_2D, 9}},
|
|
{{ 1, 1, R24G8_TL}, {D24S8, TEX_2D, 0}, {D24S8, TEX_2D, 0}},
|
|
{{10, 1, R24G8_TL}, {D24S8, TEX_2D, 0}, {D24S8, TEX_2D, 0}},
|
|
{{ 1, 4, D24S8}, {0}, {D24S8, TEX_2D_ARRAY, 0, 0, 4}},
|
|
{{10, 4, D24S8}, {0}, {D24S8, TEX_2D_ARRAY, 0, 0, 4}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 0, ~0u}, {D24S8, TEX_2D_ARRAY, 0, 0, 4}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 1, 0, ~0u}, {D24S8, TEX_2D_ARRAY, 1, 0, 4}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 3, 0, ~0u}, {D24S8, TEX_2D_ARRAY, 3, 0, 4}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 5, 0, ~0u}, {D24S8, TEX_2D_ARRAY, 5, 0, 4}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 9, 0, ~0u}, {D24S8, TEX_2D_ARRAY, 9, 0, 4}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 1, ~0u}, {D24S8, TEX_2D_ARRAY, 0, 1, 3}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 2, ~0u}, {D24S8, TEX_2D_ARRAY, 0, 2, 2}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 3, ~0u}, {D24S8, TEX_2D_ARRAY, 0, 3, 1}},
|
|
{{ 1, 1, D24S8}, {FMT_UNKNOWN, TEX_2DMS}, {D24S8, TEX_2DMS}},
|
|
{{ 1, 4, D24S8}, {FMT_UNKNOWN, TEX_2DMS}, {D24S8, TEX_2DMS}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2DMS}, {D24S8, TEX_2DMS}},
|
|
{{ 1, 1, D24S8}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, 1}, {D24S8, TEX_2DMS_ARR, 0, 0, 1}},
|
|
{{ 1, 1, D24S8}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, ~0u}, {D24S8, TEX_2DMS_ARR, 0, 0, 1}},
|
|
{{10, 1, D24S8}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, 1}, {D24S8, TEX_2DMS_ARR, 0, 0, 1}},
|
|
{{10, 1, D24S8}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, ~0u}, {D24S8, TEX_2DMS_ARR, 0, 0, 1}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, 1}, {D24S8, TEX_2DMS_ARR, 0, 0, 1}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, 4}, {D24S8, TEX_2DMS_ARR, 0, 0, 4}},
|
|
{{10, 4, D24S8}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, ~0u}, {D24S8, TEX_2DMS_ARR, 0, 0, 4}},
|
|
};
|
|
static const struct
|
|
{
|
|
struct
|
|
{
|
|
unsigned int miplevel_count;
|
|
unsigned int array_size;
|
|
DXGI_FORMAT format;
|
|
} texture;
|
|
struct dsv_desc dsv_desc;
|
|
}
|
|
invalid_desc_tests[] =
|
|
{
|
|
{{1, 1, D24S8}, {D24S8, DIM_UNKNOWN}},
|
|
{{6, 4, D24S8}, {D24S8, DIM_UNKNOWN}},
|
|
{{1, 1, D24S8}, {D24S8, TEX_1D, 0}},
|
|
{{1, 1, D24S8}, {D24S8, TEX_1D_ARRAY, 0, 0, 1}},
|
|
{{1, 1, D24S8}, {R24G8_TL, TEX_2D, 0}},
|
|
{{1, 1, R24G8_TL}, {FMT_UNKNOWN, TEX_2D, 0}},
|
|
{{1, 1, D24S8}, {D24S8, TEX_2D, 1}},
|
|
{{1, 1, D24S8}, {D24S8, TEX_2D_ARRAY, 0, 0, 0}},
|
|
{{1, 1, D24S8}, {D24S8, TEX_2D_ARRAY, 1, 0, 1}},
|
|
{{1, 1, D24S8}, {D24S8, TEX_2D_ARRAY, 0, 0, 2}},
|
|
{{1, 1, D24S8}, {D24S8, TEX_2D_ARRAY, 0, 1, 1}},
|
|
{{1, 1, D24S8}, {D24S8, TEX_2DMS_ARR, 0, 0, 2}},
|
|
{{1, 1, D24S8}, {D24S8, TEX_2DMS_ARR, 0, 1, 1}},
|
|
};
|
|
#undef FMT_UNKNOWN
|
|
#undef D24S8
|
|
#undef R24S8_TL
|
|
#undef DIM_UNKNOWN
|
|
#undef TEX_1D
|
|
#undef TEX_1D_ARRAY
|
|
#undef TEX_2D
|
|
#undef TEX_2D_ARRAY
|
|
#undef TEX_2DMS
|
|
#undef TEX_2DMS_ARR
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
memset(&dsv_desc, 0, sizeof(dsv_desc));
|
|
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, "Got unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice);
|
|
|
|
ID3D10DepthStencilView_Release(dsview);
|
|
ID3D10Texture2D_Release(texture);
|
|
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
D3D10_DEPTH_STENCIL_VIEW_DESC *current_desc;
|
|
|
|
texture_desc.MipLevels = tests[i].texture.miplevel_count;
|
|
texture_desc.ArraySize = tests[i].texture.array_size;
|
|
texture_desc.Format = tests[i].texture.format;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
|
|
|
|
if (tests[i].dsv_desc.dimension == D3D10_DSV_DIMENSION_UNKNOWN)
|
|
{
|
|
current_desc = NULL;
|
|
}
|
|
else
|
|
{
|
|
current_desc = &dsv_desc;
|
|
get_dsv_desc(current_desc, &tests[i].dsv_desc);
|
|
}
|
|
|
|
expected_refcount = get_refcount((IUnknown *)texture);
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, current_desc, &dsview);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create depth stencil view, hr %#x.\n", i, hr);
|
|
refcount = get_refcount((IUnknown *)texture);
|
|
ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
|
|
hr = ID3D10DepthStencilView_QueryInterface(dsview, &IID_ID3D11DepthStencilView, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Test %u: Depth stencil view should implement ID3D11DepthStencilView.\n", i);
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
memset(&dsv_desc, 0, sizeof(dsv_desc));
|
|
ID3D10DepthStencilView_GetDesc(dsview, &dsv_desc);
|
|
check_dsv_desc(&dsv_desc, &tests[i].expected_dsv_desc);
|
|
|
|
ID3D10DepthStencilView_Release(dsview);
|
|
ID3D10Texture2D_Release(texture);
|
|
}
|
|
|
|
for (i = 0; i < sizeof(invalid_desc_tests) / sizeof(*invalid_desc_tests); ++i)
|
|
{
|
|
texture_desc.MipLevels = invalid_desc_tests[i].texture.miplevel_count;
|
|
texture_desc.ArraySize = invalid_desc_tests[i].texture.array_size;
|
|
texture_desc.Format = invalid_desc_tests[i].texture.format;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
|
|
|
|
get_dsv_desc(&dsv_desc, &invalid_desc_tests[i].dsv_desc);
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsview);
|
|
ok(hr == E_INVALIDARG, "Test %u: Got unexpected hr %#x.\n", i, hr);
|
|
|
|
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_TEXTURE3D_DESC texture3d_desc;
|
|
D3D10_TEXTURE2D_DESC texture2d_desc;
|
|
D3D10_SUBRESOURCE_DATA data = {0};
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10RenderTargetView *rtview;
|
|
ID3D10Device *device, *tmp;
|
|
ID3D10Texture3D *texture3d;
|
|
ID3D10Texture2D *texture2d;
|
|
ID3D10Resource *texture;
|
|
ID3D10Buffer *buffer;
|
|
IUnknown *iface;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
#define FMT_UNKNOWN DXGI_FORMAT_UNKNOWN
|
|
#define RGBA8_UNORM DXGI_FORMAT_R8G8B8A8_UNORM
|
|
#define RGBA8_TL DXGI_FORMAT_R8G8B8A8_TYPELESS
|
|
#define DIM_UNKNOWN D3D10_RTV_DIMENSION_UNKNOWN
|
|
#define TEX_1D D3D10_RTV_DIMENSION_TEXTURE1D
|
|
#define TEX_1D_ARRAY D3D10_RTV_DIMENSION_TEXTURE1DARRAY
|
|
#define TEX_2D D3D10_RTV_DIMENSION_TEXTURE2D
|
|
#define TEX_2D_ARRAY D3D10_RTV_DIMENSION_TEXTURE2DARRAY
|
|
#define TEX_2DMS D3D10_RTV_DIMENSION_TEXTURE2DMS
|
|
#define TEX_2DMS_ARR D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY
|
|
#define TEX_3D D3D10_RTV_DIMENSION_TEXTURE3D
|
|
static const struct
|
|
{
|
|
struct
|
|
{
|
|
unsigned int miplevel_count;
|
|
unsigned int depth_or_array_size;
|
|
DXGI_FORMAT format;
|
|
} texture;
|
|
struct rtv_desc rtv_desc;
|
|
struct rtv_desc expected_rtv_desc;
|
|
}
|
|
tests[] =
|
|
{
|
|
{{ 1, 1, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_2D, 0}},
|
|
{{10, 1, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_2D, 0}},
|
|
{{10, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D, 0}, {RGBA8_UNORM, TEX_2D, 0}},
|
|
{{10, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D, 1}, {RGBA8_UNORM, TEX_2D, 1}},
|
|
{{10, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D, 9}, {RGBA8_UNORM, TEX_2D, 9}},
|
|
{{ 1, 1, RGBA8_TL}, {RGBA8_UNORM, TEX_2D, 0}, {RGBA8_UNORM, TEX_2D, 0}},
|
|
{{10, 1, RGBA8_TL}, {RGBA8_UNORM, TEX_2D, 0}, {RGBA8_UNORM, TEX_2D, 0}},
|
|
{{ 1, 4, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 0, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 1, 0, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 1, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 3, 0, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 3, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 5, 0, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 5, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 9, 0, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 9, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 1, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 1, 3}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 2, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 2, 2}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 3, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 3, 1}},
|
|
{{ 1, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS}, {RGBA8_UNORM, TEX_2DMS}},
|
|
{{ 1, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS}, {RGBA8_UNORM, TEX_2DMS}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS}, {RGBA8_UNORM, TEX_2DMS}},
|
|
{{ 1, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, 1}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 0, 1}},
|
|
{{ 1, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, ~0u}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 0, 1}},
|
|
{{10, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, 1}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 0, 1}},
|
|
{{10, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, ~0u}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 0, 1}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, 1}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 0, 1}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, 4}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 0, ~0u}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 0, 4}},
|
|
{{ 1, 6, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_3D, 0, 0, 6}},
|
|
{{ 2, 6, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_3D, 0, 0, 6}},
|
|
{{ 2, 6, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 0, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 0, 0, 6}},
|
|
{{ 2, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 1, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 1, 0, 2}},
|
|
{{ 2, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 1, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 1, 0, 2}},
|
|
{{ 2, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 0, 1, ~0u}, {RGBA8_UNORM, TEX_3D, 0, 1, 3}},
|
|
{{ 2, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 0, 2, ~0u}, {RGBA8_UNORM, TEX_3D, 0, 2, 2}},
|
|
{{ 2, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 0, 3, ~0u}, {RGBA8_UNORM, TEX_3D, 0, 3, 1}},
|
|
{{ 2, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 0, 1, 1}, {RGBA8_UNORM, TEX_3D, 0, 1, 1}},
|
|
{{ 2, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 1, 1, 1}, {RGBA8_UNORM, TEX_3D, 1, 1, 1}},
|
|
{{ 2, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 1, 1, ~0u}, {RGBA8_UNORM, TEX_3D, 1, 1, 1}},
|
|
{{ 6, 8, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 0, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 0, 0, 8}},
|
|
{{ 6, 8, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 1, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 1, 0, 4}},
|
|
{{ 6, 8, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 2, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 2, 0, 2}},
|
|
{{ 6, 8, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 3, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 3, 0, 1}},
|
|
{{ 6, 8, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 4, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 4, 0, 1}},
|
|
{{ 6, 8, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 5, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 5, 0, 1}},
|
|
};
|
|
static const struct
|
|
{
|
|
struct
|
|
{
|
|
D3D10_RTV_DIMENSION dimension;
|
|
unsigned int miplevel_count;
|
|
unsigned int depth_or_array_size;
|
|
DXGI_FORMAT format;
|
|
} texture;
|
|
struct rtv_desc rtv_desc;
|
|
}
|
|
invalid_desc_tests[] =
|
|
{
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, DIM_UNKNOWN}},
|
|
{{TEX_2D, 6, 4, RGBA8_UNORM}, {RGBA8_UNORM, DIM_UNKNOWN}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D, 0}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D_ARRAY, 0, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 0, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 0, 0, ~0u}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_TL, TEX_2D, 0}},
|
|
{{TEX_2D, 1, 1, RGBA8_TL}, {FMT_UNKNOWN, TEX_2D, 0}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 0, 0}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 1, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 0, 2}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 1, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 0, 2}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 1, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D, 0}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D_ARRAY, 0, 0, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D, 0}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 0, 1}},
|
|
{{TEX_3D, 1, 9, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D, 0}},
|
|
{{TEX_3D, 1, 9, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D_ARRAY, 0, 0, 1}},
|
|
{{TEX_3D, 1, 9, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D, 0}},
|
|
{{TEX_3D, 1, 9, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 0, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 0, 0, 0}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 1, 0, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_TL, TEX_3D, 0, 0, 1}},
|
|
{{TEX_3D, 1, 9, RGBA8_UNORM}, {RGBA8_TL, TEX_3D, 0, 0, 1}},
|
|
{{TEX_3D, 4, 8, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 0, 0, 9}},
|
|
{{TEX_3D, 4, 8, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 3, 0, 2}},
|
|
{{TEX_3D, 4, 8, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 2, 0, 4}},
|
|
{{TEX_3D, 4, 8, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 1, 0, 8}},
|
|
{{TEX_3D, 4, 8, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 0, 8, ~0u}},
|
|
{{TEX_3D, 4, 8, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 1, 4, ~0u}},
|
|
{{TEX_3D, 4, 8, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 2, 2, ~0u}},
|
|
{{TEX_3D, 4, 8, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 3, 1, ~0u}},
|
|
};
|
|
#undef FMT_UNKNOWN
|
|
#undef RGBA8_UNORM
|
|
#undef RGBA8_TL
|
|
#undef DIM_UNKNOWN
|
|
#undef TEX_1D
|
|
#undef TEX_1D_ARRAY
|
|
#undef TEX_2D
|
|
#undef TEX_2D_ARRAY
|
|
#undef TEX_2DMS
|
|
#undef TEX_2DMS_ARR
|
|
#undef TEX_3D
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\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;
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, NULL, &rtv_desc, &rtview);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
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);
|
|
|
|
texture2d_desc.Width = 512;
|
|
texture2d_desc.Height = 512;
|
|
texture2d_desc.SampleDesc.Count = 1;
|
|
texture2d_desc.SampleDesc.Quality = 0;
|
|
texture2d_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture2d_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
|
|
texture2d_desc.CPUAccessFlags = 0;
|
|
texture2d_desc.MiscFlags = 0;
|
|
|
|
texture3d_desc.Width = 64;
|
|
texture3d_desc.Height = 64;
|
|
texture3d_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture3d_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
|
|
texture3d_desc.CPUAccessFlags = 0;
|
|
texture3d_desc.MiscFlags = 0;
|
|
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
D3D10_RENDER_TARGET_VIEW_DESC *current_desc;
|
|
|
|
if (tests[i].expected_rtv_desc.dimension != D3D10_RTV_DIMENSION_TEXTURE3D)
|
|
{
|
|
texture2d_desc.MipLevels = tests[i].texture.miplevel_count;
|
|
texture2d_desc.ArraySize = tests[i].texture.depth_or_array_size;
|
|
texture2d_desc.Format = tests[i].texture.format;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, &texture2d);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
|
|
texture = (ID3D10Resource *)texture2d;
|
|
}
|
|
else
|
|
{
|
|
texture3d_desc.MipLevels = tests[i].texture.miplevel_count;
|
|
texture3d_desc.Depth = tests[i].texture.depth_or_array_size;
|
|
texture3d_desc.Format = tests[i].texture.format;
|
|
|
|
hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, &texture3d);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr);
|
|
texture = (ID3D10Resource *)texture3d;
|
|
}
|
|
|
|
if (tests[i].rtv_desc.dimension == D3D10_RTV_DIMENSION_UNKNOWN)
|
|
{
|
|
current_desc = NULL;
|
|
}
|
|
else
|
|
{
|
|
current_desc = &rtv_desc;
|
|
get_rtv_desc(current_desc, &tests[i].rtv_desc);
|
|
}
|
|
|
|
expected_refcount = get_refcount((IUnknown *)texture);
|
|
hr = ID3D10Device_CreateRenderTargetView(device, texture, current_desc, &rtview);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create render target view, hr %#x.\n", i, hr);
|
|
refcount = get_refcount((IUnknown *)texture);
|
|
ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
|
|
hr = ID3D10RenderTargetView_QueryInterface(rtview, &IID_ID3D11RenderTargetView, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Test %u: Render target view should implement ID3D11RenderTargetView.\n", i);
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
memset(&rtv_desc, 0, sizeof(rtv_desc));
|
|
ID3D10RenderTargetView_GetDesc(rtview, &rtv_desc);
|
|
check_rtv_desc(&rtv_desc, &tests[i].expected_rtv_desc);
|
|
|
|
ID3D10RenderTargetView_Release(rtview);
|
|
ID3D10Resource_Release(texture);
|
|
}
|
|
|
|
for (i = 0; i < sizeof(invalid_desc_tests) / sizeof(*invalid_desc_tests); ++i)
|
|
{
|
|
assert(invalid_desc_tests[i].texture.dimension == D3D10_RTV_DIMENSION_TEXTURE2D
|
|
|| invalid_desc_tests[i].texture.dimension == D3D10_RTV_DIMENSION_TEXTURE3D);
|
|
|
|
if (invalid_desc_tests[i].texture.dimension != D3D10_RTV_DIMENSION_TEXTURE3D)
|
|
{
|
|
texture2d_desc.MipLevels = invalid_desc_tests[i].texture.miplevel_count;
|
|
texture2d_desc.ArraySize = invalid_desc_tests[i].texture.depth_or_array_size;
|
|
texture2d_desc.Format = invalid_desc_tests[i].texture.format;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, &texture2d);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
|
|
texture = (ID3D10Resource *)texture2d;
|
|
}
|
|
else
|
|
{
|
|
texture3d_desc.MipLevels = invalid_desc_tests[i].texture.miplevel_count;
|
|
texture3d_desc.Depth = invalid_desc_tests[i].texture.depth_or_array_size;
|
|
texture3d_desc.Format = invalid_desc_tests[i].texture.format;
|
|
|
|
hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, &texture3d);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr);
|
|
texture = (ID3D10Resource *)texture3d;
|
|
}
|
|
|
|
get_rtv_desc(&rtv_desc, &invalid_desc_tests[i].rtv_desc);
|
|
hr = ID3D10Device_CreateRenderTargetView(device, texture, &rtv_desc, &rtview);
|
|
ok(hr == E_INVALIDARG, "Test %u: Got unexpected hr %#x.\n", i, hr);
|
|
|
|
ID3D10Resource_Release(texture);
|
|
}
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_render_target_views(void)
|
|
{
|
|
struct texture
|
|
{
|
|
UINT miplevel_count;
|
|
UINT array_size;
|
|
};
|
|
struct rtv
|
|
{
|
|
DXGI_FORMAT format;
|
|
D3D10_RTV_DIMENSION dimension;
|
|
unsigned int miplevel_idx;
|
|
unsigned int layer_idx;
|
|
unsigned int layer_count;
|
|
};
|
|
|
|
static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
static struct test
|
|
{
|
|
struct texture texture;
|
|
struct rtv_desc rtv;
|
|
DWORD expected_colors[4];
|
|
}
|
|
tests[] =
|
|
{
|
|
{{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 0},
|
|
{0xff0000ff, 0x00000000}},
|
|
{{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 1},
|
|
{0x00000000, 0xff0000ff}},
|
|
{{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 1},
|
|
{0xff0000ff, 0x00000000}},
|
|
{{2, 1}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 1, 0, 1},
|
|
{0x00000000, 0xff0000ff}},
|
|
{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 0},
|
|
{0xff0000ff, 0x00000000, 0x00000000, 0x00000000}},
|
|
{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 1},
|
|
{0xff0000ff, 0x00000000, 0x00000000, 0x00000000}},
|
|
{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 1, 1},
|
|
{0x00000000, 0xff0000ff, 0x00000000, 0x00000000}},
|
|
{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 2, 1},
|
|
{0x00000000, 0x00000000, 0xff0000ff, 0x00000000}},
|
|
{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 3, 1},
|
|
{0x00000000, 0x00000000, 0x00000000, 0xff0000ff}},
|
|
{{1, 4}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 4},
|
|
{0xff0000ff, 0x00000000, 0x00000000, 0x00000000}},
|
|
{{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2D, 0},
|
|
{0xff0000ff, 0x00000000, 0x00000000, 0x00000000}},
|
|
{{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 0, 1},
|
|
{0xff0000ff, 0x00000000, 0x00000000, 0x00000000}},
|
|
{{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 0, 1, 1},
|
|
{0x00000000, 0x00000000, 0xff0000ff, 0x00000000}},
|
|
{{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 1, 0, 1},
|
|
{0x00000000, 0xff0000ff, 0x00000000, 0x00000000}},
|
|
{{2, 2}, {DXGI_FORMAT_UNKNOWN, D3D10_RTV_DIMENSION_TEXTURE2DARRAY, 1, 1, 1},
|
|
{0x00000000, 0x00000000, 0x00000000, 0xff0000ff}},
|
|
};
|
|
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10Device *device;
|
|
unsigned int i, j, k;
|
|
void *data;
|
|
HRESULT hr;
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
texture_desc.Width = 32;
|
|
texture_desc.Height = 32;
|
|
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;
|
|
|
|
data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, texture_desc.Width * texture_desc.Height * 4);
|
|
ok(!!data, "Failed to allocate memory.\n");
|
|
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
const struct test *test = &tests[i];
|
|
unsigned int sub_resource_count;
|
|
|
|
texture_desc.MipLevels = test->texture.miplevel_count;
|
|
texture_desc.ArraySize = test->texture.array_size;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create texture, hr %#x.\n", i, hr);
|
|
|
|
get_rtv_desc(&rtv_desc, &test->rtv);
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create render target view, hr %#x.\n", i, hr);
|
|
|
|
for (j = 0; j < texture_desc.ArraySize; ++j)
|
|
{
|
|
for (k = 0; k < texture_desc.MipLevels; ++k)
|
|
{
|
|
unsigned int sub_resource_idx = j * texture_desc.MipLevels + k;
|
|
ID3D10Device_UpdateSubresource(device,
|
|
(ID3D10Resource *)texture, sub_resource_idx, NULL, data, texture_desc.Width * 4, 0);
|
|
}
|
|
}
|
|
check_texture_color(texture, 0, 0);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
draw_color_quad(&test_context, &red);
|
|
|
|
sub_resource_count = texture_desc.MipLevels * texture_desc.ArraySize;
|
|
assert(sub_resource_count <= sizeof(test->expected_colors) / sizeof(*test->expected_colors));
|
|
for (j = 0; j < sub_resource_count; ++j)
|
|
check_texture_sub_resource_color(texture, j, NULL, test->expected_colors[j], 1);
|
|
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10Texture2D_Release(texture);
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, data);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_create_shader_resource_view(void)
|
|
{
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
|
D3D10_TEXTURE3D_DESC texture3d_desc;
|
|
D3D10_TEXTURE2D_DESC texture2d_desc;
|
|
ULONG refcount, expected_refcount;
|
|
ID3D10ShaderResourceView *srview;
|
|
ID3D10Device *device, *tmp;
|
|
ID3D10Texture3D *texture3d;
|
|
ID3D10Texture2D *texture2d;
|
|
ID3D10Resource *texture;
|
|
ID3D10Buffer *buffer;
|
|
IUnknown *iface;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
#define FMT_UNKNOWN DXGI_FORMAT_UNKNOWN
|
|
#define RGBA8_UNORM DXGI_FORMAT_R8G8B8A8_UNORM
|
|
#define RGBA8_TL DXGI_FORMAT_R8G8B8A8_TYPELESS
|
|
#define DIM_UNKNOWN D3D10_SRV_DIMENSION_UNKNOWN
|
|
#define TEX_1D D3D10_SRV_DIMENSION_TEXTURE1D
|
|
#define TEX_1D_ARRAY D3D10_SRV_DIMENSION_TEXTURE1DARRAY
|
|
#define TEX_2D D3D10_SRV_DIMENSION_TEXTURE2D
|
|
#define TEX_2D_ARRAY D3D10_SRV_DIMENSION_TEXTURE2DARRAY
|
|
#define TEX_2DMS D3D10_SRV_DIMENSION_TEXTURE2DMS
|
|
#define TEX_2DMS_ARR D3D10_SRV_DIMENSION_TEXTURE2DMSARRAY
|
|
#define TEX_3D D3D10_SRV_DIMENSION_TEXTURE3D
|
|
#define TEX_CUBE D3D10_SRV_DIMENSION_TEXTURECUBE
|
|
static const struct
|
|
{
|
|
struct
|
|
{
|
|
unsigned int miplevel_count;
|
|
unsigned int depth_or_array_size;
|
|
DXGI_FORMAT format;
|
|
} texture;
|
|
struct srv_desc srv_desc;
|
|
struct srv_desc expected_srv_desc;
|
|
}
|
|
tests[] =
|
|
{
|
|
{{10, 1, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_2D, 0, 10}},
|
|
{{10, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D, 0, ~0u}, {RGBA8_UNORM, TEX_2D, 0, 10}},
|
|
{{10, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D, 0, ~0u}, {RGBA8_UNORM, TEX_2D, 0, 10}},
|
|
{{10, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D, 0, 10}, {RGBA8_UNORM, TEX_2D, 0, 10}},
|
|
