394 lines
16 KiB
C
394 lines
16 KiB
C
/*
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* Copyright 2008 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#include "initguid.h"
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#include "d3d10.h"
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#include "wine/test.h"
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HRESULT WINAPI D3D10CoreCreateDevice(IDXGIFactory *factory, IDXGIAdapter *adapter,
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UINT flags, void *unknown0, ID3D10Device **device);
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static ID3D10Device *create_device(void)
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{
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IDXGIFactory *factory = NULL;
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IDXGIAdapter *adapter = NULL;
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ID3D10Device *device = NULL;
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HRESULT hr;
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hr = CreateDXGIFactory(&IID_IDXGIFactory, (void *)&factory);
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if (FAILED(hr)) goto cleanup;
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hr = IDXGIFactory_EnumAdapters(factory, 0, &adapter);
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ok(SUCCEEDED(hr) || hr == DXGI_ERROR_NOT_FOUND, /* Some VMware and VirtualBox */
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"EnumAdapters failed, hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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{
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hr = D3D10CoreCreateDevice(factory, adapter, 0, NULL, &device);
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}
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if (FAILED(hr))
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{
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HMODULE d3d10ref;
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trace("Failed to create a HW device, trying REF\n");
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if (adapter) IDXGIAdapter_Release(adapter);
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adapter = NULL;
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d3d10ref = LoadLibraryA("d3d10ref.dll");
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if (!d3d10ref)
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{
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trace("d3d10ref.dll not available, unable to create a REF device\n");
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goto cleanup;
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}
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hr = IDXGIFactory_CreateSoftwareAdapter(factory, d3d10ref, &adapter);
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FreeLibrary(d3d10ref);
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ok(SUCCEEDED(hr), "CreateSoftwareAdapter failed, hr %#x\n", hr);
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if (FAILED(hr)) goto cleanup;
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hr = D3D10CoreCreateDevice(factory, adapter, 0, NULL, &device);
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ok(SUCCEEDED(hr), "Failed to create a REF device, hr %#x\n", hr);
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if (FAILED(hr)) goto cleanup;
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}
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cleanup:
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if (adapter) IDXGIAdapter_Release(adapter);
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if (factory) IDXGIFactory_Release(factory);
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return device;
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}
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static void test_device_interfaces(ID3D10Device *device)
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{
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IUnknown *obj;
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HRESULT hr;
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if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_IUnknown, (void **)&obj)))
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IUnknown_Release(obj);
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ok(SUCCEEDED(hr), "ID3D10Device does not implement IUnknown\n");
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if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_IDXGIObject, (void **)&obj)))
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IUnknown_Release(obj);
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ok(SUCCEEDED(hr), "ID3D10Device does not implement IDXGIObject\n");
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if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&obj)))
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IUnknown_Release(obj);
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ok(SUCCEEDED(hr), "ID3D10Device does not implement IDXGIDevice\n");
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if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_ID3D10Device, (void **)&obj)))
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IUnknown_Release(obj);
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ok(SUCCEEDED(hr), "ID3D10Device does not implement ID3D10Device\n");
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}
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static void test_create_texture2d(ID3D10Device *device)
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{
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D3D10_TEXTURE2D_DESC desc;
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ID3D10Texture2D *texture;
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IDXGISurface *surface;
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HRESULT hr;
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desc.Width = 512;
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desc.Height = 512;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D10_USAGE_DEFAULT;
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desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(SUCCEEDED(hr), "Texture should implement IDXGISurface\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture2D_Release(texture);
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desc.MipLevels = 0;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(FAILED(hr), "Texture should not implement IDXGISurface\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture2D_Release(texture);
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desc.MipLevels = 1;
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desc.ArraySize = 2;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(FAILED(hr), "Texture should not implement IDXGISurface\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture2D_Release(texture);
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}
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static void test_create_texture3d(ID3D10Device *device)
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{
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D3D10_TEXTURE3D_DESC desc;
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ID3D10Texture3D *texture;
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IDXGISurface *surface;
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HRESULT hr;
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desc.Width = 64;
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desc.Height = 64;
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desc.Depth = 64;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.Usage = D3D10_USAGE_DEFAULT;
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desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr);
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hr = ID3D10Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture3D_Release(texture);
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desc.MipLevels = 0;
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hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr);
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hr = ID3D10Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture3D_Release(texture);
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}
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static void test_create_rendertarget_view(ID3D10Device *device)
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{
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D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10RenderTargetView *rtview;
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ID3D10Texture2D *texture;
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ID3D10Buffer *buffer;
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HRESULT hr;
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buffer_desc.ByteWidth = 1024;
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
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ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);
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rtv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_BUFFER;
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U(rtv_desc).Buffer.ElementOffset = 0;
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U(rtv_desc).Buffer.ElementWidth = 64;
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)buffer, &rtv_desc, &rtview);
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ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x\n", hr);
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ID3D10RenderTargetView_Release(rtview);
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ID3D10Buffer_Release(buffer);
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texture_desc.Width = 512;
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texture_desc.Height = 512;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D10_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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/* For texture resources it's allowed to specify NULL as desc */
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtview);
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ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x\n", hr);
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ID3D10RenderTargetView_GetDesc(rtview, &rtv_desc);
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ok(rtv_desc.Format == texture_desc.Format, "Expected format %#x, got %#x\n", texture_desc.Format, rtv_desc.Format);
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ok(rtv_desc.ViewDimension == D3D10_RTV_DIMENSION_TEXTURE2D,
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"Expected view dimension D3D10_RTV_DIMENSION_TEXTURE2D, got %#x\n", rtv_desc.ViewDimension);
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ok(U(rtv_desc).Texture2D.MipSlice == 0, "Expected mip slice 0, got %#x\n", U(rtv_desc).Texture2D.MipSlice);