{{ 1, 1, RGBA8_TL}, {RGBA8_UNORM, TEX_2D, 0, ~0u}, {RGBA8_UNORM, TEX_2D, 0, 1}},
|
|
{{10, 1, RGBA8_TL}, {RGBA8_UNORM, TEX_2D, 0, ~0u}, {RGBA8_UNORM, TEX_2D, 0, 10}},
|
|
{{10, 4, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 10, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, ~0u, 0, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 10, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 1, ~0u, 0, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 1, 9, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 3, ~0u, 0, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 3, 7, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 5, ~0u, 0, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 5, 5, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 9, ~0u, 0, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 9, 1, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, ~0u, 1, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 10, 1, 3}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, ~0u, 2, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 10, 2, 2}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, ~0u, 3, ~0u}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 10, 3, 1}},
|
|
{{ 1, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS}, {RGBA8_UNORM, TEX_2DMS}},
|
|
{{ 1, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS}, {RGBA8_UNORM, TEX_2DMS}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS}, {RGBA8_UNORM, TEX_2DMS}},
|
|
{{ 1, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 1, 0, 1}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 1, 0, 1}},
|
|
{{ 1, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 1, 0, ~0u}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 1, 0, 1}},
|
|
{{10, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 1, 0, 1}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 1, 0, 1}},
|
|
{{10, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 1, 0, ~0u}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 1, 0, 1}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 1, 0, 1}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 1, 0, 1}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 1, 0, 4}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 1, 0, 4}},
|
|
{{10, 4, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_2DMS_ARR, 0, 1, 0, ~0u}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 1, 0, 4}},
|
|
{{ 1, 12, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_3D, 0, 1}},
|
|
{{ 1, 12, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 0, 1}, {RGBA8_UNORM, TEX_3D, 0, 1}},
|
|
{{ 1, 12, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 0, 1}},
|
|
{{ 4, 12, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 0, ~0u}, {RGBA8_UNORM, TEX_3D, 0, 4}},
|
|
{{ 1, 6, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_CUBE, 0, 1}},
|
|
{{ 2, 6, RGBA8_UNORM}, {0}, {RGBA8_UNORM, TEX_CUBE, 0, 2}},
|
|
{{ 2, 6, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_CUBE, 0, ~0u}, {RGBA8_UNORM, TEX_CUBE, 0, 2}},
|
|
{{ 2, 6, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_CUBE, 0, 1}, {RGBA8_UNORM, TEX_CUBE , 0, 1}},
|
|
{{ 2, 6, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_CUBE, 1, 1}, {RGBA8_UNORM, TEX_CUBE , 1, 1}},
|
|
};
|
|
static const struct
|
|
{
|
|
struct
|
|
{
|
|
D3D10_SRV_DIMENSION dimension;
|
|
unsigned int miplevel_count;
|
|
unsigned int depth_or_array_size;
|
|
DXGI_FORMAT format;
|
|
} texture;
|
|
struct srv_desc srv_desc;
|
|
}
|
|
invalid_desc_tests[] =
|
|
{
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, DIM_UNKNOWN}},
|
|
{{TEX_2D, 6, 4, RGBA8_UNORM}, {RGBA8_UNORM, DIM_UNKNOWN}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D_ARRAY, 0, 1, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_TL, TEX_2D, 0, ~0u}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_TL, TEX_2D, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_TL}, {FMT_UNKNOWN, TEX_2D, 0, ~0u}},
|
|
{{TEX_2D, 1, 1, RGBA8_TL}, {FMT_UNKNOWN, TEX_2D, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D, 0, 0}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D, 0, 2}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D, 1, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 0, 0, 0}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 0, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 1, 0, 0}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 2, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 1, 1, 0, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 1, 0, 2}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 1, 1, 1}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 1, 0, 2}},
|
|
{{TEX_2D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2DMS_ARR, 0, 1, 1, 1}},
|
|
{{TEX_2D, 1, 6, RGBA8_UNORM}, {RGBA8_UNORM, TEX_CUBE, 0, 0}},
|
|
{{TEX_2D, 1, 6, RGBA8_UNORM}, {RGBA8_UNORM, TEX_CUBE, 0, 2}},
|
|
{{TEX_2D, 1, 6, RGBA8_UNORM}, {RGBA8_UNORM, TEX_CUBE, 1, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D, 0, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D_ARRAY, 0, 1, 0, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D, 0, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_CUBE, 0, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 1, 0, 1}},
|
|
{{TEX_3D, 1, 9, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D, 0, 1}},
|
|
{{TEX_3D, 1, 9, RGBA8_UNORM}, {RGBA8_UNORM, TEX_1D_ARRAY, 0, 1, 0, 1}},
|
|
{{TEX_3D, 1, 9, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D, 0, 1}},
|
|
{{TEX_3D, 1, 9, RGBA8_UNORM}, {RGBA8_UNORM, TEX_CUBE, 0, 1}},
|
|
{{TEX_3D, 1, 9, RGBA8_UNORM}, {RGBA8_UNORM, TEX_2D_ARRAY, 0, 1, 0, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 0, 0}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_TL, TEX_3D, 0, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 0, 2}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {FMT_UNKNOWN, TEX_3D, 1, 1}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 0, 2}},
|
|
{{TEX_3D, 1, 1, RGBA8_UNORM}, {RGBA8_UNORM, TEX_3D, 1, 1}},
|
|
};
|
|
#undef FMT_UNKNOWN
|
|
#undef RGBA8_UNORM
|
|
#undef DIM_UNKNOWN
|
|
#undef TEX_1D
|
|
#undef TEX_1D_ARRAY
|
|
#undef TEX_2D
|
|
#undef TEX_2D_ARRAY
|
|
#undef TEX_2DMS
|
|
#undef TEX_2DMS_ARR
|
|
#undef TEX_3D
|
|
#undef TEX_CUBE
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
buffer = create_buffer(device, D3D10_BIND_SHADER_RESOURCE, 1024, NULL);
|
|
|
|
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);
|
|
|
|
texture2d_desc.Width = 512;
|
|
texture2d_desc.Height = 512;
|
|
texture2d_desc.SampleDesc.Count = 1;
|
|
texture2d_desc.SampleDesc.Quality = 0;
|
|
texture2d_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture2d_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
texture2d_desc.CPUAccessFlags = 0;
|
|
|
|
texture3d_desc.Width = 64;
|
|
texture3d_desc.Height = 64;
|
|
texture3d_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture3d_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
texture3d_desc.CPUAccessFlags = 0;
|
|
texture3d_desc.MiscFlags = 0;
|
|
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC *current_desc;
|
|
|
|
if (tests[i].expected_srv_desc.dimension != D3D10_SRV_DIMENSION_TEXTURE3D)
|
|
{
|
|
texture2d_desc.MipLevels = tests[i].texture.miplevel_count;
|
|
texture2d_desc.ArraySize = tests[i].texture.depth_or_array_size;
|
|
texture2d_desc.Format = tests[i].texture.format;
|
|
texture2d_desc.MiscFlags = 0;
|
|
|
|
if (tests[i].expected_srv_desc.dimension == D3D10_SRV_DIMENSION_TEXTURECUBE)
|
|
texture2d_desc.MiscFlags |= D3D10_RESOURCE_MISC_TEXTURECUBE;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, &texture2d);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
|
|
texture = (ID3D10Resource *)texture2d;
|
|
}
|
|
else
|
|
{
|
|
texture3d_desc.MipLevels = tests[i].texture.miplevel_count;
|
|
texture3d_desc.Depth = tests[i].texture.depth_or_array_size;
|
|
texture3d_desc.Format = tests[i].texture.format;
|
|
|
|
hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, &texture3d);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr);
|
|
texture = (ID3D10Resource *)texture3d;
|
|
}
|
|
|
|
if (tests[i].srv_desc.dimension == D3D10_SRV_DIMENSION_UNKNOWN)
|
|
{
|
|
current_desc = NULL;
|
|
}
|
|
else
|
|
{
|
|
current_desc = &srv_desc;
|
|
get_srv_desc(current_desc, &tests[i].srv_desc);
|
|
}
|
|
|
|
expected_refcount = get_refcount((IUnknown *)texture);
|
|
hr = ID3D10Device_CreateShaderResourceView(device, texture, current_desc, &srview);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create a shader resource view, hr %#x.\n", i, hr);
|
|
refcount = get_refcount((IUnknown *)texture);
|
|
ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
|
|
hr = ID3D10ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView1, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Test %u: Shader resource view should implement ID3D10ShaderResourceView1.\n", i);
|
|
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. */,
|
|
"Test %u: Shader resource view should implement ID3D11ShaderResourceView.\n", i);
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
memset(&srv_desc, 0, sizeof(srv_desc));
|
|
ID3D10ShaderResourceView_GetDesc(srview, &srv_desc);
|
|
check_srv_desc(&srv_desc, &tests[i].expected_srv_desc);
|
|
|
|
ID3D10ShaderResourceView_Release(srview);
|
|
ID3D10Resource_Release(texture);
|
|
}
|
|
|
|
for (i = 0; i < sizeof(invalid_desc_tests) / sizeof(*invalid_desc_tests); ++i)
|
|
{
|
|
assert(invalid_desc_tests[i].texture.dimension == D3D10_SRV_DIMENSION_TEXTURE2D
|
|
|| invalid_desc_tests[i].texture.dimension == D3D10_SRV_DIMENSION_TEXTURE3D);
|
|
|
|
if (invalid_desc_tests[i].texture.dimension == D3D10_SRV_DIMENSION_TEXTURE2D)
|
|
{
|
|
texture2d_desc.MipLevels = invalid_desc_tests[i].texture.miplevel_count;
|
|
texture2d_desc.ArraySize = invalid_desc_tests[i].texture.depth_or_array_size;
|
|
texture2d_desc.Format = invalid_desc_tests[i].texture.format;
|
|
texture2d_desc.MiscFlags = 0;
|
|
|
|
if (invalid_desc_tests[i].srv_desc.dimension == D3D10_SRV_DIMENSION_TEXTURECUBE)
|
|
texture2d_desc.MiscFlags |= D3D10_RESOURCE_MISC_TEXTURECUBE;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, &texture2d);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
|
|
texture = (ID3D10Resource *)texture2d;
|
|
}
|
|
else
|
|
{
|
|
texture3d_desc.MipLevels = invalid_desc_tests[i].texture.miplevel_count;
|
|
texture3d_desc.Depth = invalid_desc_tests[i].texture.depth_or_array_size;
|
|
texture3d_desc.Format = invalid_desc_tests[i].texture.format;
|
|
|
|
hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, &texture3d);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr);
|
|
texture = (ID3D10Resource *)texture3d;
|
|
}
|
|
|
|
get_srv_desc(&srv_desc, &invalid_desc_tests[i].srv_desc);
|
|
hr = ID3D10Device_CreateShaderResourceView(device, texture, &srv_desc, &srview);
|
|
ok(hr == E_INVALIDARG, "Test %u: Got unexpected hr %#x.\n", i, hr);
|
|
|
|
ID3D10Resource_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);
|
|
|
|
ds_desc.DepthEnable = FALSE;
|
|
ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO;
|
|
ds_desc.DepthFunc = D3D10_COMPARISON_NEVER;
|
|
ds_desc.StencilEnable = FALSE;
|
|
ds_desc.StencilReadMask = 0;
|
|
ds_desc.StencilWriteMask = 0;
|
|
ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_ZERO;
|
|
ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_ZERO;
|
|
ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_ZERO;
|
|
ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_NEVER;
|
|
ds_desc.BackFace = ds_desc.FrontFace;
|
|
|
|
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
|
|
|
|
memset(&ds_desc, 0, sizeof(ds_desc));
|
|
ID3D10DepthStencilState_GetDesc(ds_state1, &ds_desc);
|
|
ok(!ds_desc.DepthEnable, "Got unexpected depth enable %#x.\n", ds_desc.DepthEnable);
|
|
ok(ds_desc.DepthWriteMask == D3D10_DEPTH_WRITE_MASK_ALL
|
|
|| broken(ds_desc.DepthWriteMask == D3D10_DEPTH_WRITE_MASK_ZERO),
|
|
"Got unexpected depth write mask %#x.\n", ds_desc.DepthWriteMask);
|
|
ok(ds_desc.DepthFunc == D3D10_COMPARISON_LESS || broken(ds_desc.DepthFunc == D3D10_COMPARISON_NEVER),
|
|
"Got unexpected depth func %#x.\n", ds_desc.DepthFunc);
|
|
ok(!ds_desc.StencilEnable, "Got unexpected stencil enable %#x.\n", ds_desc.StencilEnable);
|
|
ok(ds_desc.StencilReadMask == D3D10_DEFAULT_STENCIL_READ_MASK,
|
|
"Got unexpected stencil read mask %#x.\n", ds_desc.StencilReadMask);
|
|
ok(ds_desc.StencilWriteMask == D3D10_DEFAULT_STENCIL_WRITE_MASK,
|
|
"Got unexpected stencil write mask %#x.\n", ds_desc.StencilWriteMask);
|
|
ok(ds_desc.FrontFace.StencilDepthFailOp == D3D10_STENCIL_OP_KEEP,
|
|
"Got unexpected front face stencil depth fail op %#x.\n", ds_desc.FrontFace.StencilDepthFailOp);
|
|
ok(ds_desc.FrontFace.StencilPassOp == D3D10_STENCIL_OP_KEEP,
|
|
"Got unexpected front face stencil pass op %#x.\n", ds_desc.FrontFace.StencilPassOp);
|
|
ok(ds_desc.FrontFace.StencilFailOp == D3D10_STENCIL_OP_KEEP,
|
|
"Got unexpected front face stencil fail op %#x.\n", ds_desc.FrontFace.StencilFailOp);
|
|
ok(ds_desc.FrontFace.StencilFunc == D3D10_COMPARISON_ALWAYS,
|
|
"Got unexpected front face stencil func %#x.\n", ds_desc.FrontFace.StencilFunc);
|
|
ok(ds_desc.BackFace.StencilDepthFailOp == D3D10_STENCIL_OP_KEEP,
|
|
"Got unexpected back face stencil depth fail op %#x.\n", ds_desc.BackFace.StencilDepthFailOp);
|
|
ok(ds_desc.BackFace.StencilPassOp == D3D10_STENCIL_OP_KEEP,
|
|
"Got unexpected back face stencil pass op %#x.\n", ds_desc.BackFace.StencilPassOp);
|
|
ok(ds_desc.BackFace.StencilFailOp == D3D10_STENCIL_OP_KEEP,
|
|
"Got unexpected back face stencil fail op %#x.\n", ds_desc.BackFace.StencilFailOp);
|
|
ok(ds_desc.BackFace.StencilFunc == D3D10_COMPARISON_ALWAYS,
|
|
"Got unexpected back face stencil func %#x.\n", ds_desc.BackFace.StencilFunc);
|
|
|
|
ID3D10DepthStencilState_Release(ds_state1);
|
|
|
|
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_query(void)
|
|
{
|
|
static const struct
|
|
{
|
|
D3D10_QUERY query;
|
|
BOOL is_predicate;
|
|
BOOL todo;
|
|
}
|
|
tests[] =
|
|
{
|
|
{D3D10_QUERY_EVENT, FALSE, FALSE},
|
|
{D3D10_QUERY_OCCLUSION, FALSE, FALSE},
|
|
{D3D10_QUERY_TIMESTAMP, FALSE, FALSE},
|
|
{D3D10_QUERY_TIMESTAMP_DISJOINT, FALSE, FALSE},
|
|
{D3D10_QUERY_PIPELINE_STATISTICS, FALSE, TRUE},
|
|
{D3D10_QUERY_OCCLUSION_PREDICATE, TRUE, FALSE},
|
|
{D3D10_QUERY_SO_STATISTICS, FALSE, TRUE},
|
|
{D3D10_QUERY_SO_OVERFLOW_PREDICATE, TRUE, TRUE},
|
|
};
|
|
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_QUERY_DESC query_desc;
|
|
ID3D10Predicate *predicate;
|
|
ID3D10Device *device, *tmp;
|
|
HRESULT hr, expected_hr;
|
|
ID3D10Query *query;
|
|
IUnknown *iface;
|
|
unsigned int i;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_CreateQuery(device, NULL, &query);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePredicate(device, NULL, &predicate);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
query_desc.Query = tests[i].query;
|
|
query_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D10Device_CreateQuery(device, &query_desc, NULL);
|
|
todo_wine_if(tests[i].todo)
|
|
ok(hr == S_FALSE, "Got unexpected hr %#x for query type %u.\n", hr, query_desc.Query);
|
|
|
|
query_desc.Query = tests[i].query;
|
|
hr = ID3D10Device_CreateQuery(device, &query_desc, &query);
|
|
todo_wine_if(tests[i].todo)
|
|
ok(hr == S_OK, "Got unexpected hr %#x for query type %u.\n", hr, query_desc.Query);
|
|
if (FAILED(hr))
|
|
continue;
|
|
|
|
expected_hr = tests[i].is_predicate ? S_OK : E_NOINTERFACE;
|
|
hr = ID3D10Query_QueryInterface(query, &IID_ID3D10Predicate, (void **)&predicate);
|
|
ID3D10Query_Release(query);
|
|
ok(hr == expected_hr, "Got unexpected hr %#x for query type %u.\n", hr, query_desc.Query);
|
|
if (SUCCEEDED(hr))
|
|
ID3D10Predicate_Release(predicate);
|
|
|
|
expected_hr = tests[i].is_predicate ? S_FALSE : E_INVALIDARG;
|
|
hr = ID3D10Device_CreatePredicate(device, &query_desc, NULL);
|
|
ok(hr == expected_hr, "Got unexpected hr %#x for query type %u.\n", hr, query_desc.Query);
|
|
|
|
expected_hr = tests[i].is_predicate ? S_OK : E_INVALIDARG;
|
|
hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate);
|
|
ok(hr == expected_hr, "Got unexpected hr %#x for query type %u.\n", hr, query_desc.Query);
|
|
if (SUCCEEDED(hr))
|
|
ID3D10Predicate_Release(predicate);
|
|
}
|
|
|
|
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);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_occlusion_query(void)
|
|
{
|
|
static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10RenderTargetView *rtv;
|
|
D3D10_QUERY_DESC query_desc;
|
|
ID3D10Asynchronous *query;
|
|
unsigned int data_size, i;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
union
|
|
{
|
|
UINT64 uint;
|
|
DWORD dword[2];
|
|
} data;
|
|
HRESULT hr;
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
|
|
|
|
query_desc.Query = D3D10_QUERY_OCCLUSION;
|
|
query_desc.MiscFlags = 0;
|
|
hr = ID3D10Device_CreateQuery(device, &query_desc, (ID3D10Query **)&query);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
data_size = ID3D10Asynchronous_GetDataSize(query);
|
|
ok(data_size == sizeof(data), "Got unexpected data size %u.\n", data_size);
|
|
|
|
hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0);
|
|
ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0);
|
|
ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
|
|
ID3D10Asynchronous_End(query);
|
|
ID3D10Asynchronous_Begin(query);
|
|
ID3D10Asynchronous_Begin(query);
|
|
|
|
hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0);
|
|
todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0);
|
|
todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
|
|
draw_color_quad(&test_context, &red);
|
|
|
|
ID3D10Asynchronous_End(query);
|
|
for (i = 0; i < 500; ++i)
|
|
{
|
|
if ((hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0)) != S_FALSE)
|
|
break;
|
|
Sleep(10);
|
|
}
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
memset(&data, 0xff, sizeof(data));
|
|
hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(data.uint == 640 * 480, "Got unexpected query result 0x%08x%08x.\n", data.dword[1], data.dword[0]);
|
|
|
|
memset(&data, 0xff, sizeof(data));
|
|
hr = ID3D10Asynchronous_GetData(query, &data, sizeof(DWORD), 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Asynchronous_GetData(query, &data, sizeof(WORD), 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data) - 1, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data) + 1, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
ok(data.dword[0] == 0xffffffff && data.dword[1] == 0xffffffff,
|
|
"Data was modified 0x%08x%08x.\n", data.dword[1], data.dword[0]);
|
|
|
|
memset(&data, 0xff, sizeof(data));
|
|
hr = ID3D10Asynchronous_GetData(query, &data, 0, 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(data.dword[0] == 0xffffffff && data.dword[1] == 0xffffffff,
|
|
"Data was modified 0x%08x%08x.\n", data.dword[1], data.dword[0]);
|
|
|
|
hr = ID3D10Asynchronous_GetData(query, NULL, sizeof(DWORD), 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Asynchronous_GetData(query, NULL, sizeof(data), 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
ID3D10Asynchronous_Begin(query);
|
|
ID3D10Asynchronous_End(query);
|
|
ID3D10Asynchronous_End(query);
|
|
|
|
for (i = 0; i < 500; ++i)
|
|
{
|
|
if ((hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0)) != S_FALSE)
|
|
break;
|
|
Sleep(10);
|
|
}
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
data.dword[0] = 0x12345678;
|
|
data.dword[1] = 0x12345678;
|
|
hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(!data.uint, "Got unexpected query result 0x%08x%08x.\n", data.dword[1], data.dword[0]);
|
|
|
|
texture_desc.Width = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
|
texture_desc.Height = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R8_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 = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = texture_desc.Width;
|
|
vp.Height = texture_desc.Height;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
ID3D10Asynchronous_Begin(query);
|
|
for (i = 0; i < 100; i++)
|
|
draw_color_quad(&test_context, &red);
|
|
ID3D10Asynchronous_End(query);
|
|
|
|
for (i = 0; i < 500; ++i)
|
|
{
|
|
if ((hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0)) != S_FALSE)
|
|
break;
|
|
Sleep(10);
|
|
}
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
memset(&data, 0xff, sizeof(data));
|
|
hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok((data.dword[0] == 0x90000000 && data.dword[1] == 0x1)
|
|
|| (data.dword[0] == 0xffffffff && !data.dword[1])
|
|
|| broken(!data.uint),
|
|
"Got unexpected query result 0x%08x%08x.\n", data.dword[1], data.dword[0]);
|
|
|
|
ID3D10Asynchronous_Release(query);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10Texture2D_Release(texture);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_timestamp_query(void)
|
|
{
|
|
static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
|
|
D3D10_QUERY_DATA_TIMESTAMP_DISJOINT disjoint, prev_disjoint;
|
|
ID3D10Query *timestamp_query, *timestamp_disjoint_query;
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_QUERY_DESC query_desc;
|
|
unsigned int data_size, i;
|
|
ID3D10Device *device;
|
|
UINT64 timestamp;
|
|
HRESULT hr;
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
query_desc.Query = D3D10_QUERY_TIMESTAMP;
|
|
query_desc.MiscFlags = 0;
|
|
hr = ID3D10Device_CreateQuery(device, &query_desc, ×tamp_query);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
data_size = ID3D10Query_GetDataSize(timestamp_query);
|
|
ok(data_size == sizeof(UINT64), "Got unexpected data size %u.\n", data_size);
|
|
|
|
query_desc.Query = D3D10_QUERY_TIMESTAMP_DISJOINT;
|
|
query_desc.MiscFlags = 0;
|
|
hr = ID3D10Device_CreateQuery(device, &query_desc, ×tamp_disjoint_query);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
data_size = ID3D10Query_GetDataSize(timestamp_disjoint_query);
|
|
ok(data_size == sizeof(disjoint), "Got unexpected data size %u.\n", data_size);
|
|
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, NULL, 0, 0);
|
|
ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint), 0);
|
|
ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
|
|
/* Test a TIMESTAMP_DISJOINT query. */
|
|
ID3D10Query_Begin(timestamp_disjoint_query);
|
|
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, NULL, 0, 0);
|
|
todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint), 0);
|
|
todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
|
|
ID3D10Query_End(timestamp_disjoint_query);
|
|
for (i = 0; i < 500; ++i)
|
|
{
|
|
if ((hr = ID3D10Query_GetData(timestamp_disjoint_query, NULL, 0, 0)) != S_FALSE)
|
|
break;
|
|
Sleep(10);
|
|
}
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
disjoint.Frequency = 0xdeadbeef;
|
|
disjoint.Disjoint = 0xff;
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint), 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(disjoint.Frequency != 0xdeadbeef, "Frequency data was not modified.\n");
|
|
ok(disjoint.Disjoint == TRUE || disjoint.Disjoint == FALSE, "Got unexpected disjoint %#x.\n", disjoint.Disjoint);
|
|
|
|
prev_disjoint = disjoint;
|
|
|
|
disjoint.Frequency = 0xdeadbeef;
|
|
disjoint.Disjoint = 0xff;
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint) - 1, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint) + 1, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint) / 2, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint) * 2, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
ok(disjoint.Frequency == 0xdeadbeef, "Frequency data was modified.\n");
|
|
ok(disjoint.Disjoint == 0xff, "Disjoint data was modified.\n");
|
|
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, NULL, 0, 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint), D3D10_ASYNC_GETDATA_DONOTFLUSH);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(!memcmp(&disjoint, &prev_disjoint, sizeof(disjoint)), "Disjoint data mismatch.\n");
|
|
|
|
hr = ID3D10Query_GetData(timestamp_query, NULL, 0, 0);
|
|
ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_query, ×tamp, sizeof(timestamp), 0);
|
|
ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
|
|
/* Test a TIMESTAMP query inside a TIMESTAMP_DISJOINT query. */
|
|
ID3D10Query_Begin(timestamp_disjoint_query);
|
|
|
|
hr = ID3D10Query_GetData(timestamp_query, ×tamp, sizeof(timestamp), 0);
|
|
ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
|
|
|
|
draw_color_quad(&test_context, &red);
|
|
|
|
ID3D10Query_End(timestamp_query);
|
|
for (i = 0; i < 500; ++i)
|
|
{
|
|
if ((hr = ID3D10Query_GetData(timestamp_query, NULL, 0, 0)) != S_FALSE)
|
|
break;
|
|
Sleep(10);
|
|
}
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
timestamp = 0xdeadbeef;
|
|
hr = ID3D10Query_GetData(timestamp_query, ×tamp, sizeof(timestamp) / 2, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
ok(timestamp == 0xdeadbeef, "Timestamp was modified.\n");
|
|
|
|
hr = ID3D10Query_GetData(timestamp_query, ×tamp, sizeof(timestamp), 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(timestamp != 0xdeadbeef, "Timestamp was not modified.\n");
|
|
|
|
timestamp = 0xdeadbeef;
|
|
hr = ID3D10Query_GetData(timestamp_query, ×tamp, sizeof(timestamp) - 1, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_query, ×tamp, sizeof(timestamp) + 1, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_query, ×tamp, sizeof(timestamp) / 2, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_query, ×tamp, sizeof(timestamp) * 2, 0);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
ok(timestamp == 0xdeadbeef, "Timestamp was modified.\n");
|
|
|
|
ID3D10Query_End(timestamp_disjoint_query);
|
|
for (i = 0; i < 500; ++i)
|
|
{
|
|
if ((hr = ID3D10Query_GetData(timestamp_disjoint_query, NULL, 0, 0)) != S_FALSE)
|
|
break;
|
|
Sleep(10);
|
|
}
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
disjoint.Frequency = 0xdeadbeef;
|
|
disjoint.Disjoint = 0xff;
|
|
hr = ID3D10Query_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint), 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
ok(disjoint.Frequency != 0xdeadbeef, "Frequency data was not modified.\n");
|
|
ok(disjoint.Disjoint == TRUE || disjoint.Disjoint == FALSE, "Got unexpected disjoint %#x.\n", disjoint.Disjoint);
|
|
|
|
/* It's not strictly necessary for the TIMESTAMP query to be inside a TIMESTAMP_DISJOINT query. */
|
|
ID3D10Query_Release(timestamp_query);
|
|
query_desc.Query = D3D10_QUERY_TIMESTAMP;
|
|
query_desc.MiscFlags = 0;
|
|
hr = ID3D10Device_CreateQuery(device, &query_desc, ×tamp_query);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
draw_color_quad(&test_context, &red);
|
|
|
|
ID3D10Query_End(timestamp_query);
|
|
for (i = 0; i < 500; ++i)
|
|
{
|
|
if ((hr = ID3D10Query_GetData(timestamp_query, NULL, 0, 0)) != S_FALSE)
|
|
break;
|
|
Sleep(10);
|
|
}
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Query_GetData(timestamp_query, ×tamp, sizeof(timestamp), 0);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
ID3D10Query_Release(timestamp_query);
|
|
ID3D10Query_Release(timestamp_disjoint_query);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
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)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_RASTERIZER_DESC rs_desc;
|
|
ID3D10RasterizerState *rs;
|
|
D3D10_RECT scissor_rect;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
DWORD color;
|
|
HRESULT hr;
|
|
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
return float4(0.0, 1.0, 0.0, 1.0);
|
|
}
|
|
#endif
|
|
0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 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,
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
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);
|
|
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
scissor_rect.left = 160;
|
|
scissor_rect.top = 120;
|
|
scissor_rect.right = 480;
|
|
scissor_rect.bottom = 360;
|
|
ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
|
|
|
|
draw_quad(&test_context);
|
|
color = get_texture_color(test_context.backbuffer, 320, 60);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 560, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 320, 420);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
ID3D10Device_RSSetState(device, rs);
|
|
draw_quad(&test_context);
|
|
color = get_texture_color(test_context.backbuffer, 320, 60);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 560, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 320, 420);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10RasterizerState_Release(rs);
|
|
ID3D10PixelShader_Release(ps);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
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_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 %s in slot %u.\n", wine_dbgstr_rect(&tmp_rect[i]), 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. */
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
cb[i] = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, 1024, NULL);
|
|
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
buffer[i] = create_buffer(device,
|
|
D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_INDEX_BUFFER | D3D10_BIND_SHADER_RESOURCE,
|
|
1024, NULL);
|
|
|
|
stride[i] = (i + 1) * 4;
|
|
offset[i] = (i + 1) * 16;
|
|
}
|
|
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
so_buffer[i] = create_buffer(device, D3D10_BIND_STREAM_OUTPUT, 1024, NULL);
|
|
|
|
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)
|
|
{
|
|
SetRect(&tmp_rect[i], i, i * 2, i + 1, (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);
|
|
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 %s in slot %u.\n", wine_dbgstr_rect(&tmp_rect[i]), 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)
|
|
{
|
|
todo_wine_if(!i)
|
|
ok(!tmp_rect[i].left && !tmp_rect[i].top && !tmp_rect[i].right && !tmp_rect[i].bottom,
|
|
"Got unexpected scissor rect %s in slot %u.\n",
|
|
wine_dbgstr_rect(&tmp_rect[i]), 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)
|
|
{
|
|
todo_wine_if(!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);
|
|
|
|
/* 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)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10BlendState *src_blend, *dst_blend;
|
|
ID3D10RenderTargetView *offscreen_rtv;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10InputLayout *input_layout;
|
|
D3D10_BLEND_DESC blend_desc;
|
|
unsigned int stride, offset;
|
|
ID3D10Texture2D *offscreen;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
ID3D10Buffer *vb;
|
|
DWORD color;
|
|
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 (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quads), quads);
|
|
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);
|
|
|
|
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_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);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.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(test_context.backbuffer, 320, 360);
|
|
ok(compare_color(color, 0x700040bf, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.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);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_texture(void)
|
|
{
|
|
struct shader
|
|
{
|
|
const DWORD *code;
|
|
size_t size;
|
|
};
|
|
struct texture
|
|
{
|
|
UINT width;
|
|
UINT height;
|
|
UINT miplevel_count;
|
|
UINT array_size;
|
|
DXGI_FORMAT format;
|
|
D3D10_SUBRESOURCE_DATA data[3];
|
|
};
|
|
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
|
const struct texture *current_texture;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
const struct shader *current_ps;
|
|
ID3D10ShaderResourceView *srv;
|
|
ID3D10SamplerState *sampler;
|
|
struct resource_readback rb;
|
|
ID3D10Texture2D *texture;
|
|
struct vec4 ps_constant;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
unsigned int i, x, y;
|
|
ID3D10Buffer *cb;
|
|
DWORD color;
|
|
HRESULT hr;
|
|
|
|
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 struct shader ps_ld = {ps_ld_code, sizeof(ps_ld_code)};
|
|
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 struct shader ps_ld_sint8 = {ps_ld_sint8_code, sizeof(ps_ld_sint8_code)};
|
|
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 struct shader ps_ld_uint8 = {ps_ld_uint8_code, sizeof(ps_ld_uint8_code)};
|
|
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 struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
|
|
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 struct shader ps_sample_b = {ps_sample_b_code, sizeof(ps_sample_b_code)};
|
|
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_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)};
|
|
static const DWORD ps_sample_2d_array_code[] =
|
|
{
|
|
#if 0
|
|
Texture2DArray t;
|
|
SamplerState s;
|
|
|
|
float layer;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
float3 d;
|
|
float3 p = float3(position.x / 640.0f, position.y / 480.0f, 1.0f);
|
|
t.GetDimensions(d.x, d.y, d.z);
|
|
d.z = layer;
|
|
return t.Sample(s, p * d);
|
|
}
|
|
#endif
|
|
0x43425844, 0xa9457e44, 0xc0b3ef8e, 0x3d751ae8, 0x23fa4807, 0x00000001, 0x00000194, 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, 0x000000f8, 0x00000040,
|
|
0x0000003e, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
|
|
0x04004058, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700003d, 0x001000f2, 0x00000000,
|
|
0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x0a000038, 0x001000c2, 0x00000000, 0x00101406,
|
|
0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3acccccd, 0x3b088889, 0x07000038, 0x00100032,
|
|
0x00000000, 0x00100046, 0x00000000, 0x00100ae6, 0x00000000, 0x06000036, 0x00100042, 0x00000000,
|
|
0x0020800a, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100246, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const struct shader ps_sample_2d_array = {ps_sample_2d_array_code, sizeof(ps_sample_2d_array_code)};
|
|
static const DWORD red_data[] =
|
|
{
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0x00000000, 0x00000000,
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0x00000000, 0x00000000,
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0x00000000, 0x00000000,
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff, 0x00000000, 0x00000000,
|
|
};
|
|
static const DWORD green_data[] =
|
|
{
|
|
0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
|
|
0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
|
|
0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
|
|
0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
|
|
};
|
|
static const DWORD blue_data[] =
|
|
{
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0x00000000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0x00000000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0x00000000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, 0x00000000,
|
|
};
|
|
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 a8_data[] =
|
|
{
|
|
0x00, 0x10, 0x20, 0x30,
|
|
0x40, 0x50, 0x60, 0x70,
|
|
0x80, 0x90, 0xa0, 0xb0,
|
|
0xc0, 0xd0, 0xe0, 0xf0,
|
|
};
|
|
static const BYTE bc1_data[] =
|
|
{
|
|
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[] =
|
|
{
|
|
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[] =
|
|
{
|
|
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 BYTE bc4_data[] =
|
|
{
|
|
0x10, 0x7f, 0x77, 0x39, 0x05, 0x00, 0x00, 0x00,
|
|
0x10, 0x7f, 0x49, 0x92, 0x24, 0x49, 0x92, 0x24,
|
|
0x10, 0x7f, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
|
0x10, 0x7f, 0xb6, 0x6d, 0xdb, 0xb6, 0x6d, 0xdb,
|
|
};
|
|
static const BYTE bc5_data[] =
|
|
{
|
|
0x10, 0x7f, 0x77, 0x39, 0x05, 0x00, 0x00, 0x00, 0x10, 0x7f, 0x77, 0x39, 0x05, 0x00, 0x00, 0x00,
|
|
0x10, 0x7f, 0x49, 0x92, 0x24, 0x49, 0x92, 0x24, 0x10, 0x7f, 0x49, 0x92, 0x24, 0x49, 0x92, 0x24,
|
|
0x10, 0x7f, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x10, 0x7f, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
|
|
0x10, 0x7f, 0xb6, 0x6d, 0xdb, 0xb6, 0x6d, 0xdb, 0x10, 0x7f, 0xb6, 0x6d, 0xdb, 0xb6, 0x6d, 0xdb,
|
|
};
|
|
static const float r32_float[] =
|
|
{
|
|
0.0f, 1.0f, 0.5f, 0.50f,
|
|
1.0f, 0.0f, 0.0f, 0.75f,
|
|
0.0f, 1.0f, 0.5f, 0.25f,
|
|
1.0f, 0.0f, 0.0f, 0.75f,
|
|
};
|
|
static const DWORD r32_uint[] =
|
|
{
|
|
0, 1, 2, 3,
|
|
100, 200, 255, 128,
|
|
40, 30, 20, 10,
|
|
250, 210, 155, 190,
|
|
};
|
|
static const struct texture rgba_texture =
|
|
{
|
|
4, 4, 3, 1, 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, 1, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB,
|
|
{{srgb_data, 4 * sizeof(*srgb_data)}}};
|
|
static const struct texture srgb_typeless = {4, 4, 1, 1, DXGI_FORMAT_R8G8B8A8_TYPELESS,
|
|
{{srgb_data, 4 * sizeof(*srgb_data)}}};
|
|
static const struct texture a8_texture = {4, 4, 1, 1, DXGI_FORMAT_A8_UNORM,
|
|
{{a8_data, 4 * sizeof(*a8_data)}}};
|
|
static const struct texture bc1_texture = {8, 8, 1, 1, DXGI_FORMAT_BC1_UNORM, {{bc1_data, 2 * 8}}};
|
|
static const struct texture bc2_texture = {8, 8, 1, 1, DXGI_FORMAT_BC2_UNORM, {{bc2_data, 2 * 16}}};
|
|
static const struct texture bc3_texture = {8, 8, 1, 1, DXGI_FORMAT_BC3_UNORM, {{bc3_data, 2 * 16}}};
|
|
static const struct texture bc4_texture = {8, 8, 1, 1, DXGI_FORMAT_BC4_UNORM, {{bc4_data, 2 * 8}}};
|
|
static const struct texture bc5_texture = {8, 8, 1, 1, DXGI_FORMAT_BC5_UNORM, {{bc5_data, 2 * 16}}};
|
|
static const struct texture bc1_texture_srgb = {8, 8, 1, 1, DXGI_FORMAT_BC1_UNORM_SRGB, {{bc1_data, 2 * 8}}};
|
|
static const struct texture bc2_texture_srgb = {8, 8, 1, 1, DXGI_FORMAT_BC2_UNORM_SRGB, {{bc2_data, 2 * 16}}};
|
|
static const struct texture bc3_texture_srgb = {8, 8, 1, 1, DXGI_FORMAT_BC3_UNORM_SRGB, {{bc3_data, 2 * 16}}};
|
|
static const struct texture bc1_typeless = {8, 8, 1, 1, DXGI_FORMAT_BC1_TYPELESS, {{bc1_data, 2 * 8}}};
|
|
static const struct texture bc2_typeless = {8, 8, 1, 1, DXGI_FORMAT_BC2_TYPELESS, {{bc2_data, 2 * 16}}};
|
|
static const struct texture bc3_typeless = {8, 8, 1, 1, DXGI_FORMAT_BC3_TYPELESS, {{bc3_data, 2 * 16}}};
|
|
static const struct texture sint8_texture = {4, 4, 1, 1, DXGI_FORMAT_R8G8B8A8_SINT,
|
|
{{rgba_level_0, 4 * sizeof(*rgba_level_0)}}};
|
|
static const struct texture uint8_texture = {4, 4, 1, 1, DXGI_FORMAT_R8G8B8A8_UINT,
|
|
{{rgba_level_0, 4 * sizeof(*rgba_level_0)}}};
|
|
static const struct texture array_2d_texture =
|
|
{
|
|
4, 4, 1, 3, DXGI_FORMAT_R8G8B8A8_UNORM,
|
|
{
|
|
{red_data, 6 * sizeof(*red_data)},
|
|
{green_data, 4 * sizeof(*green_data)},
|
|
{blue_data, 5 * sizeof(*blue_data)},
|
|
}
|
|
};
|
|
static const struct texture r32f_typeless = {4, 4, 1, 1, DXGI_FORMAT_R32_TYPELESS,
|
|
{{r32_float, 4 * sizeof(*r32_float)}}};
|
|
static const struct texture r32u_typeless = {4, 4, 1, 1, DXGI_FORMAT_R32_TYPELESS,
|
|
{{r32_uint, 4 * sizeof(*r32_uint)}}};
|
|
static const DWORD red_colors[] =
|
|
{
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
|
|
};
|
|
static const DWORD blue_colors[] =
|
|
{
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
};
|
|
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 a8_colors[] =
|
|
{
|
|
0x00000000, 0x10000000, 0x20000000, 0x30000000,
|
|
0x40000000, 0x50000000, 0x60000000, 0x70000000,
|
|
0x80000000, 0x90000000, 0xa0000000, 0xb0000000,
|
|
0xc0000000, 0xd0000000, 0xe0000000, 0xf0000000,
|
|
};
|
|
static const DWORD bc_colors[] =
|
|
{
|
|
0xff0000ff, 0xff0000ff, 0xff00ff00, 0xff00ff00,
|
|
0xff0000ff, 0xff0000ff, 0xff00ff00, 0xff00ff00,
|
|
0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff,
|
|
0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff,
|
|
};
|
|
static const DWORD bc4_colors[] =
|
|
{
|
|
0xff000026, 0xff000010, 0xff00007f, 0xff00007f,
|
|
0xff000010, 0xff000010, 0xff00007f, 0xff00007f,
|
|
0xff0000ff, 0xff0000ff, 0xff000000, 0xff000000,
|
|
0xff0000ff, 0xff0000ff, 0xff000000, 0xff000000,
|
|
};
|
|
static const DWORD bc5_colors[] =
|
|
{
|
|
0xff002626, 0xff001010, 0xff007f7f, 0xff007f7f,
|
|
0xff001010, 0xff001010, 0xff007f7f, 0xff007f7f,
|
|
0xff00ffff, 0xff00ffff, 0xff000000, 0xff000000,
|
|
0xff00ffff, 0xff00ffff, 0xff000000, 0xff000000,
|
|
};
|
|
static const DWORD sint8_colors[] =
|
|
{
|
|
0x7e80807e, 0x7e807e7e, 0x7e807e80, 0x7e7e7e80,
|
|
0x7e7e8080, 0x7e7e7f7f, 0x7e808080, 0x7effffff,
|
|
0x7e7e7e7e, 0x7e7e7e7e, 0x7e7e7e7e, 0x7e808080,
|
|
0x7e7e7e7e, 0x7e7f7f7f, 0x7e7f7f7f, 0x7e7f7f7f,
|
|
};
|
|
static const DWORD r32f_colors[] =
|
|
{
|
|
0xff000000, 0xff0000ff, 0xff00007f, 0xff00007f,
|
|
0xff0000ff, 0xff000000, 0xff000000, 0xff0000bf,
|
|
0xff000000, 0xff0000ff, 0xff00007f, 0xff000040,
|
|
0xff0000ff, 0xff000000, 0xff000000, 0xff0000bf,
|
|
};
|
|
static const DWORD r32u_colors[16] =
|
|
{
|
|
0x01000000, 0x01000001, 0x01000002, 0x01000003,
|
|
0x01000064, 0x010000c8, 0x010000ff, 0x01000080,
|
|
0x01000028, 0x0100001e, 0x01000014, 0x0100000a,
|
|
0x010000fa, 0x010000d2, 0x0100009b, 0x010000be,
|
|
};
|
|
static const DWORD zero_colors[4 * 4] = {0};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
|
|
static const struct texture_test
|
|
{
|
|
const struct shader *ps;
|
|
const struct texture *texture;
|
|
D3D10_FILTER filter;
|
|
float lod_bias;
|
|
float min_lod;
|
|
float max_lod;
|
|
float ps_constant;
|
|
const DWORD *expected_colors;
|
|
}
|
|
texture_tests[] =
|
|
{
|
|
#define POINT D3D10_FILTER_MIN_MAG_MIP_POINT
|
|
#define POINT_LINEAR D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR
|
|
#define MIP_MAX D3D10_FLOAT32_MAX
|
|
{&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
|
|
{&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 1.0f, level_1_colors},
|
|
{&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 2.0f, level_2_colors},
|
|
{&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 3.0f, zero_colors},
|
|
{&ps_ld, &srgb_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, srgb_colors},
|
|
{&ps_ld, &bc1_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc1_texture, POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_ld, &bc2_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc2_texture, POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_ld, &bc3_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc3_texture, POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_ld, &bc4_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc4_colors},
|
|
{&ps_ld, &bc5_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc5_colors},
|
|
{&ps_ld, &bc1_texture_srgb, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc2_texture_srgb, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc3_texture_srgb, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, NULL, POINT, 0.0f, 0.0f, 0.0f, 0.0f, zero_colors},
|
|
{&ps_ld, NULL, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, zero_colors},
|
|
{&ps_ld_sint8, &sint8_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, sint8_colors},
|
|
{&ps_ld_uint8, &uint8_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
|
|
{&ps_sample, &bc1_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_sample, &bc2_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_sample, &bc3_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_sample, &bc4_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc4_colors},
|
|
{&ps_sample, &bc5_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc5_colors},
|
|
{&ps_sample, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
|
|
{&ps_sample, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, rgba_level_0},
|
|
{&ps_sample, &rgba_texture, POINT, 2.0f, 0.0f, MIP_MAX, 0.0f, rgba_level_0},
|
|
{&ps_sample, &rgba_texture, POINT, 8.0f, 0.0f, MIP_MAX, 0.0f, level_1_colors},
|
|
{&ps_sample, &srgb_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, srgb_colors},
|
|
{&ps_sample, &a8_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, a8_colors},
|
|
{&ps_sample, NULL, POINT, 0.0f, 0.0f, 0.0f, 0.0f, zero_colors},
|
|
{&ps_sample, NULL, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, zero_colors},
|
|
{&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, rgba_level_0},
|
|
{&ps_sample_b, &rgba_texture, POINT, 8.0f, 0.0f, MIP_MAX, 0.0f, level_1_colors},
|
|
{&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 8.0f, level_1_colors},
|
|
{&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 8.4f, level_1_colors},
|
|
{&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 8.5f, level_2_colors},
|
|
{&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 9.0f, level_2_colors},
|
|
{&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, 2.0f, 1.0f, rgba_level_0},
|
|
{&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, 2.0f, 9.0f, level_2_colors},
|
|
{&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, 1.0f, 9.0f, level_1_colors},
|
|
{&ps_sample_b, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 9.0f, rgba_level_0},
|
|
{&ps_sample_b, NULL, POINT, 0.0f, 0.0f, 0.0f, 0.0f, zero_colors},
|
|
{&ps_sample_b, NULL, POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_sample_b, NULL, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, zero_colors},
|
|
{&ps_sample_b, NULL, POINT, 0.0f, 0.0f, MIP_MAX, 1.0f, zero_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, -1.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 0.4f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 0.5f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 1.0f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 1.4f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 1.5f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 2.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 3.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 0.0f, 0.0f, MIP_MAX, 4.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 0.0f, 0.0f, MIP_MAX, 1.5f, lerp_1_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 0.0f, MIP_MAX, -2.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 0.0f, MIP_MAX, -1.0f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 0.0f, MIP_MAX, 0.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 0.0f, MIP_MAX, 1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 0.0f, MIP_MAX, 1.5f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors},
|
|
{&ps_sample_l, NULL, POINT, 2.0f, 2.0f, 0.0f, 0.0f, zero_colors},
|
|
{&ps_sample_l, NULL, POINT, 2.0f, 2.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_sample_l, NULL, POINT, 2.0f, 2.0f, MIP_MAX, 0.0f, zero_colors},
|
|
{&ps_sample_l, NULL, POINT, 2.0f, 2.0f, MIP_MAX, 1.0f, zero_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, -9.0f, red_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, -1.0f, red_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, red_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 0.4f, red_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 0.5f, red_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 1.0f, green_data},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 1.4f, green_data},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 2.0f, blue_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 2.1f, blue_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 3.0f, blue_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 3.1f, blue_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 9.0f, blue_colors},
|
|
{&ps_sample_2d_array, NULL, POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_sample_2d_array, NULL, POINT, 0.0f, 0.0f, 0.0f, 2.0f, zero_colors},
|
|
{&ps_sample_2d_array, NULL, POINT, 0.0f, 0.0f, 0.0f, 0.0f, zero_colors},
|
|
{&ps_sample_2d_array, NULL, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, zero_colors},
|
|
{&ps_sample_2d_array, NULL, POINT, 0.0f, 0.0f, MIP_MAX, 1.0f, zero_colors},
|
|
{&ps_sample_2d_array, NULL, POINT, 0.0f, 0.0f, MIP_MAX, 2.0f, zero_colors},
|
|
#undef POINT
|
|
#undef POINT_LINEAR
|
|
#undef MIP_MAX
|
|
};
|
|
static const struct srv_test
|
|
{
|
|
const struct shader *ps;
|
|
const struct texture *texture;
|
|
struct srv_desc srv_desc;
|
|
float ps_constant;
|
|
const DWORD *expected_colors;
|
|
}
|
|
srv_tests[] =
|
|
{
|
|
#define TEX_2D D3D10_SRV_DIMENSION_TEXTURE2D
|
|
#define TEX_2D_ARRAY D3D10_SRV_DIMENSION_TEXTURE2DARRAY
|
|
#define BC1_UNORM DXGI_FORMAT_BC1_UNORM
|
|
#define BC1_UNORM_SRGB DXGI_FORMAT_BC1_UNORM_SRGB
|
|
#define BC2_UNORM DXGI_FORMAT_BC2_UNORM
|
|
#define BC2_UNORM_SRGB DXGI_FORMAT_BC2_UNORM_SRGB
|
|
#define BC3_UNORM DXGI_FORMAT_BC3_UNORM
|
|
#define BC3_UNORM_SRGB DXGI_FORMAT_BC3_UNORM_SRGB
|
|
#define R8G8B8A8_UNORM_SRGB DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
|
|
#define R8G8B8A8_UNORM DXGI_FORMAT_R8G8B8A8_UNORM
|
|
#define R32_FLOAT DXGI_FORMAT_R32_FLOAT
|
|
#define R32_UINT DXGI_FORMAT_R32_UINT
|
|
#define FMT_UNKNOWN DXGI_FORMAT_UNKNOWN
|
|