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ID3D10RenderTargetView_Release(rtview);
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ID3D10Texture2D_Release(texture);
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}
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static void test_create_shader(ID3D10Device *device)
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{
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#if 0
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float4 light;
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float4x4 mat;
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struct input
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{
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float4 position : POSITION;
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float3 normal : NORMAL;
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};
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struct output
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{
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float4 position : POSITION;
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float4 diffuse : COLOR;
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};
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output main(const input v)
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{
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output o;
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o.position = mul(v.position, mat);
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o.diffuse = dot((float3)light, v.normal);
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return o;
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}
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#endif
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static const DWORD vs_4_0[] =
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{
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0x43425844, 0x3ae813ca, 0x0f034b91, 0x790f3226, 0x6b4a718a, 0x00000001, 0x000001c0,
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0x00000003, 0x0000002c, 0x0000007c, 0x000000cc, 0x4e475349, 0x00000048, 0x00000002,
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0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f,
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0x00000041, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000707, 0x49534f50,
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0x4e4f4954, 0x524f4e00, 0x004c414d, 0x4e47534f, 0x00000048, 0x00000002, 0x00000008,
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0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000041,
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0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x49534f50, 0x4e4f4954,
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0x4c4f4300, 0xab00524f, 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059,
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0x00208e46, 0x00000000, 0x00000005, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f,
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0x00101072, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2,
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0x00000001, 0x08000011, 0x00102012, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46,
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0x00000000, 0x00000001, 0x08000011, 0x00102022, 0x00000000, 0x00101e46, 0x00000000,
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0x00208e46, 0x00000000, 0x00000002, 0x08000011, 0x00102042, 0x00000000, 0x00101e46,
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0x00000000, 0x00208e46, 0x00000000, 0x00000003, 0x08000011, 0x00102082, 0x00000000,
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0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x08000010, 0x001020f2,
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0x00000001, 0x00208246, 0x00000000, 0x00000000, 0x00101246, 0x00000001, 0x0100003e,
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};
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static const DWORD vs_2_0[] =
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{
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0xfffe0200, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0200, 0x00000002,
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0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c,
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0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c,
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0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003,
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0x00040004, 0x00000001, 0x00000000, 0x325f7376, 0x4d00305f, 0x6f726369, 0x74666f73,
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0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072,
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0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f,
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0x80000003, 0x900f0001, 0x03000009, 0xc0010000, 0x90e40000, 0xa0e40000, 0x03000009,
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0xc0020000, 0x90e40000, 0xa0e40001, 0x03000009, 0xc0040000, 0x90e40000, 0xa0e40002,
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0x03000009, 0xc0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xd00f0000, 0xa0e40004,
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0x90e40001, 0x0000ffff,
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};
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static const DWORD vs_3_0[] =
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{
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0xfffe0300, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0300, 0x00000002,
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0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c,
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0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c,
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0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003,
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0x00040004, 0x00000001, 0x00000000, 0x335f7376, 0x4d00305f, 0x6f726369, 0x74666f73,
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0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072,
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0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f,
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0x80000003, 0x900f0001, 0x0200001f, 0x80000000, 0xe00f0000, 0x0200001f, 0x8000000a,
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0xe00f0001, 0x03000009, 0xe0010000, 0x90e40000, 0xa0e40000, 0x03000009, 0xe0020000,
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0x90e40000, 0xa0e40001, 0x03000009, 0xe0040000, 0x90e40000, 0xa0e40002, 0x03000009,
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0xe0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xe00f0001, 0xa0e40004, 0x90e40001,
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0x0000ffff,
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};
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#if 0
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float4 main(const float4 color : COLOR) : SV_TARGET
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{
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float4 o;
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o = color;
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return o;
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}
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#endif
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static const DWORD ps_4_0[] =
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{
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0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac,
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0x00000005, 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452,
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0x00000050, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100,
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0x0000001c, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168,
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0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00,
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0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
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0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
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0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453,
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0x00000074, 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000,
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0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000,
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};
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ID3D10VertexShader *vs = NULL;
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ID3D10PixelShader *ps = NULL;
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HRESULT hr;
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hr = ID3D10Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), &vs);
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ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
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if (vs)
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ID3D10VertexShader_Release(vs);
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hr = ID3D10Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), &vs);
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ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#x\n", hr);
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hr = ID3D10Device_CreateVertexShader(device, vs_3_0, sizeof(vs_3_0), &vs);
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ok(hr == E_INVALIDARG, "Created a SM3 vertex shader, hr %#x\n", hr);
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hr = ID3D10Device_CreateVertexShader(device, ps_4_0, sizeof(ps_4_0), &vs);
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ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x\n", hr);
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
|
|
if (ps)
|
|
ID3D10VertexShader_Release(ps);
|
|
}
|
|
|
|
START_TEST(device)
|
|
{
|
|
ID3D10Device *device;
|
|
ULONG refcount;
|
|
|
|
device = create_device();
|
|
if (!device)
|
|
{
|
|
skip("Failed to create device, skipping tests\n");
|
|
return;
|
|
}
|
|
|
|
test_device_interfaces(device);
|
|
test_create_texture2d(device);
|
|
test_create_texture3d(device);
|
|
test_create_rendertarget_view(device);
|
|
test_create_shader(device);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left\n", refcount);
|
|
}
|