{&ps_sample, &bc1_typeless, {BC1_UNORM, TEX_2D, 0, 1}, 0.0f, bc_colors},
|
|
{&ps_sample, &bc1_typeless, {BC1_UNORM_SRGB, TEX_2D, 0, 1}, 0.0f, bc_colors},
|
|
{&ps_sample, &bc2_typeless, {BC2_UNORM, TEX_2D, 0, 1}, 0.0f, bc_colors},
|
|
{&ps_sample, &bc2_typeless, {BC2_UNORM_SRGB, TEX_2D, 0, 1}, 0.0f, bc_colors},
|
|
{&ps_sample, &bc3_typeless, {BC3_UNORM, TEX_2D, 0, 1}, 0.0f, bc_colors},
|
|
{&ps_sample, &bc3_typeless, {BC3_UNORM_SRGB, TEX_2D, 0, 1}, 0.0f, bc_colors},
|
|
{&ps_sample, &srgb_typeless, {R8G8B8A8_UNORM_SRGB, TEX_2D, 0, 1}, 0.0f, srgb_colors},
|
|
{&ps_sample, &srgb_typeless, {R8G8B8A8_UNORM, TEX_2D, 0, 1}, 0.0f, srgb_data},
|
|
{&ps_sample, &r32f_typeless, {R32_FLOAT, TEX_2D, 0, 1}, 0.0f, r32f_colors},
|
|
{&ps_sample, &array_2d_texture, {FMT_UNKNOWN, TEX_2D, 0, 1}, 0.0f, red_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 1, 0, 1}, 0.0f, red_colors},
|
|
{&ps_sample_2d_array, &array_2d_texture, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 1, 1, 1}, 0.0f, green_data},
|
|
{&ps_sample_2d_array, &array_2d_texture, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 1, 2, 1}, 0.0f, blue_colors},
|
|
{&ps_ld_uint8, &r32u_typeless, {R32_UINT, TEX_2D, 0, 1}, 0.0f, r32u_colors},
|
|
#undef TEX_2D
|
|
#undef TEX_2D_ARRAY
|
|
#undef BC1_UNORM
|
|
#undef BC1_UNORM_SRGB
|
|
#undef BC2_UNORM
|
|
#undef BC2_UNORM_SRGB
|
|
#undef BC3_UNORM
|
|
#undef BC3_UNORM_SRGB
|
|
#undef R8G8B8A8_UNORM_SRGB
|
|
#undef R8G8B8A8_UNORM
|
|
#undef R32_FLOAT
|
|
#undef R32_UINT
|
|
#undef FMT_UNKNOWN
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(ps_constant), NULL);
|
|
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
|
|
|
|
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(texture_tests) / sizeof(*texture_tests); ++i)
|
|
{
|
|
const struct texture_test *test = &texture_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;
|
|
|
|
if (current_texture)
|
|
{
|
|
texture_desc.Width = current_texture->width;
|
|
texture_desc.Height = current_texture->height;
|
|
texture_desc.MipLevels = current_texture->miplevel_count;
|
|
texture_desc.ArraySize = current_texture->array_size;
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
texture = NULL;
|
|
srv = NULL;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
ps_constant.x = test->ps_constant;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &ps_constant, 0, 0);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
|
|
draw_quad(&test_context);
|
|
|
|
get_texture_readback(test_context.backbuffer, 0, &rb);
|
|
for (y = 0; y < 4; ++y)
|
|
{
|
|
for (x = 0; x < 4; ++x)
|
|
{
|
|
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_resource_readback(&rb);
|
|
}
|
|
if (srv)
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
ID3D10SamplerState_Release(sampler);
|
|
if (texture)
|
|
ID3D10Texture2D_Release(texture);
|
|
ID3D10PixelShader_Release(ps);
|
|
|
|
if (is_warp_device(device) && !is_d3d11_interface_available(device))
|
|
{
|
|
win_skip("SRV tests are broken on WARP.\n");
|
|
ID3D10Buffer_Release(cb);
|
|
release_test_context(&test_context);
|
|
return;
|
|
}
|
|
|
|
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
|
|
sampler_desc.MipLODBias = 0.0f;
|
|
sampler_desc.MinLOD = 0.0f;
|
|
sampler_desc.MaxLOD = D3D10_FLOAT32_MAX;
|
|
|
|
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
|
|
|
|
ps = NULL;
|
|
srv = NULL;
|
|
texture = NULL;
|
|
current_ps = NULL;
|
|
current_texture = NULL;
|
|
for (i = 0; i < sizeof(srv_tests) / sizeof(*srv_tests); ++i)
|
|
{
|
|
const struct srv_test *test = &srv_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);
|
|
|
|
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.ArraySize = current_texture->array_size;
|
|
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);
|
|
}
|
|
|
|
if (srv)
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
|
|
get_srv_desc(&srv_desc, &test->srv_desc);
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &srv);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
|
|
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
|
|
|
|
ps_constant.x = test->ps_constant;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &ps_constant, 0, 0);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
|
|
draw_quad(&test_context);
|
|
|
|
get_texture_readback(test_context.backbuffer, 0, &rb);
|
|
for (y = 0; y < 4; ++y)
|
|
{
|
|
for (x = 0; x < 4; ++x)
|
|
{
|
|
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_resource_readback(&rb);
|
|
}
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10Texture2D_Release(texture);
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
ID3D10SamplerState_Release(sampler);
|
|
|
|
ID3D10Buffer_Release(cb);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_depth_stencil_sampling(void)
|
|
{
|
|
ID3D10PixelShader *ps_cmp, *ps_depth, *ps_stencil, *ps_depth_stencil;
|
|
ID3D10ShaderResourceView *depth_srv, *stencil_srv;
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10SamplerState *cmp_sampler, *sampler;
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
|
D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
|
|
ID3D10Texture2D *texture, *rt_texture;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
ID3D10DepthStencilView *dsv;
|
|
ID3D10RenderTargetView *rtv;
|
|
struct vec4 ps_constant;
|
|
ID3D10Device *device;
|
|
ID3D10Buffer *cb;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
static const DWORD ps_compare_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerComparisonState s;
|
|
|
|
float ref;
|
|
|
|
float4 main(float4 position : SV_Position) : SV_Target
|
|
{
|
|
return t.SampleCmp(s, float2(position.x / 640.0f, position.y / 480.0f), ref);
|
|
}
|
|
#endif
|
|
0x43425844, 0xc2e0d84e, 0x0522c395, 0x9ff41580, 0xd3ca29cc, 0x00000001, 0x00000164, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000c8, 0x00000040,
|
|
0x00000032, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 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, 0x0c000046,
|
|
0x00100012, 0x00000000, 0x00100046, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000000,
|
|
0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000,
|
|
0x0100003e,
|
|
};
|
|
static const DWORD ps_sample_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float4 main(float4 position : SV_Position) : SV_Target
|
|
{
|
|
return t.Sample(s, float2(position.x / 640.0f, position.y / 480.0f));
|
|
}
|
|
#endif
|
|
0x43425844, 0x7472c092, 0x5548f00e, 0xf4e007f1, 0x5970429c, 0x00000001, 0x00000134, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
|
|
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_stencil_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D<uint4> t;
|
|
|
|
float4 main(float4 position : SV_Position) : SV_Target
|
|
{
|
|
float2 s;
|
|
t.GetDimensions(s.x, s.y);
|
|
return t.Load(int3(float3(s.x * position.x / 640.0f, s.y * position.y / 480.0f, 0))).y;
|
|
}
|
|
#endif
|
|
0x43425844, 0x929fced8, 0x2cd93320, 0x0591ece3, 0xee50d04a, 0x00000001, 0x000001a0, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000104, 0x00000040,
|
|
0x00000041, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032, 0x00000000,
|
|
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700003d, 0x001000f2,
|
|
0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032, 0x00000000,
|
|
0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046,
|
|
0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0500001b, 0x00100032,
|
|
0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100556, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_depth_stencil_code[] =
|
|
{
|
|
#if 0
|
|
SamplerState samp;
|
|
Texture2D depth_tex;
|
|
Texture2D<uint4> stencil_tex;
|
|
|
|
float main(float4 position: SV_Position) : SV_Target
|
|
{
|
|
float2 s, p;
|
|
float depth, stencil;
|
|
depth_tex.GetDimensions(s.x, s.y);
|
|
p = float2(s.x * position.x / 640.0f, s.y * position.y / 480.0f);
|
|
depth = depth_tex.Sample(samp, p).r;
|
|
stencil = stencil_tex.Load(int3(float3(p.x, p.y, 0))).y;
|
|
return depth + stencil;
|
|
}
|
|
#endif
|
|
0x43425844, 0x348f8377, 0x977d1ee0, 0x8cca4f35, 0xff5c5afc, 0x00000001, 0x000001fc, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000160, 0x00000040,
|
|
0x00000058, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
|
|
0x04001858, 0x00107000, 0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
|
|
0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, 0x00000000,
|
|
0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046,
|
|
0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000,
|
|
0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0500001b, 0x00100032, 0x00000001,
|
|
0x00100046, 0x00000000, 0x09000045, 0x001000f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46,
|
|
0x00000000, 0x00106000, 0x00000000, 0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000001, 0x00100e46, 0x00000001,
|
|
0x00107e46, 0x00000001, 0x05000056, 0x00100022, 0x00000000, 0x0010001a, 0x00000001, 0x07000000,
|
|
0x00102012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
|
|
};
|
|
static const struct test
|
|
{
|
|
DXGI_FORMAT typeless_format;
|
|
DXGI_FORMAT dsv_format;
|
|
DXGI_FORMAT depth_view_format;
|
|
DXGI_FORMAT stencil_view_format;
|
|
}
|
|
tests[] =
|
|
{
|
|
{DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
|
|
DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, DXGI_FORMAT_X32_TYPELESS_G8X24_UINT},
|
|
{DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT,
|
|
DXGI_FORMAT_R32_FLOAT},
|
|
{DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT,
|
|
DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_X24_TYPELESS_G8_UINT},
|
|
{DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM,
|
|
DXGI_FORMAT_R16_UNORM},
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
if (is_amd_device(device))
|
|
{
|
|
/* Reads from depth/stencil shader resource views return stale values on some AMD drivers. */
|
|
win_skip("Some AMD drivers have a bug affecting the test.\n");
|
|
release_test_context(&test_context);
|
|
return;
|
|
}
|
|
|
|
sampler_desc.Filter = D3D10_FILTER_COMPARISON_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_GREATER;
|
|
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, &cmp_sampler);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
|
|
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
|
|
sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
|
|
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, 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_R32_FLOAT;
|
|
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, &rt_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
|
|
memset(&ps_constant, 0, sizeof(ps_constant));
|
|
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(ps_constant), &ps_constant);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_compare_code, sizeof(ps_compare_code), &ps_cmp);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_sample_code, sizeof(ps_sample_code), &ps_depth);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_stencil_code, sizeof(ps_stencil_code), &ps_stencil);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_depth_stencil_code, sizeof(ps_depth_stencil_code),
|
|
&ps_depth_stencil);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
texture_desc.Format = tests[i].typeless_format;
|
|
texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_DEPTH_STENCIL;
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create texture for format %#x, hr %#x.\n",
|
|
texture_desc.Format, hr);
|
|
|
|
dsv_desc.Format = tests[i].dsv_format;
|
|
dsv_desc.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
|
|
U(dsv_desc).Texture2D.MipSlice = 0;
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsv);
|
|
ok(SUCCEEDED(hr), "Failed to create depth stencil view for format %#x, hr %#x.\n",
|
|
dsv_desc.Format, hr);
|
|
|
|
srv_desc.Format = tests[i].depth_view_format;
|
|
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
|
U(srv_desc).Texture2D.MostDetailedMip = 0;
|
|
U(srv_desc).Texture2D.MipLevels = 1;
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &depth_srv);
|
|
ok(SUCCEEDED(hr), "Failed to create depth shader resource view for format %#x, hr %#x.\n",
|
|
srv_desc.Format, hr);
|
|
|
|
ID3D10Device_PSSetShader(device, ps_cmp);
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &depth_srv);
|
|
ID3D10Device_PSSetSamplers(device, 0, 1, &cmp_sampler);
|
|
|
|
ps_constant.x = 0.5f;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0,
|
|
NULL, &ps_constant, 0, 0);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 0.0f, 2);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.0f, 0);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 1.0f, 2);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.5f, 0);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 0.0f, 2);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.6f, 0);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 0.0f, 2);
|
|
|
|
ps_constant.x = 0.7f;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0,
|
|
NULL, &ps_constant, 0, 0);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 1.0f, 2);
|
|
|
|
ID3D10Device_PSSetShader(device, ps_depth);
|
|
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 1.0f, 2);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.2f, 0);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 0.2f, 2);
|
|
|
|
if (!tests[i].stencil_view_format)
|
|
{
|
|
ID3D10DepthStencilView_Release(dsv);
|
|
ID3D10ShaderResourceView_Release(depth_srv);
|
|
ID3D10Texture2D_Release(texture);
|
|
continue;
|
|
}
|
|
|
|
srv_desc.Format = tests[i].stencil_view_format;
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &stencil_srv);
|
|
if (hr == E_OUTOFMEMORY)
|
|
{
|
|
skip("Could not create SRV for format %#x.\n", srv_desc.Format);
|
|
ID3D10DepthStencilView_Release(dsv);
|
|
ID3D10ShaderResourceView_Release(depth_srv);
|
|
ID3D10Texture2D_Release(texture);
|
|
continue;
|
|
}
|
|
ok(SUCCEEDED(hr), "Failed to create stencil shader resource view for format %#x, hr %#x.\n",
|
|
srv_desc.Format, hr);
|
|
|
|
ID3D10Device_PSSetShader(device, ps_stencil);
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &stencil_srv);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 0);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 0.0f, 0);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 100);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 100.0f, 0);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 255);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 255.0f, 0);
|
|
|
|
ID3D10Device_PSSetShader(device, ps_depth_stencil);
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &depth_srv);
|
|
ID3D10Device_PSSetShaderResources(device, 1, 1, &stencil_srv);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.3f, 3);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 3.3f, 2);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 3);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 4.0f, 2);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
|
draw_quad(&test_context);
|
|
check_texture_float(rt_texture, 0.0f, 2);
|
|
|
|
ID3D10DepthStencilView_Release(dsv);
|
|
ID3D10ShaderResourceView_Release(depth_srv);
|
|
ID3D10ShaderResourceView_Release(stencil_srv);
|
|
ID3D10Texture2D_Release(texture);
|
|
}
|
|
|
|
ID3D10Buffer_Release(cb);
|
|
ID3D10PixelShader_Release(ps_cmp);
|
|
ID3D10PixelShader_Release(ps_depth);
|
|
ID3D10PixelShader_Release(ps_depth_stencil);
|
|
ID3D10PixelShader_Release(ps_stencil);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10SamplerState_Release(cmp_sampler);
|
|
ID3D10SamplerState_Release(sampler);
|
|
ID3D10Texture2D_Release(rt_texture);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_multiple_render_targets(void)
|
|
{
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10InputLayout *input_layout;
|
|
unsigned int stride, offset, i;
|
|
ID3D10RenderTargetView *rtv[4];
|
|
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 vec2 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);
|
|
|
|
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
|
|
|
|
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)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10InputLayout *input_layout;
|
|
unsigned int stride, offset;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
ID3D10Buffer *vb[3];
|
|
DWORD color;
|
|
HRESULT hr;
|
|
|
|
/* Semantic names are case-insensitive. */
|
|
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 (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
vb[0] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream0), stream0);
|
|
vb[1] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream1), stream1);
|
|
vb[2] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream2), stream2);
|
|
|
|
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_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);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
|
|
ID3D10Device_DrawInstanced(device, 4, 4, 0, 0);
|
|
|
|
color = get_texture_color(test_context.backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 240, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 400, 240);
|
|
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.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);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_fragment_coords(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10PixelShader *ps, *ps_frac;
|
|
ID3D10Device *device;
|
|
ID3D10Buffer *ps_cb;
|
|
DWORD color;
|
|
HRESULT hr;
|
|
|
|
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 float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
ps_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cutoff), &cutoff);
|
|
|
|
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);
|
|
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
|
|
draw_quad(&test_context);
|
|
|
|
color = get_texture_color(test_context.backbuffer, 319, 239);
|
|
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 320, 239);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 319, 240);
|
|
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.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;
|
|
ps_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cutoff), &cutoff);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
|
|
|
|
draw_quad(&test_context);
|
|
|
|
color = get_texture_color(test_context.backbuffer, 14, 14);
|
|
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 18, 14);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 14, 18);
|
|
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(test_context.backbuffer, 18, 18);
|
|
ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10Device_PSSetShader(device, ps_frac);
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
|
|
draw_quad(&test_context);
|
|
|
|
color = get_texture_color(test_context.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);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_update_subresource(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10SamplerState *sampler_state;
|
|
ID3D10ShaderResourceView *ps_srv;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
struct resource_readback rb;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
unsigned int i, j;
|
|
D3D10_BOX box;
|
|
DWORD color;
|
|
HRESULT hr;
|
|
|
|
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 float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
static const DWORD initial_data[16] = {0};
|
|
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 (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
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;
|
|
|
|
resource_data.pSysMem = initial_data;
|
|
resource_data.SysMemPitch = texture_desc.Width * sizeof(*initial_data);
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &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_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
|
|
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
check_texture_color(test_context.backbuffer, 0x7f0000ff, 1);
|
|
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.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);
|
|
draw_quad(&test_context);
|
|
get_texture_readback(test_context.backbuffer, 0, &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_resource_readback(&rb);
|
|
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, NULL,
|
|
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
|
draw_quad(&test_context);
|
|
get_texture_readback(test_context.backbuffer, 0, &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_resource_readback(&rb);
|
|
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10SamplerState_Release(sampler_state);
|
|
ID3D10ShaderResourceView_Release(ps_srv);
|
|
ID3D10Texture2D_Release(texture);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_copy_subresource_region(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10Texture2D *dst_texture, *src_texture;
|
|
ID3D10Buffer *dst_buffer, *src_buffer;
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10SamplerState *sampler_state;
|
|
ID3D10ShaderResourceView *ps_srv;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
struct vec4 float_colors[16];
|
|
struct resource_readback rb;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
unsigned int i, j;
|
|
D3D10_BOX box;
|
|
DWORD color;
|
|
HRESULT hr;
|
|
|
|
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 DWORD ps_buffer_code[] =
|
|
{
|
|
#if 0
|
|
float4 buffer[16];
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
float2 p = (float2)4;
|
|
p *= float2(position.x / 640.0f, position.y / 480.0f);
|
|
return buffer[(int)p.y * 4 + (int)p.x];
|
|
}
|
|
#endif
|
|
0x43425844, 0x57e7139f, 0x4f0c9e52, 0x598b77e3, 0x5a239132, 0x00000001, 0x0000016c, 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, 0x000000d0, 0x00000040,
|
|
0x00000034, 0x04000859, 0x00208e46, 0x00000000, 0x00000010, 0x04002064, 0x00101032, 0x00000000,
|
|
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032,
|
|
0x00000000, 0x00101516, 0x00000000, 0x00004002, 0x3c088889, 0x3bcccccd, 0x00000000, 0x00000000,
|
|
0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x07000029, 0x00100012, 0x00000000,
|
|
0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a,
|
|
0x00000000, 0x0010001a, 0x00000000, 0x07000036, 0x001020f2, 0x00000000, 0x04208e46, 0x00000000,
|
|
0x0010000a, 0x00000000, 0x0100003e,
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
static const DWORD initial_data[16] = {0};
|
|
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 (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
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;
|
|
|
|
resource_data.pSysMem = initial_data;
|
|
resource_data.SysMemPitch = texture_desc.Width * sizeof(*initial_data);
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &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 = texture_desc.Width * sizeof(*bitmap_data);
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
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_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
|
|
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.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);
|
|
draw_quad(&test_context);
|
|
get_texture_readback(test_context.backbuffer, 0, &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_resource_readback(&rb);
|
|
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0,
|
|
0, 0, 0, (ID3D10Resource *)src_texture, 0, NULL);
|
|
draw_quad(&test_context);
|
|
get_texture_readback(test_context.backbuffer, 0, &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_resource_readback(&rb);
|
|
|
|
ID3D10PixelShader_Release(ps);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_buffer_code, sizeof(ps_buffer_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
ID3D10ShaderResourceView_Release(ps_srv);
|
|
ps_srv = NULL;
|
|
|
|
ID3D10SamplerState_Release(sampler_state);
|
|
sampler_state = NULL;
|
|
|
|
ID3D10Texture2D_Release(dst_texture);
|
|
ID3D10Texture2D_Release(src_texture);
|
|
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
|
|
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
memset(float_colors, 0, sizeof(float_colors));
|
|
dst_buffer = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(float_colors), float_colors);
|
|
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &dst_buffer);
|
|
|
|
src_buffer = create_buffer(device, 0, 256 * sizeof(*float_colors), NULL);
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
float_colors[j + i * 4].x = ((bitmap_data[j + i * 4] >> 0) & 0xff) / 255.0f;
|
|
float_colors[j + i * 4].y = ((bitmap_data[j + i * 4] >> 8) & 0xff) / 255.0f;
|
|
float_colors[j + i * 4].z = ((bitmap_data[j + i * 4] >> 16) & 0xff) / 255.0f;
|
|
float_colors[j + i * 4].w = ((bitmap_data[j + i * 4] >> 24) & 0xff) / 255.0f;
|
|
}
|
|
}
|
|
set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 1);
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)src_buffer, 0, &box, float_colors, 0, 0);
|
|
|
|
set_box(&box, 0, 0, 0, sizeof(float_colors), 0, 1);
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_buffer, 0,
|
|
0, 0, 0, (ID3D10Resource *)src_buffer, 0, &box);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0x00000000, 0);
|
|
|
|
set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 0);
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_buffer, 0,
|
|
0, 0, 0, (ID3D10Resource *)src_buffer, 0, &box);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0x00000000, 0);
|
|
|
|
set_box(&box, 0, 0, 0, sizeof(float_colors), 0, 0);
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_buffer, 0,
|
|
0, 0, 0, (ID3D10Resource *)src_buffer, 0, &box);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0x00000000, 0);
|
|
|
|
set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 1);
|
|
ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_buffer, 0,
|
|
0, 0, 0, (ID3D10Resource *)src_buffer, 0, &box);
|
|
draw_quad(&test_context);
|
|
get_texture_readback(test_context.backbuffer, 0, &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_resource_readback(&rb);
|
|
|
|
ID3D10Buffer_Release(dst_buffer);
|
|
ID3D10Buffer_Release(src_buffer);
|
|
ID3D10PixelShader_Release(ps);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
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)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10Buffer *vb, *colors_cb, *index_cb;
|
|
ID3D10InputLayout *input_layout;
|
|
unsigned int i, index[4] = {0};
|
|
unsigned int stride, offset;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
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
|
|
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 vec2 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 (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
|
|
colors_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(colors), &colors);
|
|
index_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
|
|
|
|
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_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);
|
|
|
|
for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
|
|
{
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.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(test_context.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);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_swapchain_formats(void)
|
|
{
|
|
DXGI_SWAP_CHAIN_DESC swapchain_desc;
|
|
IDXGISwapChain *swapchain;
|
|
IDXGIDevice *dxgi_device;
|
|
IDXGIAdapter *adapter;
|
|
IDXGIFactory *factory;
|
|
ID3D10Device *device;
|
|
unsigned int i;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
swapchain_desc.BufferDesc.Width = 800;
|
|
swapchain_desc.BufferDesc.Height = 600;
|
|
swapchain_desc.BufferDesc.RefreshRate.Numerator = 0;
|
|
swapchain_desc.BufferDesc.RefreshRate.Denominator = 0;
|
|
swapchain_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
|
|
swapchain_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
|
|
swapchain_desc.SampleDesc.Count = 1;
|
|
swapchain_desc.SampleDesc.Quality = 0;
|
|
swapchain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
swapchain_desc.BufferCount = 1;
|
|
swapchain_desc.OutputWindow = CreateWindowA("static", "d3d10core_test", 0, 0, 0, 0, 0, 0, 0, 0, 0);
|
|
swapchain_desc.Windowed = TRUE;
|
|
swapchain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
|
swapchain_desc.Flags = 0;
|
|
|
|
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
|
|
ok(SUCCEEDED(hr), "Failed to query IDXGIDevice, hr %#x.\n", hr);
|
|
hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
|
|
ok(SUCCEEDED(hr), "GetAdapter failed, hr %#x.\n", hr);
|
|
IDXGIDevice_Release(dxgi_device);
|
|
hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
|
|
ok(SUCCEEDED(hr), "GetParent failed, hr %#x.\n", hr);
|
|
IDXGIAdapter_Release(adapter);
|
|
|
|
swapchain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS;
|
|
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &swapchain_desc, &swapchain);
|
|
todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#x for typeless format.\n", hr);
|
|
if (SUCCEEDED(hr))
|
|
IDXGISwapChain_Release(swapchain);
|
|
|
|
for (i = 0; i < sizeof(display_format_support) / sizeof(*display_format_support); ++i)
|
|
{
|
|
if (display_format_support[i].optional)
|
|
continue;
|
|
|
|
swapchain_desc.BufferDesc.Format = display_format_support[i].format;
|
|
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &swapchain_desc, &swapchain);
|
|
ok(hr == S_OK, "Got unexpected hr %#x for format %#x.\n", hr, display_format_support[i].format);
|
|
refcount = IDXGISwapChain_Release(swapchain);
|
|
ok(!refcount, "Swapchain has %u references left.\n", refcount);
|
|
}
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
refcount = IDXGIFactory_Release(factory);
|
|
ok(!refcount, "Factory has %u references left.\n", refcount);
|
|
DestroyWindow(swapchain_desc.OutputWindow);
|
|
}
|
|
|
|
static void test_swapchain_views(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
|
D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
|
|
ID3D10ShaderResourceView *srv;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10Device *device;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
refcount = get_refcount((IUnknown *)test_context.backbuffer);
|
|
ok(refcount == 1, "Got refcount %u.\n", refcount);
|
|
|
|
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
|
|
rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
|
|
U(rtv_desc).Texture2D.MipSlice = 0;
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)test_context.backbuffer, &rtv_desc, &rtv);
|
|
/* This seems to work only on Windows 7. */
|
|
ok(hr == S_OK || broken(hr == E_INVALIDARG), "Failed to create render target view, hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr))
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
|
|
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
|
|
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
|
U(srv_desc).Texture2D.MostDetailedMip = 0;
|
|
U(srv_desc).Texture2D.MipLevels = 1;
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)test_context.backbuffer, &srv_desc, &srv);
|
|
todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr))
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
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;
|
|
unsigned int stride, offset;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
RECT rect;
|
|
|
|
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 vec2 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;
|
|
}
|
|
SetRect(&rect, 0, 0, 640, 480);
|
|
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW | WS_VISIBLE, FALSE);
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, rect.right - rect.left, rect.bottom - rect.top, 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);
|
|
|
|
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
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);
|
|
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 */
|
|
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 */
|
|
ok(compare_color(color, 0x7fff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(offscreen, 360, 240); /* red, buf 1 */
|
|
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);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_clear_render_target_view(void)
|
|
{
|
|
static const DWORD expected_color = 0xbf4c7f19, expected_srgb_color = 0xbf95bc59;
|
|
static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f};
|
|
static const float green[] = {0.0f, 1.0f, 0.0f, 0.5f};
|
|
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10Texture2D *texture, *srgb_texture;
|
|
ID3D10RenderTargetView *rtv, *srgb_rtv;
|
|
D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
struct resource_readback rb;
|
|
ID3D10Device *device;
|
|
unsigned int i, j;
|
|
HRESULT hr;
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
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, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
|
|
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &srgb_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)srgb_texture, NULL, &srgb_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, color);
|
|
check_texture_color(test_context.backbuffer, expected_color, 1);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, color);
|
|
check_texture_color(texture, expected_color, 1);
|
|
|
|
if (is_d3d11_interface_available(device))
|
|
{
|
|
ID3D10Device_ClearRenderTargetView(device, NULL, green);
|
|
check_texture_color(texture, expected_color, 1);
|
|
}
|
|
else
|
|
win_skip("D3D11 is not available, skipping test.\n");
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, srgb_rtv, color);
|
|
check_texture_color(srgb_texture, expected_srgb_color, 1);
|
|
|
|
ID3D10RenderTargetView_Release(srgb_rtv);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10Texture2D_Release(srgb_texture);
|
|
ID3D10Texture2D_Release(texture);
|
|
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS;
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
|
|
|
|
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
|
|
rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
|
|
U(rtv_desc).Texture2D.MipSlice = 0;
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &srgb_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
|
|
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
|
|
U(rtv_desc).Texture2D.MipSlice = 0;
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, color);
|
|
check_texture_color(texture, expected_color, 1);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, srgb_rtv, color);
|
|
get_texture_readback(texture, 0, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
BOOL broken_device = is_warp_device(device) || is_nvidia_device(device);
|
|
DWORD color = get_readback_color(&rb, 80 + i * 160, 60 + j * 120);
|
|
todo_wine ok(compare_color(color, expected_srgb_color, 1)
|
|
|| broken(compare_color(color, expected_color, 1) && broken_device),
|
|
"Got unexpected color 0x%08x.\n", color);
|
|
}
|
|
}
|
|
release_resource_readback(&rb);
|
|
|
|
ID3D10RenderTargetView_Release(srgb_rtv);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10Texture2D_Release(texture);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_clear_depth_stencil_view(void)
|
|
{
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10Texture2D *depth_texture;
|
|
ID3D10DepthStencilView *dsv;
|
|
ID3D10Device *device;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
texture_desc.Width = 640;
|
|
texture_desc.Height = 480;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
|
|
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, &depth_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)depth_texture, NULL, &dsv);
|
|
ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
|
|
check_texture_float(depth_texture, 1.0f, 0);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.25f, 0);
|
|
check_texture_float(depth_texture, 0.25f, 0);
|
|
|
|
ID3D10Texture2D_Release(depth_texture);
|
|
ID3D10DepthStencilView_Release(dsv);
|
|
|
|
texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)depth_texture, NULL, &dsv);
|
|
ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
|
|
todo_wine check_texture_color(depth_texture, 0x00ffffff, 0);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0xff);
|
|
todo_wine check_texture_color(depth_texture, 0xff000000, 0);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0xff);
|
|
check_texture_color(depth_texture, 0xffffffff, 0);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0);
|
|
check_texture_color(depth_texture, 0x00000000, 0);
|
|
|
|
if (is_d3d11_interface_available(device))
|
|
{
|
|
ID3D10Device_ClearDepthStencilView(device, NULL, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0xff);
|
|
check_texture_color(depth_texture, 0x00000000, 0);
|
|
}
|
|
else
|
|
win_skip("D3D11 is not available, skipping test.\n");
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0xff);
|
|
todo_wine check_texture_color(depth_texture, 0x00ffffff, 0);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 0xff);
|
|
check_texture_color(depth_texture, 0xffffffff, 0);
|
|
|
|
ID3D10Texture2D_Release(depth_texture);
|
|
ID3D10DepthStencilView_Release(dsv);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_draw_depth_only(void)
|
|
{
|
|
ID3D10DepthStencilState *depth_stencil_state;
|
|
D3D10_DEPTH_STENCIL_DESC depth_stencil_desc;
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10PixelShader *ps_color, *ps_depth;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10DepthStencilView *dsv;
|
|
struct resource_readback rb;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10Device *device;
|
|
unsigned int i, j;
|
|
D3D10_VIEWPORT vp;
|
|
struct vec4 depth;
|
|
ID3D10Buffer *cb;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_color_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
return float4(0.0, 1.0, 0.0, 1.0);
|
|
}
|
|
#endif
|
|
0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 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,
|
|
};
|
|
static const DWORD ps_depth_code[] =
|
|
{
|
|
#if 0
|
|
float depth;
|
|
|
|
float main() : SV_Depth
|
|
{
|
|
return depth;
|
|
}
|
|
#endif
|
|
0x43425844, 0x91af6cd0, 0x7e884502, 0xcede4f54, 0x6f2c9326, 0x00000001, 0x000000b0, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0xffffffff,
|
|
0x00000e01, 0x445f5653, 0x68747065, 0xababab00, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065, 0x0000c001, 0x05000036, 0x0000c001,
|
|
0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(depth), NULL);
|
|
|
|
texture_desc.Width = 640;
|
|
texture_desc.Height = 480;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
|
|
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 texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsv);
|
|
ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
|
|
|
|
depth_stencil_desc.DepthEnable = TRUE;
|
|
depth_stencil_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
|
|
depth_stencil_desc.DepthFunc = D3D10_COMPARISON_LESS;
|
|
depth_stencil_desc.StencilEnable = FALSE;
|
|
|
|
hr = ID3D10Device_CreateDepthStencilState(device, &depth_stencil_desc, &depth_stencil_state);
|
|
ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), &ps_color);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_depth_code, sizeof(ps_depth_code), &ps_depth);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
|
|
ID3D10Device_PSSetShader(device, ps_color);
|
|
ID3D10Device_OMSetRenderTargets(device, 0, NULL, dsv);
|
|
ID3D10Device_OMSetDepthStencilState(device, depth_stencil_state, 0);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
|
|
check_texture_float(texture, 1.0f, 1);
|
|
draw_quad(&test_context);
|
|
check_texture_float(texture, 0.0f, 1);
|
|
|
|
ID3D10Device_PSSetShader(device, ps_depth);
|
|
|
|
depth.x = 0.7f;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
|
|
draw_quad(&test_context);
|
|
check_texture_float(texture, 0.0f, 1);
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
|
|
check_texture_float(texture, 1.0f, 1);
|
|
draw_quad(&test_context);
|
|
check_texture_float(texture, 0.7f, 1);
|
|
depth.x = 0.8f;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
|
|
draw_quad(&test_context);
|
|
check_texture_float(texture, 0.7f, 1);
|
|
depth.x = 0.5f;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
|
|
draw_quad(&test_context);
|
|
check_texture_float(texture, 0.5f, 1);
|
|
|
|
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
|
|
depth.x = 0.1f;
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
depth.x = 1.0f / 16.0f * (j + 4 * i);
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
|
|
|
|
vp.TopLeftX = 160 * j;
|
|
vp.TopLeftY = 120 * i;
|
|
vp.Width = 160;
|
|
vp.Height = 120;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
draw_quad(&test_context);
|
|
}
|
|
}
|
|
get_texture_readback(texture, 0, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
float obtained_depth, expected_depth;
|
|
|
|
obtained_depth = get_readback_float(&rb, 80 + j * 160, 60 + i * 120);
|
|
expected_depth = 1.0f / 16.0f * (j + 4 * i);
|
|
ok(compare_float(obtained_depth, expected_depth, 1),
|
|
"Got unexpected depth %.8e at (%u, %u), expected %.8e.\n",
|
|
obtained_depth, j, i, expected_depth);
|
|
}
|
|
}
|
|
release_resource_readback(&rb);
|
|
|
|
ID3D10Buffer_Release(cb);
|
|
ID3D10PixelShader_Release(ps_color);
|
|
ID3D10PixelShader_Release(ps_depth);
|
|
ID3D10DepthStencilView_Release(dsv);
|
|
ID3D10DepthStencilState_Release(depth_stencil_state);
|
|
ID3D10Texture2D_Release(texture);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_shader_stage_input_output_matching(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10Texture2D *render_target;
|
|
ID3D10RenderTargetView *rtv[2];
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
HRESULT hr;
|
|
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
struct output
|
|
{
|
|
float4 position : SV_PoSiTion;
|
|
float4 color0 : COLOR0;
|
|
float4 color1 : COLOR1;
|
|
};
|
|
|
|
void main(uint id : SV_VertexID, out output o)
|
|
{
|
|
float2 coords = float2((id << 1) & 2, id & 2);
|
|
o.position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
|
|
o.color0 = float4(1.0f, 0.0f, 0.0f, 1.0f);
|
|
o.color1 = float4(0.0f, 1.0f, 0.0f, 1.0f);
|
|
}
|
|
#endif
|
|
0x43425844, 0x93c216a1, 0xbaa7e8d4, 0xd5368c6a, 0x4e889e07, 0x00000001, 0x00000224, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x000000cc, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978,
|
|
0x4e47534f, 0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
|
|
0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5469536f,
|
|
0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000150, 0x00010040, 0x00000054, 0x04000060,
|
|
0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065,
|
|
0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000001, 0x07000029,
|
|
0x00100012, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000001, 0x07000001, 0x00100012,
|
|
0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x07000001, 0x00100042, 0x00000000,
|
|
0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086,
|
|
0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000,
|
|
0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000,
|
|
0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000,
|
|
0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000,
|
|
0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000,
|
|
0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
struct input
|
|
{
|
|
float4 position : SV_PoSiTiOn;
|
|
float4 color1 : COLOR1;
|
|
float4 color0 : COLOR0;
|
|
};
|
|
|
|
struct output
|
|
{
|
|
float4 target0 : SV_Target0;
|
|
float4 target1 : SV_Target1;
|
|
};
|
|
|
|
void main(const in input i, out output o)
|
|
{
|
|
o.target0 = i.color0;
|
|
o.target1 = i.color1;
|
|
}
|
|
#endif
|
|
0x43425844, 0x620ef963, 0xed8f19fe, 0x7b3a0a53, 0x126ce021, 0x00000001, 0x00000150, 0x00000003,
|
|
0x0000002c, 0x00000098, 0x000000e4, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000001, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000002,
|
|
0x00000f0f, 0x505f5653, 0x5469536f, 0x006e4f69, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x00000044,
|
|
0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f,
|
|
0x00000038, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x545f5653, 0x65677261,
|
|
0xabab0074, 0x52444853, 0x00000064, 0x00000040, 0x00000019, 0x03001062, 0x001010f2, 0x00000001,
|
|
0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2,
|
|
0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002, 0x05000036, 0x001020f2,
|
|
0x00000001, 0x00101e46, 0x00000001, 0x0100003e,
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
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);
|
|
|
|
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
rtv[0] = test_context.backbuffer_rtv;
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtv[1]);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
ID3D10Device_OMSetRenderTargets(device, 2, rtv, NULL);
|
|
ID3D10Device_Draw(device, 3, 0);
|
|
|
|
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
|
|
check_texture_color(render_target, 0xff0000ff, 0);
|
|
|
|
ID3D10RenderTargetView_Release(rtv[1]);
|
|
ID3D10Texture2D_Release(render_target);
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_sm4_if_instruction(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10PixelShader *ps_if_nz, *ps_if_z;
|
|
ID3D10Device *device;
|
|
unsigned int bits[4];
|
|
DWORD expected_color;
|
|
ID3D10Buffer *cb;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_if_nz_code[] =
|
|
{
|
|
#if 0
|
|
uint bits;
|
|
|
|
float4 main() : SV_TARGET
|
|
{
|
|
if (bits)
|
|
return float4(0.0f, 1.0f, 0.0f, 1.0f);
|
|
else
|
|
return float4(1.0f, 0.0f, 0.0f, 1.0f);
|
|
}
|
|
#endif
|
|
0x43425844, 0x2a94f6f1, 0xdbe88943, 0x3426a708, 0x09cec990, 0x00000001, 0x00000100, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000088, 0x00000040, 0x00000022,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0404001f,
|
|
0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
|
|
0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000,
|
|
0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e,
|
|
};
|
|
static const DWORD ps_if_z_code[] =
|
|
{
|
|
#if 0
|
|
uint bits;
|
|
|
|
float4 main() : SV_TARGET
|
|
{
|
|
if (!bits)
|
|
return float4(0.0f, 1.0f, 0.0f, 1.0f);
|
|
else
|
|
return float4(1.0f, 0.0f, 0.0f, 1.0f);
|
|
}
|
|
#endif
|
|
0x43425844, 0x2e3030ca, 0x94c8610c, 0xdf0c1b1f, 0x80f2ca2c, 0x00000001, 0x00000100, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000088, 0x00000040, 0x00000022,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0400001f,
|
|
0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
|
|
0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000,
|
|
0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e,
|
|
};
|
|
static unsigned int bit_patterns[] =
|
|
{
|
|
0x00000000, 0x00000001, 0x10010001, 0x10000000, 0x80000000, 0xffff0000, 0x0000ffff, 0xffffffff,
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_if_nz_code, sizeof(ps_if_nz_code), &ps_if_nz);
|
|
ok(SUCCEEDED(hr), "Failed to create if_nz pixel shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_if_z_code, sizeof(ps_if_z_code), &ps_if_z);
|
|
ok(SUCCEEDED(hr), "Failed to create if_z pixel shader, hr %#x.\n", hr);
|
|
|
|
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(bits), NULL);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
|
|
|
|
for (i = 0; i < sizeof(bit_patterns) / sizeof(*bit_patterns); ++i)
|
|
{
|
|
*bits = bit_patterns[i];
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, bits, 0, 0);
|
|
|
|
ID3D10Device_PSSetShader(device, ps_if_nz);
|
|
expected_color = *bits ? 0xff00ff00 : 0xff0000ff;
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, expected_color, 0);
|
|
|
|
ID3D10Device_PSSetShader(device, ps_if_z);
|
|
expected_color = *bits ? 0xff0000ff : 0xff00ff00;
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, expected_color, 0);
|
|
}
|
|
|
|
ID3D10Buffer_Release(cb);
|
|
ID3D10PixelShader_Release(ps_if_z);
|
|
ID3D10PixelShader_Release(ps_if_nz);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_sm4_breakc_instruction(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_breakc_nz_code[] =
|
|
{
|
|
#if 0
|
|
float4 main() : SV_TARGET
|
|
{
|
|
uint counter = 0;
|
|
|
|
for (uint i = 0; i < 255; ++i)
|
|
++counter;
|
|
|
|
if (counter == 255)
|
|
return float4(0.0f, 1.0f, 0.0f, 1.0f);
|
|
else
|
|
return float4(1.0f, 0.0f, 0.0f, 1.0f);
|
|
}
|
|
#endif
|
|
0x43425844, 0x065ac80a, 0x24369e7e, 0x218d5dc1, 0x3532868c, 0x00000001, 0x00000188, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000110, 0x00000040, 0x00000044,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000036, 0x00100032, 0x00000000,
|
|
0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x01000030, 0x07000050, 0x00100042,
|
|
0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x03040003, 0x0010002a, 0x00000000,
|
|
0x0a00001e, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x00000001, 0x00000001,
|
|
0x00000000, 0x00000000, 0x01000016, 0x07000020, 0x00100012, 0x00000000, 0x0010000a, 0x00000000,
|
|
0x00004001, 0x000000ff, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000,
|
|
0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036,
|
|
0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
|
|
0x01000015, 0x0100003e,
|
|
};
|
|
static const DWORD ps_breakc_z_code[] =
|
|
{
|
|
#if 0
|
|
float4 main() : SV_TARGET
|
|
{
|
|
uint counter = 0;
|
|
|
|
for (int i = 0, j = 254; i < 255 && j >= 0; ++i, --j)
|
|
++counter;
|
|
|
|
if (counter == 255)
|
|
return float4(0.0f, 1.0f, 0.0f, 1.0f);
|
|
else
|
|
return float4(1.0f, 0.0f, 0.0f, 1.0f);
|
|
}
|
|
#endif
|
|
0x43425844, 0x687406ef, 0x7bdeb7d1, 0xb3282292, 0x934a9101, 0x00000001, 0x000001c0, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000148, 0x00000040, 0x00000052,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x08000036, 0x00100072, 0x00000000,
|
|
0x00004002, 0x00000000, 0x00000000, 0x000000fe, 0x00000000, 0x01000030, 0x07000022, 0x00100082,
|
|
0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x000000ff, 0x07000021, 0x00100012, 0x00000001,
|
|
0x0010002a, 0x00000000, 0x00004001, 0x00000000, 0x07000001, 0x00100082, 0x00000000, 0x0010003a,
|
|
0x00000000, 0x0010000a, 0x00000001, 0x03000003, 0x0010003a, 0x00000000, 0x0a00001e, 0x00100072,
|
|
0x00000000, 0x00100246, 0x00000000, 0x00004002, 0x00000001, 0x00000001, 0xffffffff, 0x00000000,
|
|
0x01000016, 0x07000020, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x000000ff,
|
|
0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000,
|
|
0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000012, 0x08000036, 0x001020f2, 0x00000000,
|
|
0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x0100003e,
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_breakc_nz_code, sizeof(ps_breakc_nz_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create breakc_nz pixel shader, hr %#x.\n", hr);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
|
|
ID3D10PixelShader_Release(ps);
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_breakc_z_code, sizeof(ps_breakc_z_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create breakc_z pixel shader, hr %#x.\n", hr);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
|
|
ID3D10PixelShader_Release(ps);
|
|
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_create_input_layout(void)
|
|
{
|
|
D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_UNKNOWN, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
ID3D10InputLayout *input_layout;
|
|
ID3D10Device *device;
|
|
ULONG refcount;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
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 DXGI_FORMAT vertex_formats[] =
|
|
{
|
|
DXGI_FORMAT_R32G32_FLOAT,
|
|
DXGI_FORMAT_R32G32_UINT,
|
|
DXGI_FORMAT_R32G32_SINT,
|
|
DXGI_FORMAT_R16G16_FLOAT,
|
|
DXGI_FORMAT_R16G16_UINT,
|
|
DXGI_FORMAT_R16G16_SINT,
|
|
DXGI_FORMAT_R32_FLOAT,
|
|
DXGI_FORMAT_R32_UINT,
|
|
DXGI_FORMAT_R32_SINT,
|
|
DXGI_FORMAT_R16_UINT,
|
|
DXGI_FORMAT_R16_SINT,
|
|
DXGI_FORMAT_R8_UINT,
|
|
DXGI_FORMAT_R8_SINT,
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < sizeof(vertex_formats) / sizeof(*vertex_formats); ++i)
|
|
{
|
|
layout_desc->Format = vertex_formats[i];
|
|
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 for format %#x, hr %#x.\n",
|
|
vertex_formats[i], hr);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
}
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_input_assembler(void)
|
|
{
|
|
enum layout_id
|
|
{
|
|
LAYOUT_FLOAT32,
|
|
LAYOUT_UINT16,
|
|
LAYOUT_SINT16,
|
|
LAYOUT_UNORM16,
|
|
LAYOUT_SNORM16,
|
|
LAYOUT_UINT8,
|
|
LAYOUT_SINT8,
|
|
LAYOUT_UNORM8,
|
|
LAYOUT_SNORM8,
|
|
LAYOUT_UNORM10_2,
|
|
LAYOUT_UINT10_2,
|
|
|
|
LAYOUT_COUNT,
|
|
};
|
|
|
|
D3D10_INPUT_ELEMENT_DESC input_layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
{"ATTRIBUTE", 0, DXGI_FORMAT_UNKNOWN, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
ID3D10VertexShader *vs_float, *vs_uint, *vs_sint;
|
|
ID3D10InputLayout *input_layout[LAYOUT_COUNT];
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10Buffer *vb_position, *vb_attribute;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
unsigned int i, j, stride, offset;
|
|
ID3D10Texture2D *render_target;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
HRESULT hr;
|
|
|
|
static const DXGI_FORMAT layout_formats[LAYOUT_COUNT] =
|
|
{
|
|
DXGI_FORMAT_R32G32B32A32_FLOAT,
|
|
DXGI_FORMAT_R16G16B16A16_UINT,
|
|
DXGI_FORMAT_R16G16B16A16_SINT,
|
|
DXGI_FORMAT_R16G16B16A16_UNORM,
|
|
DXGI_FORMAT_R16G16B16A16_SNORM,
|
|
DXGI_FORMAT_R8G8B8A8_UINT,
|
|
DXGI_FORMAT_R8G8B8A8_SINT,
|
|
DXGI_FORMAT_R8G8B8A8_UNORM,
|
|
DXGI_FORMAT_R8G8B8A8_SNORM,
|
|
DXGI_FORMAT_R10G10B10A2_UNORM,
|
|
DXGI_FORMAT_R10G10B10A2_UINT,
|
|
};
|
|
static const struct vec2 quad[] =
|
|
{
|
|
{-1.0f, -1.0f},
|
|
{-1.0f, 1.0f},
|
|
{ 1.0f, -1.0f},
|
|
{ 1.0f, 1.0f},
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION, float4 color: COLOR) : SV_Target
|
|
{
|
|
return color;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa9150342, 0x70e18d2e, 0xf7769835, 0x4c3a7f02, 0x00000001, 0x000000f0, 0x00000003,
|
|
0x0000002c, 0x0000007c, 0x000000b0, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000041, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
|
|
0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2,
|
|
0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
|
|
};
|
|
static const DWORD vs_float_code[] =
|
|
{
|
|
#if 0
|
|
struct output
|
|
{
|
|
float4 position : SV_Position;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
void main(float4 position : POSITION, float4 color : ATTRIBUTE, out output o)
|
|
{
|
|
o.position = position;
|
|
o.color = color;
|
|
}
|
|
#endif
|
|
0x43425844, 0xf6051ffd, 0xd9e49503, 0x171ad197, 0x3764fe47, 0x00000001, 0x00000144, 0x00000003,
|
|
0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x54544100, 0x55424952, 0xab004554,
|
|
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
|
|
0x505f5653, 0x7469736f, 0x006e6f69, 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 vs_uint_code[] =
|
|
{
|
|
#if 0
|
|
struct output
|
|
{
|
|
float4 position : SV_Position;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
void main(float4 position : POSITION, uint4 color : ATTRIBUTE, out output o)
|
|
{
|
|
o.position = position;
|
|
o.color = color;
|
|
}
|
|
#endif
|
|
0x43425844, 0x0bae0bc0, 0xf6473aa5, 0x4ecf4a25, 0x414fac23, 0x00000001, 0x00000144, 0x00000003,
|
|
0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
|
|
0x00000001, 0x00000001, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x54544100, 0x55424952, 0xab004554,
|
|
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
|
|
0x505f5653, 0x7469736f, 0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040,
|
|
0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067,
|
|
0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2,
|
|
0x00000000, 0x00101e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001,
|
|
0x0100003e,
|
|
};
|
|
static const DWORD vs_sint_code[] =
|
|
{
|
|
#if 0
|
|
struct output
|
|
{
|
|
float4 position : SV_Position;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
void main(float4 position : POSITION, int4 color : ATTRIBUTE, out output o)
|
|
{
|
|
o.position = position;
|
|
o.color = color;
|
|
}
|
|
#endif
|
|
0x43425844, 0xaf60aad9, 0xba91f3a4, 0x2015d384, 0xf746fdf5, 0x00000001, 0x00000144, 0x00000003,
|
|
0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
|
|
0x00000002, 0x00000001, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x54544100, 0x55424952, 0xab004554,
|
|
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
|
|
0x505f5653, 0x7469736f, 0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040,
|
|
0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067,
|
|
0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2,
|
|
0x00000000, 0x00101e46, 0x00000000, 0x0500002b, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001,
|
|
0x0100003e,
|
|
};
|
|
static const float float32_data[] = {1.0f, 2.0f, 3.0f, 4.0f};
|
|
static const unsigned short uint16_data[] = {6, 8, 55, 777};
|
|
static const short sint16_data[] = {-1, 33, 8, -77};
|
|
static const unsigned short unorm16_data[] = {0, 16383, 32767, 65535};
|
|
static const short snorm16_data[] = {-32768, 0, 32767, 0};
|
|
static const unsigned char uint8_data[] = {0, 64, 128, 255};
|
|
static const signed char sint8_data[] = {-128, 0, 127, 64};
|
|
static const unsigned int uint32_zero = 0;
|
|
static const unsigned int uint32_max = 0xffffffff;
|
|
static const unsigned int unorm10_2_data= 0xa00003ff;
|
|
static const unsigned int g10_data = 0x000ffc00;
|
|
static const unsigned int a2_data = 0xc0000000;
|
|
static const struct
|
|
{
|
|
enum layout_id layout_id;
|
|
unsigned int stride;
|
|
const void *data;
|
|
struct vec4 expected_color;
|
|
BOOL todo;
|
|
}
|
|
tests[] =
|
|
{
|
|
{LAYOUT_FLOAT32, sizeof(float32_data), float32_data,
|
|
{1.0f, 2.0f, 3.0f, 4.0f}},
|
|
{LAYOUT_UINT16, sizeof(uint16_data), uint16_data,
|
|
{6.0f, 8.0f, 55.0f, 777.0f}, TRUE},
|
|
{LAYOUT_SINT16, sizeof(sint16_data), sint16_data,
|
|
{-1.0f, 33.0f, 8.0f, -77.0f}, TRUE},
|
|
{LAYOUT_UNORM16, sizeof(unorm16_data), unorm16_data,
|
|
{0.0f, 16383.0f / 65535.0f, 32767.0f / 65535.0f, 1.0f}},
|
|
{LAYOUT_SNORM16, sizeof(snorm16_data), snorm16_data,
|
|
{-1.0f, 0.0f, 1.0f, 0.0f}},
|
|
{LAYOUT_UINT8, sizeof(uint32_zero), &uint32_zero,
|
|
{0.0f, 0.0f, 0.0f, 0.0f}},
|
|
{LAYOUT_UINT8, sizeof(uint32_max), &uint32_max,
|
|
{255.0f, 255.0f, 255.0f, 255.0f}},
|
|
{LAYOUT_UINT8, sizeof(uint8_data), uint8_data,
|
|
{0.0f, 64.0f, 128.0f, 255.0f}},
|
|
{LAYOUT_SINT8, sizeof(uint32_zero), &uint32_zero,
|
|
{0.0f, 0.0f, 0.0f, 0.0f}},
|
|
{LAYOUT_SINT8, sizeof(uint32_max), &uint32_max,
|
|
{-1.0f, -1.0f, -1.0f, -1.0f}},
|
|
{LAYOUT_SINT8, sizeof(sint8_data), sint8_data,
|
|
{-128.0f, 0.0f, 127.0f, 64.0f}},
|
|
{LAYOUT_UNORM8, sizeof(uint32_zero), &uint32_zero,
|
|
{0.0f, 0.0f, 0.0f, 0.0f}},
|
|
{LAYOUT_UNORM8, sizeof(uint32_max), &uint32_max,
|
|
{1.0f, 1.0f, 1.0f, 1.0f}},
|
|
{LAYOUT_UNORM8, sizeof(uint8_data), uint8_data,
|
|
{0.0f, 64.0f / 255.0f, 128.0f / 255.0f, 1.0f}},
|
|
{LAYOUT_SNORM8, sizeof(uint32_zero), &uint32_zero,
|
|
{0.0f, 0.0f, 0.0f, 0.0f}},
|
|
{LAYOUT_SNORM8, sizeof(sint8_data), sint8_data,
|
|
{-1.0f, 0.0f, 1.0f, 64.0f / 127.0f}},
|
|
{LAYOUT_UNORM10_2, sizeof(uint32_zero), &uint32_zero,
|
|
{0.0f, 0.0f, 0.0f, 0.0f}},
|
|
{LAYOUT_UNORM10_2, sizeof(uint32_max), &uint32_max,
|
|
{1.0f, 1.0f, 1.0f, 1.0f}},
|
|
{LAYOUT_UNORM10_2, sizeof(g10_data), &g10_data,
|
|
{0.0f, 1.0f, 0.0f, 0.0f}},
|
|
{LAYOUT_UNORM10_2, sizeof(a2_data), &a2_data,
|
|
{0.0f, 0.0f, 0.0f, 1.0f}},
|
|
{LAYOUT_UNORM10_2, sizeof(unorm10_2_data), &unorm10_2_data,
|
|
{1.0f, 0.0f, 512.0f / 1023.0f, 2.0f / 3.0f}},
|
|
{LAYOUT_UINT10_2, sizeof(uint32_zero), &uint32_zero,
|
|
{0.0f, 0.0f, 0.0f, 0.0f}},
|
|
{LAYOUT_UINT10_2, sizeof(uint32_max), &uint32_max,
|
|
{1023.0f, 1023.0f, 1023.0f, 3.0f}},
|
|
{LAYOUT_UINT10_2, sizeof(g10_data), &g10_data,
|
|
{0.0f, 1023.0f, 0.0f, 0.0f}},
|
|
{LAYOUT_UINT10_2, sizeof(a2_data), &a2_data,
|
|
{0.0f, 0.0f, 0.0f, 3.0f}},
|
|
{LAYOUT_UINT10_2, sizeof(unorm10_2_data), &unorm10_2_data,
|
|
{1023.0f, 0.0f, 512.0f, 2.0f}},
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_float_code, sizeof(vs_float_code), &vs_float);
|
|
ok(SUCCEEDED(hr), "Failed to create float vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_uint_code, sizeof(vs_uint_code), &vs_uint);
|
|
ok(SUCCEEDED(hr), "Failed to create uint vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_sint_code, sizeof(vs_sint_code), &vs_sint);
|
|
ok(SUCCEEDED(hr), "Failed to create sint vertex shader, hr %#x.\n", hr);
|
|
|
|
for (i = 0; i < LAYOUT_COUNT; ++i)
|
|
{
|
|
input_layout_desc[1].Format = layout_formats[i];
|
|
input_layout[i] = NULL;
|
|
hr = ID3D10Device_CreateInputLayout(device, input_layout_desc,
|
|
sizeof(input_layout_desc) / sizeof(*input_layout_desc),
|
|
vs_float_code, sizeof(vs_float_code), &input_layout[i]);
|
|
todo_wine_if(input_layout_desc[1].Format == DXGI_FORMAT_R10G10B10A2_UINT)
|
|
ok(SUCCEEDED(hr), "Failed to create input layout for format %#x, hr %#x.\n", layout_formats[i], hr);
|
|
}
|
|
|
|
vb_position = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
|
|
vb_attribute = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, 1024, NULL);
|
|
|
|
texture_desc.Width = 640;
|
|
texture_desc.Height = 480;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
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, &render_target);
|
|
ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
offset = 0;
|
|
stride = sizeof(*quad);
|
|
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb_position, &stride, &offset);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
D3D10_BOX box = {0, 0, 0, 1, 1, 1};
|
|
|
|
if (tests[i].layout_id == LAYOUT_UINT10_2)
|
|
continue;
|
|
|
|
assert(tests[i].layout_id < LAYOUT_COUNT);
|
|
ID3D10Device_IASetInputLayout(device, input_layout[tests[i].layout_id]);
|
|
|
|
assert(4 * tests[i].stride <= 1024);
|
|
box.right = tests[i].stride;
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb_attribute, 0,
|
|
&box, tests[i].data, 0, 0);
|
|
box.left += tests[i].stride;
|
|
box.right += tests[i].stride;
|
|
}
|
|
|
|
stride = tests[i].stride;
|
|
ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb_attribute, &stride, &offset);
|
|
|
|
switch (layout_formats[tests[i].layout_id])
|
|
{
|
|
case DXGI_FORMAT_R16G16B16A16_UINT:
|
|
case DXGI_FORMAT_R10G10B10A2_UINT:
|
|
case DXGI_FORMAT_R8G8B8A8_UINT:
|
|
ID3D10Device_VSSetShader(device, vs_uint);
|
|
break;
|
|
case DXGI_FORMAT_R16G16B16A16_SINT:
|
|
case DXGI_FORMAT_R8G8B8A8_SINT:
|
|
ID3D10Device_VSSetShader(device, vs_sint);
|
|
break;
|
|
|
|
default:
|
|
trace("Unhandled format %#x.\n", layout_formats[tests[i].layout_id]);
|
|
/* Fall through. */
|
|
case DXGI_FORMAT_R32G32B32A32_FLOAT:
|
|
case DXGI_FORMAT_R16G16B16A16_UNORM:
|
|
case DXGI_FORMAT_R16G16B16A16_SNORM:
|
|
case DXGI_FORMAT_R10G10B10A2_UNORM:
|
|
case DXGI_FORMAT_R8G8B8A8_UNORM:
|
|
case DXGI_FORMAT_R8G8B8A8_SNORM:
|
|
ID3D10Device_VSSetShader(device, vs_float);
|
|
break;
|
|
}
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
check_texture_vec4(render_target, &tests[i].expected_color, 2);
|
|
}
|
|
|
|
ID3D10Texture2D_Release(render_target);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10Buffer_Release(vb_attribute);
|
|
ID3D10Buffer_Release(vb_position);
|
|
for (i = 0; i < LAYOUT_COUNT; ++i)
|
|
{
|
|
if (input_layout[i])
|
|
ID3D10InputLayout_Release(input_layout[i]);
|
|
}
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs_float);
|
|
ID3D10VertexShader_Release(vs_uint);
|
|
ID3D10VertexShader_Release(vs_sint);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_null_sampler(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10ShaderResourceView *srv;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10SamplerState *sampler;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
return t.Sample(s, float2(position.x / 640.0f, position.y / 480.0f));
|
|
}
|
|
#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 float blue[] = {0.0f, 0.0f, 1.0f, 1.0f};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
texture_desc.Width = 64;
|
|
texture_desc.Height = 64;
|
|
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 | 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 texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv);
|
|
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, blue);
|
|
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
|
|
sampler = NULL;
|
|
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0xffff0000, 0);
|
|
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10Texture2D_Release(texture);
|
|
ID3D10PixelShader_Release(ps);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_immediate_constant_buffer(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10RenderTargetView *rtv;
|
|
unsigned int index[4] = {0};
|
|
ID3D10Texture2D *texture;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
ID3D10Buffer *cb;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
uint index;
|
|
|
|
static const int int_array[6] =
|
|
{
|
|
310, 111, 212, -513, -318, 0,
|
|
};
|
|
|
|
static const uint uint_array[6] =
|
|
{
|
|
2, 7, 0x7f800000, 0xff800000, 0x7fc00000, 0
|
|
};
|
|
|
|
static const float float_array[6] =
|
|
{
|
|
76, 83.5f, 0.5f, 0.75f, -0.5f, 0.0f,
|
|
};
|
|
|
|
float4 main() : SV_Target
|
|
{
|
|
return float4(int_array[index], uint_array[index], float_array[index], 1.0f);
|
|
}
|
|
#endif
|
|
0x43425844, 0xbad068da, 0xd631ea3c, 0x41648374, 0x3ccd0120, 0x00000001, 0x00000184, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000010c, 0x00000040, 0x00000043,
|
|
0x00001835, 0x0000001a, 0x00000136, 0x00000002, 0x42980000, 0x00000000, 0x0000006f, 0x00000007,
|
|
0x42a70000, 0x00000000, 0x000000d4, 0x7f800000, 0x3f000000, 0x00000000, 0xfffffdff, 0xff800000,
|
|
0x3f400000, 0x00000000, 0xfffffec2, 0x7fc00000, 0xbf000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2,
|
|
0x00000000, 0x02000068, 0x00000001, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000,
|
|
0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x06000056, 0x00102022,
|
|
0x00000000, 0x0090901a, 0x0010000a, 0x00000000, 0x0600002b, 0x00102012, 0x00000000, 0x0090900a,
|
|
0x0010000a, 0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0090902a, 0x0010000a, 0x00000000,
|
|
0x0100003e,
|
|
};
|
|
static struct vec4 expected_result[] =
|
|
{
|
|
{ 310.0f, 2.0f, 76.00f, 1.0f},
|
|
{ 111.0f, 7.0f, 83.50f, 1.0f},
|
|
{ 212.0f, 2139095040.0f, 0.50f, 1.0f},
|
|
{-513.0f, 4286578688.0f, 0.75f, 1.0f},
|
|
{-318.0f, 2143289344.0f, -0.50f, 1.0f},
|
|
{ 0.0f, 0.0f, 0.0f, 1.0f},
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
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);
|
|
|
|
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
|
|
|
|
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
|
|
texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
|
|
for (i = 0; i < sizeof(expected_result) / sizeof(*expected_result); ++i)
|
|
{
|
|
*index = i;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, index, 0, 0);
|
|
|
|
draw_quad(&test_context);
|
|
check_texture_vec4(texture, &expected_result[i], 0);
|
|
}
|
|
|
|
ID3D10Buffer_Release(cb);
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10Texture2D_Release(texture);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_fp_specials(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
float4 main() : SV_Target
|
|
{
|
|
return float4(0.0f / 0.0f, 1.0f / 0.0f, -1.0f / 0.0f, 1.0f);
|
|
}
|
|
#endif
|
|
0x43425844, 0x86d7f319, 0x14cde598, 0xe7ce83a8, 0x0e06f3f0, 0x00000001, 0x000000b0, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0xffc00000,
|
|
0x7f800000, 0xff800000, 0x3f800000, 0x0100003e,
|
|
};
|
|
static const struct uvec4 expected_result = {BITS_NNAN, BITS_INF, BITS_NINF, BITS_1_0};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
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);
|
|
|
|
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
|
|
texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
|
|
draw_quad(&test_context);
|
|
check_texture_uvec4(texture, &expected_result);
|
|
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10Texture2D_Release(texture);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_uint_shader_instructions(void)
|
|
{
|
|
struct shader
|
|
{
|
|
const DWORD *code;
|
|
size_t size;
|
|
};
|
|
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
ID3D10Buffer *cb;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_ftou_code[] =
|
|
{
|
|
#if 0
|
|
float f;
|
|
|
|
uint4 main() : SV_Target
|
|
{
|
|
return uint4(f, -f, 0, 0);
|
|
}
|
|
#endif
|
|
0x43425844, 0xfde0ee2d, 0x812b339a, 0xb9fc36d2, 0x5820bec6, 0x00000001, 0x000000f4, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000007c, 0x00000040, 0x0000001f,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x0600001c,
|
|
0x00102012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0700001c, 0x00102022, 0x00000000,
|
|
0x8020800a, 0x00000041, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_not_code[] =
|
|
{
|
|
#if 0
|
|
uint2 bits;
|
|
|
|
uint4 main() : SV_Target
|
|
{
|
|
return uint4(~bits.x, ~(bits.x ^ ~0u), ~bits.y, ~(bits.y ^ ~0u));
|
|
}
|
|
#endif
|
|
0x43425844, 0xaed0fd26, 0xf719a878, 0xc832efd6, 0xba03c264, 0x00000001, 0x00000100, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000088, 0x00000040, 0x00000022,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
|
0x00000001, 0x0b000057, 0x00100032, 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00004002,
|
|
0xffffffff, 0xffffffff, 0x00000000, 0x00000000, 0x0500003b, 0x001020a2, 0x00000000, 0x00100406,
|
|
0x00000000, 0x0600003b, 0x00102052, 0x00000000, 0x00208106, 0x00000000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const struct shader ps_ftou = {ps_ftou_code, sizeof(ps_ftou_code)};
|
|
static const struct shader ps_not = {ps_not_code, sizeof(ps_not_code)};
|
|
static const struct
|
|
{
|
|
const struct shader *ps;
|
|
unsigned int bits[4];
|
|
struct uvec4 expected_result;
|
|
BOOL todo;
|
|
}
|
|
tests[] =
|
|
{
|
|
{&ps_ftou, {BITS_NNAN}, { 0, 0}},
|
|
{&ps_ftou, {BITS_NAN}, { 0, 0}},
|
|
{&ps_ftou, {BITS_NINF}, { 0, ~0u}},
|
|
{&ps_ftou, {BITS_INF}, {~0u, 0}},
|
|
{&ps_ftou, {BITS_N1_0}, { 0, 1}},
|
|
{&ps_ftou, {BITS_1_0}, { 1, 0}},
|
|
|
|
{&ps_not, {0x00000000, 0xffffffff}, {0xffffffff, 0x00000000, 0x00000000, 0xffffffff}},
|
|
{&ps_not, {0xf0f0f0f0, 0x0f0f0f0f}, {0x0f0f0f0f, 0xf0f0f0f0, 0xf0f0f0f0, 0x0f0f0f0f}},
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(tests[0].bits), NULL);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
|
|
|
|
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
|
|
texture_desc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
hr = ID3D10Device_CreatePixelShader(device, tests[i].ps->code, tests[i].ps->size, &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, tests[i].bits, 0, 0);
|
|
|
|
draw_quad(&test_context);
|
|
todo_wine_if(tests[i].todo)
|
|
check_texture_uvec4(texture, &tests[i].expected_result);
|
|
|
|
ID3D10PixelShader_Release(ps);
|
|
}
|
|
|
|
ID3D10Buffer_Release(cb);
|
|
ID3D10Texture2D_Release(texture);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_index_buffer_offset(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10Buffer *vb, *ib, *so_buffer;
|
|
ID3D10InputLayout *input_layout;
|
|
struct resource_readback rb;
|
|
ID3D10GeometryShader *gs;
|
|
const struct vec4 *data;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10Device *device;
|
|
UINT stride, offset;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
void main(float4 position : SV_POSITION, float4 attrib : ATTRIB,
|
|
out float4 out_position : SV_Position, out float4 out_attrib : ATTRIB)
|
|
{
|
|
out_position = position;
|
|
out_attrib = attrib;
|
|
}
|
|
#endif
|
|
0x43425844, 0xd7716716, 0xe23207f3, 0xc8af57c0, 0x585e2919, 0x00000001, 0x00000144, 0x00000003,
|
|
0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52545441, 0xab004249,
|
|
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
|
|
0x505f5653, 0x7469736f, 0x006e6f69, 0x52545441, 0xab004249, 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 gs_code[] =
|
|
{
|
|
#if 0
|
|
struct vertex
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float4 attrib : ATTRIB;
|
|
};
|
|
|
|
[maxvertexcount(1)]
|
|
void main(point vertex input[1], inout PointStream<vertex> output)
|
|
{
|
|
output.Append(input[0]);
|
|
output.RestartStrip();
|
|
}
|
|
#endif
|
|
0x43425844, 0x3d1dc497, 0xdf450406, 0x284ab03b, 0xa4ec0fd6, 0x00000001, 0x00000170, 0x00000003,
|
|
0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52545441, 0xab004249,
|
|
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
|
|
0x505f5653, 0x5449534f, 0x004e4f49, 0x52545441, 0xab004249, 0x52444853, 0x00000094, 0x00020040,
|
|
0x00000025, 0x05000061, 0x002010f2, 0x00000001, 0x00000000, 0x00000001, 0x0400005f, 0x002010f2,
|
|
0x00000001, 0x00000001, 0x0100085d, 0x0100085c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x03000065, 0x001020f2, 0x00000001, 0x0200005e, 0x00000001, 0x06000036, 0x001020f2, 0x00000000,
|
|
0x00201e46, 0x00000000, 0x00000000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000,
|
|
0x00000001, 0x01000013, 0x01000009, 0x0100003e,
|
|
};
|
|
static const D3D10_INPUT_ELEMENT_DESC input_desc[] =
|
|
{
|
|
{"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
{"ATTRIB", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const D3D10_SO_DECLARATION_ENTRY so_declaration[] =
|
|
{
|
|
{"SV_Position", 0, 0, 4, 0},
|
|
{"ATTRIB", 0, 0, 4, 0},
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec4 position;
|
|
struct vec4 attrib;
|
|
}
|
|
vertices[] =
|
|
{
|
|
{{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f}},
|
|
{{-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f}},
|
|
{{ 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f}},
|
|
{{ 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f}},
|
|
};
|
|
static const unsigned int indices[] =
|
|
{
|
|
0, 1, 2, 3,
|
|
3, 2, 1, 0,
|
|
1, 3, 2, 0,
|
|
};
|
|
static const struct vec4 expected_data[] =
|
|
{
|
|
{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f},
|
|
{-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f},
|
|
{ 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f},
|
|
{ 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f},
|
|
|
|
{ 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f},
|
|
{ 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f},
|
|
{-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f},
|
|
{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f},
|
|
|
|
{-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f},
|
|
{ 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f},
|
|
{ 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f},
|
|
{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f},
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
hr = ID3D10Device_CreateInputLayout(device, input_desc, sizeof(input_desc) / sizeof(*input_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
stride = 32;
|
|
hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code),
|
|
so_declaration, sizeof(so_declaration) / sizeof(*so_declaration),
|
|
stride, &gs);
|
|
todo_wine ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
|
|
if (FAILED(hr)) goto cleanup;
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
|
|
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
|
|
ib = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices), indices);
|
|
so_buffer = create_buffer(device, D3D10_BIND_STREAM_OUTPUT, 1024, NULL);
|
|
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
ID3D10Device_GSSetShader(device, gs);
|
|
|
|
ID3D10Device_IASetInputLayout(device, input_layout);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
|
|
stride = sizeof(*vertices);
|
|
offset = 0;
|
|
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
|
|
|
|
offset = 0;
|
|
ID3D10Device_SOSetTargets(device, 1, &so_buffer, &offset);
|
|
|
|
ID3D10Device_IASetIndexBuffer(device, ib, DXGI_FORMAT_R32_UINT, 0);
|
|
ID3D10Device_DrawIndexed(device, 4, 0, 0);
|
|
|
|
ID3D10Device_IASetIndexBuffer(device, ib, DXGI_FORMAT_R32_UINT, 4 * sizeof(*indices));
|
|
ID3D10Device_DrawIndexed(device, 4, 0, 0);
|
|
|
|
ID3D10Device_IASetIndexBuffer(device, ib, DXGI_FORMAT_R32_UINT, 8 * sizeof(*indices));
|
|
ID3D10Device_DrawIndexed(device, 4, 0, 0);
|
|
|
|
get_buffer_readback(so_buffer, &rb);
|
|
for (i = 0; i < sizeof(expected_data) / sizeof(*expected_data); ++i)
|
|
{
|
|
data = get_readback_vec4(&rb, i, 0);
|
|
ok(compare_vec4(data, &expected_data[i], 0),
|
|
"Got unexpected result {%.8e, %.8e, %.8e, %.8e} at %u.\n",
|
|
data->x, data->y, data->z, data->w, i);
|
|
}
|
|
release_resource_readback(&rb);
|
|
|
|
ID3D10Buffer_Release(so_buffer);
|
|
ID3D10Buffer_Release(ib);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10GeometryShader_Release(gs);
|
|
cleanup:
|
|
ID3D10InputLayout_Release(input_layout);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_face_culling(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_RASTERIZER_DESC rasterizer_desc;
|
|
ID3D10RasterizerState *state;
|
|
ID3D10Buffer *cw_vb, *ccw_vb;
|
|
ID3D10Device *device;
|
|
BOOL broken_warp;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(uint front : SV_IsFrontFace) : SV_Target
|
|
{
|
|
return (front == ~0u) ? float4(0.0f, 1.0f, 0.0f, 1.0f) : float4(0.0f, 0.0f, 1.0f, 1.0f);
|
|
}
|
|
#endif
|
|
0x43425844, 0x92002fad, 0xc5c620b9, 0xe7a154fb, 0x78b54e63, 0x00000001, 0x00000128, 0x00000003,
|
|
0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000009, 0x00000001, 0x00000000, 0x00000101, 0x495f5653, 0x6f724673, 0x6146746e,
|
|
0xab006563, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000088,
|
|
0x00000040, 0x00000022, 0x04000863, 0x00101012, 0x00000000, 0x00000009, 0x03000065, 0x001020f2,
|
|
0x00000000, 0x02000068, 0x00000001, 0x07000020, 0x00100012, 0x00000000, 0x0010100a, 0x00000000,
|
|
0x00004001, 0xffffffff, 0x0f000037, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00004002,
|
|
0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000,
|
|
0x3f800000, 0x0100003e,
|
|
};
|
|
static const struct vec2 ccw_quad[] =
|
|
{
|
|
{-1.0f, 1.0f},
|
|
{-1.0f, -1.0f},
|
|
{ 1.0f, 1.0f},
|
|
{ 1.0f, -1.0f},
|
|
};
|
|
static const struct
|
|
{
|
|
D3D10_CULL_MODE cull_mode;
|
|
BOOL front_ccw;
|
|
BOOL expected_cw;
|
|
BOOL expected_ccw;
|
|
}
|
|
tests[] =
|
|
{
|
|
{D3D10_CULL_NONE, FALSE, TRUE, TRUE},
|
|
{D3D10_CULL_NONE, TRUE, TRUE, TRUE},
|
|
{D3D10_CULL_FRONT, FALSE, FALSE, TRUE},
|
|
{D3D10_CULL_FRONT, TRUE, TRUE, FALSE},
|
|
{D3D10_CULL_BACK, FALSE, TRUE, FALSE},
|
|
{D3D10_CULL_BACK, TRUE, FALSE, TRUE},
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
|
|
|
|
cw_vb = test_context.vb;
|
|
ccw_vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(ccw_quad), ccw_quad);
|
|
|
|
test_context.vb = ccw_vb;
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, 0xff0000ff, 0);
|
|
|
|
rasterizer_desc.FillMode = D3D10_FILL_SOLID;
|
|
rasterizer_desc.CullMode = D3D10_CULL_BACK;
|
|
rasterizer_desc.FrontCounterClockwise = FALSE;
|
|
rasterizer_desc.DepthBias = 0;
|
|
rasterizer_desc.DepthBiasClamp = 0.0f;
|
|
rasterizer_desc.SlopeScaledDepthBias = 0.0f;
|
|
rasterizer_desc.DepthClipEnable = TRUE;
|
|
rasterizer_desc.ScissorEnable = FALSE;
|
|
rasterizer_desc.MultisampleEnable = FALSE;
|
|
rasterizer_desc.AntialiasedLineEnable = FALSE;
|
|
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
rasterizer_desc.CullMode = tests[i].cull_mode;
|
|
rasterizer_desc.FrontCounterClockwise = tests[i].front_ccw;
|
|
hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create rasterizer state, hr %#x.\n", i, hr);
|
|
|
|
ID3D10Device_RSSetState(device, state);
|
|
|
|
test_context.vb = cw_vb;
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, tests[i].expected_cw ? 0xff00ff00 : 0xff0000ff, 0);
|
|
|
|
test_context.vb = ccw_vb;
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, tests[i].expected_ccw ? 0xff00ff00 : 0xff0000ff, 0);
|
|
|
|
ID3D10RasterizerState_Release(state);
|
|
}
|
|
|
|
broken_warp = is_warp_device(device) && !is_d3d11_interface_available(device);
|
|
|
|
/* Test SV_IsFrontFace. */
|
|
ID3D10PixelShader_Release(test_context.ps);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &test_context.ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
rasterizer_desc.CullMode = D3D10_CULL_NONE;
|
|
rasterizer_desc.FrontCounterClockwise = FALSE;
|
|
hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
ID3D10Device_RSSetState(device, state);
|
|
|
|
test_context.vb = cw_vb;
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
|
|
test_context.vb = ccw_vb;
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
if (!broken_warp)
|
|
check_texture_color(test_context.backbuffer, 0xffff0000, 0);
|
|
else
|
|
win_skip("Broken WARP.\n");
|
|
|
|
ID3D10RasterizerState_Release(state);
|
|
|
|
rasterizer_desc.CullMode = D3D10_CULL_NONE;
|
|
rasterizer_desc.FrontCounterClockwise = TRUE;
|
|
hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
ID3D10Device_RSSetState(device, state);
|
|
|
|
test_context.vb = cw_vb;
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
if (!broken_warp)
|
|
check_texture_color(test_context.backbuffer, 0xffff0000 , 0);
|
|
else
|
|
win_skip("Broken WARP.\n");
|
|
test_context.vb = ccw_vb;
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
|
|
|
|
ID3D10RasterizerState_Release(state);
|
|
|
|
test_context.vb = cw_vb;
|
|
ID3D10Buffer_Release(ccw_vb);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_line_antialiasing_blending(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10RasterizerState *rasterizer_state;
|
|
D3D10_RASTERIZER_DESC rasterizer_desc;
|
|
ID3D10BlendState *blend_state;
|
|
D3D10_BLEND_DESC blend_desc;
|
|
ID3D10Device *device;
|
|
HRESULT hr;
|
|
|
|
static const struct vec4 red = {1.0f, 0.0f, 0.0f, 0.8f};
|
|
static const struct vec4 green = {0.0f, 1.0f, 0.0f, 0.5f};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
memset(&blend_desc, 0, sizeof(blend_desc));
|
|
blend_desc.AlphaToCoverageEnable = FALSE;
|
|
blend_desc.BlendEnable[0] = TRUE;
|
|
blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
|
blend_desc.DestBlend = D3D10_BLEND_DEST_ALPHA;
|
|
blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
|
|
blend_desc.SrcBlendAlpha = D3D10_BLEND_SRC_ALPHA;
|
|
blend_desc.DestBlendAlpha = D3D10_BLEND_DEST_ALPHA;
|
|
blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
|
blend_desc.RenderTargetWriteMask[0] = 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);
|
|
ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, 0xe2007fcc, 1);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &green.x);
|
|
draw_color_quad(&test_context, &red);
|
|
check_texture_color(test_context.backbuffer, 0xe2007fcc, 1);
|
|
|
|
ID3D10Device_OMSetBlendState(device, NULL, NULL, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10BlendState_Release(blend_state);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, 0x7f00ff00, 1);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &green.x);
|
|
draw_color_quad(&test_context, &red);
|
|
check_texture_color(test_context.backbuffer, 0xcc0000ff, 1);
|
|
|
|
rasterizer_desc.FillMode = D3D10_FILL_SOLID;
|
|
rasterizer_desc.CullMode = D3D10_CULL_BACK;
|
|
rasterizer_desc.FrontCounterClockwise = FALSE;
|
|
rasterizer_desc.DepthBias = 0;
|
|
rasterizer_desc.DepthBiasClamp = 0.0f;
|
|
rasterizer_desc.SlopeScaledDepthBias = 0.0f;
|
|
rasterizer_desc.DepthClipEnable = TRUE;
|
|
rasterizer_desc.ScissorEnable = FALSE;
|
|
rasterizer_desc.MultisampleEnable = FALSE;
|
|
rasterizer_desc.AntialiasedLineEnable = TRUE;
|
|
|
|
hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rasterizer_state);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
ID3D10Device_RSSetState(device, rasterizer_state);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, 0x7f00ff00, 1);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &green.x);
|
|
draw_color_quad(&test_context, &red);
|
|
check_texture_color(test_context.backbuffer, 0xcc0000ff, 1);
|
|
|
|
ID3D10RasterizerState_Release(rasterizer_state);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void check_format_support(const unsigned int *format_support,
|
|
const struct format_support *formats, unsigned int format_count,
|
|
unsigned int feature_flag, const char *feature_name)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < format_count; ++i)
|
|
{
|
|
DXGI_FORMAT format = formats[i].format;
|
|
unsigned int supported = format_support[format] & feature_flag;
|
|
|
|
if (formats[i].optional)
|
|
{
|
|
if (supported)
|
|
trace("Optional format %#x - %s supported.\n", format, feature_name);
|
|
continue;
|
|
}
|
|
|
|
ok(supported, "Format %#x - %s supported, format support %#x.\n",
|
|
format, feature_name, format_support[format]);
|
|
}
|
|
}
|
|
|
|
static void test_required_format_support(void)
|
|
{
|
|
unsigned int format_support[DXGI_FORMAT_B4G4R4A4_UNORM + 1];
|
|
ID3D10Device *device;
|
|
DXGI_FORMAT format;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
static const struct format_support index_buffers[] =
|
|
{
|
|
{DXGI_FORMAT_R32_UINT},
|
|
{DXGI_FORMAT_R16_UINT},
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
memset(format_support, 0, sizeof(format_support));
|
|
for (format = DXGI_FORMAT_UNKNOWN; format <= DXGI_FORMAT_B4G4R4A4_UNORM; ++format)
|
|
{
|
|
hr = ID3D10Device_CheckFormatSupport(device, format, &format_support[format]);
|
|
todo_wine ok(hr == S_OK || (hr == E_FAIL && !format_support[format]),
|
|
"Got unexpected result for format %#x: hr %#x, format_support %#x.\n",
|
|
format, hr, format_support[format]);
|
|
}
|
|
if (hr == E_NOTIMPL)
|
|
{
|
|
skip("CheckFormatSupport not implemented.\n");
|
|
ID3D10Device_Release(device);
|
|
return;
|
|
}
|
|
|
|
check_format_support(format_support, index_buffers,
|
|
sizeof(index_buffers) / sizeof(*index_buffers),
|
|
D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER, "index buffer");
|
|
|
|
check_format_support(format_support, display_format_support,
|
|
sizeof(display_format_support) / sizeof(*display_format_support),
|
|
D3D10_FORMAT_SUPPORT_DISPLAY, "display");
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_ddy(void)
|
|
{
|
|
static const struct
|
|
{
|
|
struct vec4 position;
|
|
unsigned int color;
|
|
}
|
|
quad[] =
|
|
{
|
|
{{-1.0f, -1.0f, 0.0f, 1.0f}, 0x00ff0000},
|
|
{{-1.0f, 1.0f, 0.0f, 1.0f}, 0x0000ff00},
|
|
{{ 1.0f, -1.0f, 0.0f, 1.0f}, 0x00ff0000},
|
|
{{ 1.0f, 1.0f, 0.0f, 1.0f}, 0x0000ff00},
|
|
};
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
#if 0
|
|
struct vs_data
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
void main(in struct vs_data vs_input, out struct vs_data vs_output)
|
|
{
|
|
vs_output.pos = vs_input.pos;
|
|
vs_output.color = vs_input.color;
|
|
}
|
|
#endif
|
|
static const DWORD vs_code[] =
|
|
{
|
|
0x43425844, 0xd5b32785, 0x35332906, 0x4d05e031, 0xf66a58af, 0x00000001, 0x00000144, 0x00000003,
|
|
0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
|
|
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
|
|
0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040,
|
|
0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067,
|
|
0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2,
|
|
0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001,
|
|
0x0100003e,
|
|
};
|
|
#if 0
|
|
struct ps_data
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 main(struct ps_data ps_input) : SV_Target
|
|
{
|
|
return ddy(ps_input.color) * 240.0 + 0.5;
|
|
}
|
|
#endif
|
|
static const DWORD ps_code[] =
|
|
{
|
|
0x43425844, 0x423712f6, 0x786c59c2, 0xa6023c60, 0xb79faad2, 0x00000001, 0x00000138, 0x00000003,
|
|
0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000007c, 0x00000040,
|
|
0x0000001f, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
|
0x00000001, 0x0500000c, 0x001000f2, 0x00000000, 0x00101e46, 0x00000001, 0x0f000032, 0x001020f2,
|
|
0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x43700000, 0x43700000, 0x43700000, 0x43700000,
|
|
0x00004002, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, 0x0100003e,
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10InputLayout *input_layout;
|
|
unsigned int stride, offset;
|
|
struct resource_readback rb;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
ID3D10Buffer *vb;
|
|
DWORD color;
|
|
HRESULT hr;
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_IASetInputLayout(device, input_layout);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quad);
|
|
offset = 0;
|
|
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, red);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
|
|
get_texture_readback(texture, 0, &rb);
|
|
color = get_readback_color(&rb, 320, 190);
|
|
ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_readback_color(&rb, 255, 240);
|
|
ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_readback_color(&rb, 320, 240);
|
|
ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_readback_color(&rb, 385, 240);
|
|
ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_readback_color(&rb, 320, 290);
|
|
ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
release_resource_readback(&rb);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, NULL);
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
|
|
get_texture_readback(test_context.backbuffer, 0, &rb);
|
|
color = get_readback_color(&rb, 320, 190);
|
|
ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_readback_color(&rb, 255, 240);
|
|
ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_readback_color(&rb, 320, 240);
|
|
ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_readback_color(&rb, 385, 240);
|
|
ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_readback_color(&rb, 320, 290);
|
|
ok(compare_color(color, 0x7fff007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
release_resource_readback(&rb);
|
|
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10Texture2D_Release(texture);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_shader_input_registers_limits(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
ID3D10ShaderResourceView *srv;
|
|
ID3D10SamplerState *sampler;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_last_register_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t : register(t127);
|
|
SamplerState s : register(s15);
|
|
|
|
void main(out float4 target : SV_Target)
|
|
{
|
|
target = t.Sample(s, float2(0, 0));
|
|
}
|
|
#endif
|
|
0x43425844, 0xd81ff2f8, 0x8c704b9c, 0x8c6f4857, 0xd02949ac, 0x00000001, 0x000000dc, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000064, 0x00000040, 0x00000019,
|
|
0x0300005a, 0x00106000, 0x0000000f, 0x04001858, 0x00107000, 0x0000007f, 0x00005555, 0x03000065,
|
|
0x001020f2, 0x00000000, 0x0c000045, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00107e46, 0x0000007f, 0x00106000, 0x0000000f, 0x0100003e,
|
|
};
|
|
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
static const DWORD texture_data[] = {0xff00ff00};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
texture_desc.Width = 1;
|
|
texture_desc.Height = 1;
|
|
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;
|
|
|
|
resource_data.pSysMem = texture_data;
|
|
resource_data.SysMemPitch = sizeof(texture_data);
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &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);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_last_register_code, sizeof(ps_last_register_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
ID3D10Device_PSSetShaderResources(device,
|
|
D3D10_COMMONSHADER_INPUT_RESOURCE_REGISTER_COUNT - 1, 1, &srv);
|
|
ID3D10Device_PSSetSamplers(device, D3D10_COMMONSHADER_SAMPLER_REGISTER_COUNT - 1, 1, &sampler);
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
|
|
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10SamplerState_Release(sampler);
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
ID3D10Texture2D_Release(texture);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_stencil_separate(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
D3D10_DEPTH_STENCIL_DESC ds_desc;
|
|
ID3D10DepthStencilState *ds_state;
|
|
ID3D10DepthStencilView *ds_view;
|
|
D3D10_RASTERIZER_DESC rs_desc;
|
|
ID3D10RasterizerState *rs;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10Device *device;
|
|
HRESULT hr;
|
|
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
|
|
static const struct vec2 ccw_quad[] =
|
|
{
|
|
{-1.0f, -1.0f},
|
|
{ 1.0f, -1.0f},
|
|
{-1.0f, 1.0f},
|
|
{ 1.0f, 1.0f},
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
texture_desc.Width = 640;
|
|
texture_desc.Height = 480;
|
|
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 texture, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &ds_view);
|
|
ok(SUCCEEDED(hr), "Failed to create depth stencil view, 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 = TRUE;
|
|
ds_desc.StencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK;
|
|
ds_desc.StencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK;
|
|
ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_ZERO;
|
|
ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_ZERO;
|
|
ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_ZERO;
|
|
ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_NEVER;
|
|
ds_desc.BackFace.StencilFailOp = D3D10_STENCIL_OP_ZERO;
|
|
ds_desc.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_ZERO;
|
|
ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_ZERO;
|
|
ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
|
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state);
|
|
ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr);
|
|
|
|
rs_desc.FillMode = D3D10_FILL_SOLID;
|
|
rs_desc.CullMode = D3D10_CULL_NONE;
|
|
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;
|
|
ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
ID3D10Device_ClearDepthStencilView(device, ds_view, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, ds_view);
|
|
ID3D10Device_OMSetDepthStencilState(device, ds_state, 0);
|
|
ID3D10Device_RSSetState(device, rs);
|
|
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
|
|
|
|
ID3D10Buffer_Release(test_context.vb);
|
|
test_context.vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(ccw_quad), ccw_quad);
|
|
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
|
|
|
|
ID3D10RasterizerState_Release(rs);
|
|
rs_desc.FrontCounterClockwise = TRUE;
|
|
ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
ID3D10Device_RSSetState(device, rs);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
draw_color_quad(&test_context, &green);
|
|
check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
|
|
|
|
ID3D10DepthStencilState_Release(ds_state);
|
|
ID3D10DepthStencilView_Release(ds_view);
|
|
ID3D10RasterizerState_Release(rs);
|
|
ID3D10Texture2D_Release(texture);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_sm4_ret_instruction(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10PixelShader *ps;
|
|
struct uvec4 constant;
|
|
ID3D10Device *device;
|
|
ID3D10Buffer *cb;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
uint c;
|
|
|
|
float4 main() : SV_TARGET
|
|
{
|
|
if (c == 1)
|
|
return float4(1, 0, 0, 1);
|
|
if (c == 2)
|
|
return float4(0, 1, 0, 1);
|
|
if (c == 3)
|
|
return float4(0, 0, 1, 1);
|
|
return float4(1, 1, 1, 1);
|
|
}
|
|
#endif
|
|
0x43425844, 0x9ee6f808, 0xe74009f3, 0xbb1adaf2, 0x432e97b5, 0x00000001, 0x000001c4, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000014c, 0x00000040, 0x00000053,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
|
0x00000001, 0x08000020, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001,
|
|
0x00000001, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
|
|
0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, 0x01000015, 0x08000020, 0x00100012,
|
|
0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x00004001, 0x00000002, 0x0304001f, 0x0010000a,
|
|
0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x00000000,
|
|
0x3f800000, 0x0100003e, 0x01000015, 0x08000020, 0x00100012, 0x00000000, 0x0020800a, 0x00000000,
|
|
0x00000000, 0x00004001, 0x00000003, 0x0304001f, 0x0010000a, 0x00000000, 0x08000036, 0x001020f2,
|
|
0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x0100003e, 0x01000015,
|
|
0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
|
|
0x0100003e,
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create shader, hr %#x.\n", hr);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
memset(&constant, 0, sizeof(constant));
|
|
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
|
|
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0xffffffff, 0);
|
|
|
|
constant.x = 1;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0xff0000ff, 0);
|
|
|
|
constant.x = 2;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
|
|
|
|
constant.x = 3;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0xffff0000, 0);
|
|
|
|
constant.x = 4;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
|
|
draw_quad(&test_context);
|
|
check_texture_color(test_context.backbuffer, 0xffffffff, 0);
|
|
|
|
ID3D10Buffer_Release(cb);
|
|
ID3D10PixelShader_Release(ps);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_primitive_restart(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10Buffer *ib32, *ib16, *vb;
|
|
unsigned int stride, offset;
|
|
ID3D10InputLayout *layout;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
RECT rect;
|
|
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_Position;
|
|
float4 color : color;
|
|
};
|
|
|
|
float4 main(vs_out input) : SV_TARGET
|
|
{
|
|
return input.color;
|
|
}
|
|
#endif
|
|
0x43425844, 0x119e48d1, 0x468aecb3, 0x0a405be5, 0x4e203b82, 0x00000001, 0x000000f4, 0x00000003,
|
|
0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f63, 0xabab0072,
|
|
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 DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_Position;
|
|
float4 color : color;
|
|
};
|
|
|
|
void main(float4 position : POSITION, uint vertex_id : SV_VertexID, out vs_out output)
|
|
{
|
|
output.position = position;
|
|
output.color = vertex_id < 4 ? float4(0.0, 1.0, 1.0, 1.0) : float4(1.0, 0.0, 0.0, 1.0);
|
|
}
|
|
#endif
|
|
0x43425844, 0x2fa57573, 0xdb71c15f, 0x2641b028, 0xa8f87ccc, 0x00000001, 0x00000198, 0x00000003,
|
|
0x0000002c, 0x00000084, 0x000000d8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000006,
|
|
0x00000001, 0x00000001, 0x00000101, 0x49534f50, 0x4e4f4954, 0x5f565300, 0x74726556, 0x44497865,
|
|
0xababab00, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001,
|
|
0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
|
|
0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f63, 0xabab0072, 0x52444853, 0x000000b8,
|
|
0x00010040, 0x0000002e, 0x0300005f, 0x001010f2, 0x00000000, 0x04000060, 0x00101012, 0x00000001,
|
|
0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001,
|
|
0x02000068, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0700004f,
|
|
0x00100012, 0x00000000, 0x0010100a, 0x00000001, 0x00004001, 0x00000004, 0x0f000037, 0x001020f2,
|
|
0x00000001, 0x00100006, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000,
|
|
0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
|
|
};
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const struct vec2 vertices[] =
|
|
{
|
|
{-1.00f, -1.0f},
|
|
{-1.00f, 1.0f},
|
|
{-0.25f, -1.0f},
|
|
{-0.25f, 1.0f},
|
|
{ 0.25f, -1.0f},
|
|
{ 0.25f, 1.0f},
|
|
{ 1.00f, -1.0f},
|
|
{ 1.00f, 1.0f},
|
|
};
|
|
static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
static const unsigned short indices16[] =
|
|
{
|
|
0, 1, 2, 3, 0xffff, 4, 5, 6, 7
|
|
};
|
|
static const unsigned int indices32[] =
|
|
{
|
|
0, 1, 2, 3, 0xffffffff, 4, 5, 6, 7
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
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 return pixel shader, hr %#x.\n", hr);
|
|
|
|
ib16 = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices16), indices16);
|
|
ib32 = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices32), indices32);
|
|
|
|
hr = ID3D10Device_CreateInputLayout(device, layout_desc,
|
|
sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
|
|
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
ID3D10Device_IASetInputLayout(device, layout);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*vertices);
|
|
offset = 0;
|
|
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
|
|
|
|
for (i = 0; i < 2; ++i)
|
|
{
|
|
if (!i)
|
|
ID3D10Device_IASetIndexBuffer(device, ib32, DXGI_FORMAT_R32_UINT, 0);
|
|
else
|
|
ID3D10Device_IASetIndexBuffer(device, ib16, DXGI_FORMAT_R16_UINT, 0);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, black);
|
|
ID3D10Device_DrawIndexed(device, 9, 0, 0);
|
|
SetRect(&rect, 0, 0, 240, 480);
|
|
check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, 0xffffff00, 1);
|
|
SetRect(&rect, 240, 0, 400, 480);
|
|
check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, 0x00000000, 1);
|
|
SetRect(&rect, 400, 0, 640, 480);
|
|
check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, 0xff0000ff, 1);
|
|
}
|
|
|
|
ID3D10Buffer_Release(ib16);
|
|
ID3D10Buffer_Release(ib32);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(layout);
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_resinfo_instruction(void)
|
|
{
|
|
struct shader
|
|
{
|
|
const DWORD *code;
|
|
size_t size;
|
|
};
|
|
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_TEXTURE3D_DESC texture3d_desc;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
const struct shader *current_ps;
|
|
ID3D10ShaderResourceView *srv;
|
|
ID3D10Texture2D *rtv_texture;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10Resource *texture;
|
|
struct uvec4 constant;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
unsigned int i, type;
|
|
ID3D10Buffer *cb;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_2d_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
|
|
uint type;
|
|
uint level;
|
|
|
|
float4 main() : SV_TARGET
|
|
{
|
|
if (!type)
|
|
{
|
|
float width, height, miplevels;
|
|
t.GetDimensions(level, width, height, miplevels);
|
|
return float4(width, height, miplevels, 0);
|
|
}
|
|
else
|
|
{
|
|
uint width, height, miplevels;
|
|
t.GetDimensions(level, width, height, miplevels);
|
|
return float4(width, height, miplevels, 0);
|
|
}
|
|
}
|
|
#endif
|
|
0x43425844, 0x9c2db58d, 0x7218d757, 0x23255414, 0xaa86938e, 0x00000001, 0x00000168, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
|
|
0x00000000, 0x0800003d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
|
|
0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082,
|
|
0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000,
|
|
0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102072, 0x00000000,
|
|
0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e,
|
|
0x01000015, 0x0100003e,
|
|
};
|
|
static const struct shader ps_2d = {ps_2d_code, sizeof(ps_2d_code)};
|
|
static const DWORD ps_2d_array_code[] =
|
|
{
|
|
#if 0
|
|
Texture2DArray t;
|
|
|
|
uint type;
|
|
uint level;
|
|
|
|
float4 main() : SV_TARGET
|
|
{
|
|
if (!type)
|
|
{
|
|
float width, height, elements, miplevels;
|
|
t.GetDimensions(level, width, height, elements, miplevels);
|
|
return float4(width, height, elements, miplevels);
|
|
}
|
|
else
|
|
{
|
|
uint width, height, elements, miplevels;
|
|
t.GetDimensions(level, width, height, elements, miplevels);
|
|
return float4(width, height, elements, miplevels);
|
|
}
|
|
}
|
|
#endif
|
|
0x43425844, 0x92cd8789, 0x38e359ac, 0xd65ab502, 0xa018a5ae, 0x00000001, 0x0000012c, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000b4, 0x00000040, 0x0000002d,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04004058, 0x00107000, 0x00000000, 0x00005555,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
|
|
0x00000000, 0x0800003d, 0x001020f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
|
|
0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000,
|
|
0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x0100003e, 0x01000015, 0x0100003e,
|
|
};
|
|
static const struct shader ps_2d_array = {ps_2d_array_code, sizeof(ps_2d_array_code)};
|
|
static const DWORD ps_3d_code[] =
|
|
{
|
|
#if 0
|
|
Texture3D t;
|
|
|
|
uint type;
|
|
uint level;
|
|
|
|
float4 main() : SV_TARGET
|
|
{
|
|
if (!type)
|
|
{
|
|
float width, height, depth, miplevels;
|
|
t.GetDimensions(level, width, height, depth, miplevels);
|
|
return float4(width, height, depth, miplevels);
|
|
}
|
|
else
|
|
{
|
|
uint width, height, depth, miplevels;
|
|
t.GetDimensions(level, width, height, depth, miplevels);
|
|
return float4(width, height, depth, miplevels);
|
|
}
|
|
}
|
|
#endif
|
|
0x43425844, 0xac1f73b9, 0x2bce1322, 0x82c599e6, 0xbff0d681, 0x00000001, 0x0000012c, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000b4, 0x00000040, 0x0000002d,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002858, 0x00107000, 0x00000000, 0x00005555,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
|
|
0x00000000, 0x0800003d, 0x001020f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
|
|
0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000,
|
|
0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x0100003e, 0x01000015, 0x0100003e,
|
|
};
|
|
static const struct shader ps_3d = {ps_3d_code, sizeof(ps_3d_code)};
|
|
static const DWORD ps_cube_code[] =
|
|
{
|
|
#if 0
|
|
TextureCube t;
|
|
|
|
uint type;
|
|
uint level;
|
|
|
|
float4 main() : SV_TARGET
|
|
{
|
|
if (!type)
|
|
{
|
|
float width, height, miplevels;
|
|
t.GetDimensions(level, width, height, miplevels);
|
|
return float4(width, height, miplevels, 0);
|
|
}
|
|
else
|
|
{
|
|
uint width, height, miplevels;
|
|
t.GetDimensions(level, width, height, miplevels);
|
|
return float4(width, height, miplevels, 0);
|
|
}
|
|
}
|
|
#endif
|
|
0x43425844, 0x795eb161, 0xb8291400, 0xcc531086, 0x2a8143ce, 0x00000001, 0x00000168, 0x00000003,
|
|
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c,
|
|
0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04003058, 0x00107000, 0x00000000, 0x00005555,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0400001f, 0x0020800a, 0x00000000,
|
|
0x00000000, 0x0800003d, 0x001000f2, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x00107e46,
|
|
0x00000000, 0x05000036, 0x00102072, 0x00000000, 0x00100346, 0x00000000, 0x05000036, 0x00102082,
|
|
0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000012, 0x0800103d, 0x001000f2, 0x00000000,
|
|
0x0020801a, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x00102072, 0x00000000,
|
|
0x00100346, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x00000000, 0x0100003e,
|
|
0x01000015, 0x0100003e,
|
|
};
|
|
static const struct shader ps_cube = {ps_cube_code, sizeof(ps_cube_code)};
|
|
static const struct test
|
|
{
|
|
const struct shader *ps;
|
|
struct
|
|
{
|
|
unsigned int width;
|
|
unsigned int height;
|
|
unsigned int depth;
|
|
unsigned int miplevel_count;
|
|
unsigned int array_size;
|
|
unsigned int cube_count;
|
|
} texture_desc;
|
|
unsigned int miplevel;
|
|
struct vec4 expected_result;
|
|
}
|
|
tests[] =
|
|
{
|
|
{&ps_2d, {64, 64, 1, 1, 1, 0}, 0, {64.0f, 64.0f, 1.0f, 0.0f}},
|
|
{&ps_2d, {32, 16, 1, 3, 1, 0}, 0, {32.0f, 16.0f, 3.0f, 0.0f}},
|
|
{&ps_2d, {32, 16, 1, 3, 1, 0}, 1, {16.0f, 8.0f, 3.0f, 0.0f}},
|
|
{&ps_2d, {32, 16, 1, 3, 1, 0}, 2, { 8.0f, 4.0f, 3.0f, 0.0f}},
|
|
|
|
{&ps_2d_array, {64, 64, 1, 1, 6, 0}, 0, {64.0f, 64.0f, 6.0f, 1.0f}},
|
|
{&ps_2d_array, {32, 16, 1, 3, 9, 0}, 0, {32.0f, 16.0f, 9.0f, 3.0f}},
|
|
{&ps_2d_array, {32, 16, 1, 3, 7, 0}, 1, {16.0f, 8.0f, 7.0f, 3.0f}},
|
|
{&ps_2d_array, {32, 16, 1, 3, 3, 0}, 2, { 8.0f, 4.0f, 3.0f, 3.0f}},
|
|
|
|
{&ps_3d, {64, 64, 2, 1, 1, 0}, 0, {64.0f, 64.0f, 2.0f, 1.0f}},
|
|
{&ps_3d, {64, 64, 2, 2, 1, 0}, 1, {32.0f, 32.0f, 1.0f, 2.0f}},
|
|
{&ps_3d, {64, 64, 4, 1, 1, 0}, 0, {64.0f, 64.0f, 4.0f, 1.0f}},
|
|
{&ps_3d, {64, 64, 4, 2, 1, 0}, 1, {32.0f, 32.0f, 2.0f, 2.0f}},
|
|
{&ps_3d, { 8, 8, 8, 1, 1, 0}, 0, { 8.0f, 8.0f, 8.0f, 1.0f}},
|
|
{&ps_3d, { 8, 8, 8, 4, 1, 0}, 0, { 8.0f, 8.0f, 8.0f, 4.0f}},
|
|
{&ps_3d, { 8, 8, 8, 4, 1, 0}, 1, { 4.0f, 4.0f, 4.0f, 4.0f}},
|
|
{&ps_3d, { 8, 8, 8, 4, 1, 0}, 2, { 2.0f, 2.0f, 2.0f, 4.0f}},
|
|
{&ps_3d, { 8, 8, 8, 4, 1, 0}, 3, { 1.0f, 1.0f, 1.0f, 4.0f}},
|
|
|
|
{&ps_cube, { 4, 4, 1, 1, 6, 1}, 0, { 4.0f, 4.0f, 1.0f, 0.0f}},
|
|
{&ps_cube, {32, 32, 1, 1, 6, 1}, 0, {32.0f, 32.0f, 1.0f, 0.0f}},
|
|
{&ps_cube, {32, 32, 1, 3, 6, 1}, 0, {32.0f, 32.0f, 3.0f, 0.0f}},
|
|
{&ps_cube, {32, 32, 1, 3, 6, 1}, 1, {16.0f, 16.0f, 3.0f, 0.0f}},
|
|
{&ps_cube, {32, 32, 1, 3, 6, 1}, 2, { 8.0f, 8.0f, 3.0f, 0.0f}},
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
texture_desc.Width = 64;
|
|
texture_desc.Height = 64;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R32G32B32A32_UINT;
|
|
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, &rtv_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rtv_texture, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
memset(&constant, 0, sizeof(constant));
|
|
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
|
|
|
|
ps = NULL;
|
|
current_ps = 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 (test->texture_desc.depth != 1)
|
|
{
|
|
texture3d_desc.Width = test->texture_desc.width;
|
|
texture3d_desc.Height = test->texture_desc.height;
|
|
texture3d_desc.Depth = test->texture_desc.depth;
|
|
texture3d_desc.MipLevels = test->texture_desc.miplevel_count;
|
|
texture3d_desc.Format = DXGI_FORMAT_R8_UNORM;
|
|
texture3d_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture3d_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
texture3d_desc.CPUAccessFlags = 0;
|
|
texture3d_desc.MiscFlags = 0;
|
|
hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, (ID3D10Texture3D **)&texture);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr);
|
|
}
|
|
else
|
|
{
|
|
texture_desc.Width = test->texture_desc.width;
|
|
texture_desc.Height = test->texture_desc.height;
|
|
texture_desc.MipLevels = test->texture_desc.miplevel_count;
|
|
texture_desc.ArraySize = test->texture_desc.array_size;
|
|
texture_desc.Format = DXGI_FORMAT_R8_UNORM;
|
|
texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
texture_desc.MiscFlags = 0;
|
|
if (test->texture_desc.cube_count)
|
|
texture_desc.MiscFlags |= D3D10_RESOURCE_MISC_TEXTURECUBE;
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D10Texture2D **)&texture);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
|
|
}
|
|
|
|
hr = ID3D10Device_CreateShaderResourceView(device, 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);
|
|
|
|
for (type = 0; type < 2; ++type)
|
|
{
|
|
constant.x = type;
|
|
constant.y = test->miplevel;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
|
|
|
|
draw_quad(&test_context);
|
|
check_texture_vec4(rtv_texture, &test->expected_result, 0);
|
|
}
|
|
|
|
ID3D10Resource_Release(texture);
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
}
|
|
ID3D10PixelShader_Release(ps);
|
|
|
|
ID3D10Buffer_Release(cb);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10Texture2D_Release(rtv_texture);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_render_target_device_mismatch(void)
|
|
{
|
|
struct d3d10core_test_context test_context;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10Device *device;
|
|
ULONG refcount;
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = create_device();
|
|
ok(!!device, "Failed to create device.\n");
|
|
|
|
rtv = (ID3D10RenderTargetView *)0xdeadbeef;
|
|
ID3D10Device_OMGetRenderTargets(device, 1, &rtv, NULL);
|
|
ok(!rtv, "Got unexpected render target view %p.\n", rtv);
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, NULL);
|
|
ID3D10Device_OMGetRenderTargets(device, 1, &rtv, NULL);
|
|
ok(rtv == test_context.backbuffer_rtv, "Got unexpected render target view %p.\n", rtv);
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
|
|
rtv = NULL;
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
static void test_buffer_srv(void)
|
|
{
|
|
struct buffer
|
|
{
|
|
unsigned int byte_count;
|
|
unsigned int data_offset;
|
|
const void *data;
|
|
};
|
|
|
|
struct d3d10core_test_context test_context;
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
|
D3D10_SUBRESOURCE_DATA resource_data;
|
|
const struct buffer *current_buffer;
|
|
ID3D10ShaderResourceView *srv;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
DWORD color, expected_color;
|
|
struct resource_readback rb;
|
|
ID3D10Buffer *cb, *buffer;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
unsigned int i, x, y;
|
|
struct vec4 cb_size;
|
|
HRESULT hr;
|
|
|
|
static const DWORD ps_float4_code[] =
|
|
{
|
|
#if 0
|
|
Buffer<float4> b;
|
|
|
|
float2 size;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
int2 coords;
|
|
p.x = position.x / 640.0f;
|
|
p.y = position.y / 480.0f;
|
|
coords = int2(p.x * size.x, p.y * size.y);
|
|
return b.Load(coords.y * size.x + coords.x);
|
|
}
|
|
#endif
|
|
0x43425844, 0xf10ea650, 0x311f5c38, 0x3a888b7f, 0x58230334, 0x00000001, 0x000001a0, 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, 0x00000104, 0x00000040,
|
|
0x00000041, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000858, 0x00107000, 0x00000000,
|
|
0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
|
|
0x02000068, 0x00000001, 0x08000038, 0x00100032, 0x00000000, 0x00101516, 0x00000000, 0x00208516,
|
|
0x00000000, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002,
|
|
0x3b088889, 0x3acccccd, 0x00000000, 0x00000000, 0x05000043, 0x00100032, 0x00000000, 0x00100046,
|
|
0x00000000, 0x0a000032, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0020800a, 0x00000000,
|
|
0x00000000, 0x0010001a, 0x00000000, 0x0500001b, 0x00100012, 0x00000000, 0x0010000a, 0x00000000,
|
|
0x0700002d, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD rgba16[] =
|
|
{
|
|
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
|
|
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
|
|
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
|
|
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
|
|
};
|
|
static const DWORD rgba4[] =
|
|
{
|
|
0xffffffff, 0xff0000ff,
|
|
0xff000000, 0xff00ff00,
|
|
};
|
|
static const BYTE r4[] =
|
|
{
|
|
0xde, 0xad,
|
|
0xba, 0xbe,
|
|
};
|
|
static const struct buffer rgba16_buffer = {sizeof(rgba16), 0, &rgba16};
|
|
static const struct buffer rgba16_offset_buffer = {256 + sizeof(rgba16), 256, &rgba16};
|
|
static const struct buffer rgba4_buffer = {sizeof(rgba4), 0, &rgba4};
|
|
static const struct buffer r4_buffer = {sizeof(r4), 0, &r4};
|
|
static const struct buffer r4_offset_buffer = {256 + sizeof(r4), 256, &r4};
|
|
static const DWORD rgba16_colors2x2[] =
|
|
{
|
|
0xff0000ff, 0xff0000ff, 0xff00ffff, 0xff00ffff,
|
|
0xff0000ff, 0xff0000ff, 0xff00ffff, 0xff00ffff,
|
|
0xff00ff00, 0xff00ff00, 0xffffff00, 0xffffff00,
|
|
0xff00ff00, 0xff00ff00, 0xffffff00, 0xffffff00,
|
|
};
|
|
static const DWORD rgba16_colors1x1[] =
|
|
{
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
|
|
0xff0000ff, 0xff0000ff, 0xff0000ff, 0xff0000ff,
|
|
};
|
|
static const DWORD rgba4_colors[] =
|
|
{
|
|
0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
|
|
0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
|
|
0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
|
|
0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
|
|
};
|
|
static const DWORD r4_colors[] =
|
|
{
|
|
0xff0000de, 0xff0000de, 0xff0000ad, 0xff0000ad,
|
|
0xff0000de, 0xff0000de, 0xff0000ad, 0xff0000ad,
|
|
0xff0000ba, 0xff0000ba, 0xff0000be, 0xff0000be,
|
|
0xff0000ba, 0xff0000ba, 0xff0000be, 0xff0000be,
|
|
};
|
|
static const DWORD zero_colors[16] = {0};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
|
|
static const struct test
|
|
{
|
|
const struct buffer *buffer;
|
|
DXGI_FORMAT srv_format;
|
|
UINT srv_first_element;
|
|
UINT srv_element_count;
|
|
struct vec2 size;
|
|
const DWORD *expected_colors;
|
|
}
|
|
tests[] =
|
|
{
|
|
{&rgba16_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, {4.0f, 4.0f}, rgba16},
|
|
{&rgba16_offset_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 64, 16, {4.0f, 4.0f}, rgba16},
|
|
{&rgba16_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 4, {2.0f, 2.0f}, rgba16_colors2x2},
|
|
{&rgba16_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 1, {1.0f, 1.0f}, rgba16_colors1x1},
|
|
{&rgba4_buffer, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 4, {2.0f, 2.0f}, rgba4_colors},
|
|
{&r4_buffer, DXGI_FORMAT_R8_UNORM, 0, 4, {2.0f, 2.0f}, r4_colors},
|
|
{&r4_offset_buffer, DXGI_FORMAT_R8_UNORM, 256, 4, {2.0f, 2.0f}, r4_colors},
|
|
{NULL, 0, 0, 0, {2.0f, 2.0f}, zero_colors},
|
|
};
|
|
|
|
if (!init_test_context(&test_context))
|
|
return;
|
|
|
|
device = test_context.device;
|
|
|
|
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_size), NULL);
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_float4_code, sizeof(ps_float4_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
|
|
|
|
srv = NULL;
|
|
buffer = NULL;
|
|
current_buffer = NULL;
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
const struct test *test = &tests[i];
|
|
|
|
if (current_buffer != test->buffer)
|
|
{
|
|
if (buffer)
|
|
ID3D10Buffer_Release(buffer);
|
|
|
|
current_buffer = test->buffer;
|
|
if (current_buffer)
|
|
{
|
|
BYTE *data = NULL;
|
|
|
|
buffer_desc.ByteWidth = current_buffer->byte_count;
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
if (current_buffer->data_offset)
|
|
{
|
|
data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, current_buffer->byte_count);
|
|
ok(!!data, "Failed to allocate memory.\n");
|
|
memcpy(data + current_buffer->data_offset, current_buffer->data,
|
|
current_buffer->byte_count - current_buffer->data_offset);
|
|
resource_data.pSysMem = data;
|
|
}
|
|
else
|
|
{
|
|
resource_data.pSysMem = current_buffer->data;
|
|
}
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &buffer);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create buffer, hr %#x.\n", i, hr);
|
|
HeapFree(GetProcessHeap(), 0, data);
|
|
}
|
|
else
|
|
{
|
|
buffer = NULL;
|
|
}
|
|
}
|
|
|
|
if (srv)
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
if (current_buffer)
|
|
{
|
|
srv_desc.Format = test->srv_format;
|
|
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
|
|
U(srv_desc).Buffer.ElementOffset = test->srv_first_element;
|
|
U(srv_desc).Buffer.ElementWidth = test->srv_element_count;
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &srv);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
|
|
}
|
|
else
|
|
{
|
|
srv = NULL;
|
|
}
|
|
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
|
|
|
|
cb_size.x = test->size.x;
|
|
cb_size.y = test->size.y;
|
|
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &cb_size, 0, 0);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
|
|
draw_quad(&test_context);
|
|
|
|
get_texture_readback(test_context.backbuffer, 0, &rb);
|
|
for (y = 0; y < 4; ++y)
|
|
{
|
|
for (x = 0; x < 4; ++x)
|
|
{
|
|
color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120);
|
|
expected_color = test->expected_colors[y * 4 + x];
|
|
ok(compare_color(color, expected_color, 1),
|
|
"Test %u: Got 0x%08x, expected 0x%08x at (%u, %u).\n",
|
|
i, color, expected_color, x, y);
|
|
}
|
|
}
|
|
release_resource_readback(&rb);
|
|
}
|
|
if (srv)
|
|
ID3D10ShaderResourceView_Release(srv);
|
|
if (buffer)
|
|
ID3D10Buffer_Release(buffer);
|
|
|
|
ID3D10Buffer_Release(cb);
|
|
ID3D10PixelShader_Release(ps);
|
|
release_test_context(&test_context);
|
|
}
|
|
|
|
START_TEST(device)
|
|
{
|
|
test_feature_level();
|
|
test_device_interfaces();
|
|
test_create_texture2d();
|
|
test_texture2d_interfaces();
|
|
test_create_texture3d();
|
|
test_create_buffer();
|
|
test_create_depthstencil_view();
|
|
test_depthstencil_view_interfaces();
|
|
test_create_rendertarget_view();
|
|
test_render_target_views();
|
|
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_query();
|
|
test_occlusion_query();
|
|
test_timestamp_query();
|
|
test_device_removed_reason();
|
|
test_scissor();
|
|
test_clear_state();
|
|
test_blend();
|
|
test_texture();
|
|
test_depth_stencil_sampling();
|
|
test_multiple_render_targets();
|
|
test_private_data();
|
|
test_il_append_aligned();
|
|
test_fragment_coords();
|
|
test_update_subresource();
|
|
test_copy_subresource_region();
|
|
test_check_multisample_quality_levels();
|
|
test_cb_relative_addressing();
|
|
test_swapchain_formats();
|
|
test_swapchain_views();
|
|
test_swapchain_flip();
|
|
test_clear_render_target_view();
|
|
test_clear_depth_stencil_view();
|
|
test_draw_depth_only();
|
|
test_shader_stage_input_output_matching();
|
|
test_sm4_if_instruction();
|
|
test_sm4_breakc_instruction();
|
|
test_create_input_layout();
|
|
test_input_assembler();
|
|
test_null_sampler();
|
|
test_immediate_constant_buffer();
|
|
test_fp_specials();
|
|
test_uint_shader_instructions();
|
|
test_index_buffer_offset();
|
|
test_face_culling();
|
|
test_line_antialiasing_blending();
|
|
test_required_format_support();
|
|
test_ddy();
|
|
test_shader_input_registers_limits();
|
|
test_stencil_separate();
|
|
test_sm4_ret_instruction();
|
|
test_primitive_restart();
|
|
test_resinfo_instruction();
|
|
test_render_target_device_mismatch();
|
|
test_buffer_srv();
|
|
}
|