4896 lines
215 KiB
C
4896 lines
215 KiB
C
/*
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* Copyright 2008 Henri Verbeet for CodeWeavers
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* Copyright 2015 Józef Kucia for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#include "initguid.h"
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#include "d3d11.h"
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#include "wine/test.h"
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static const D3D_FEATURE_LEVEL d3d11_feature_levels[] =
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{
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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D3D_FEATURE_LEVEL_9_3,
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D3D_FEATURE_LEVEL_9_2,
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D3D_FEATURE_LEVEL_9_1
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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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static void set_box(D3D11_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_color(DWORD c1, DWORD c2, BYTE max_diff)
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{
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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c1 >>= 8; c2 >>= 8;
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if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
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return FALSE;
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return TRUE;
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}
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struct texture_readback
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{
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ID3D11Resource *texture;
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D3D11_MAPPED_SUBRESOURCE map_desc;
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ID3D11DeviceContext *immediate_context;
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};
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static void get_texture_readback(ID3D11Texture2D *texture, struct texture_readback *rb)
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{
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11Device *device;
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HRESULT hr;
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memset(rb, 0, sizeof(*rb));
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ID3D11Texture2D_GetDevice(texture, &device);
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ID3D11Texture2D_GetDesc(texture, &texture_desc);
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texture_desc.Usage = D3D11_USAGE_STAGING;
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texture_desc.BindFlags = 0;
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texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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texture_desc.MiscFlags = 0;
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if (FAILED(hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D11Texture2D **)&rb->texture)))
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{
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trace("Failed to create texture, hr %#x.\n", hr);
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ID3D11Device_Release(device);
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return;
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}
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ID3D11Device_GetImmediateContext(device, &rb->immediate_context);
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ID3D11DeviceContext_CopyResource(rb->immediate_context, rb->texture, (ID3D11Resource *)texture);
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if (FAILED(hr = ID3D11DeviceContext_Map(rb->immediate_context, rb->texture, 0, D3D11_MAP_READ, 0, &rb->map_desc)))
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{
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trace("Failed to map texture, hr %#x.\n", hr);
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ID3D11Resource_Release(rb->texture);
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rb->texture = NULL;
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ID3D11DeviceContext_Release(rb->immediate_context);
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rb->immediate_context = NULL;
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}
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ID3D11Device_Release(device);
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}
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static DWORD get_readback_color(struct texture_readback *rb, unsigned int x, unsigned int y)
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{
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return rb->texture
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? ((DWORD *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(DWORD) + x] : 0xdeadbeef;
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}
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static void release_texture_readback(struct texture_readback *rb)
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{
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if (!rb->texture)
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return;
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ID3D11DeviceContext_Unmap(rb->immediate_context, rb->texture, 0);
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ID3D11Resource_Release(rb->texture);
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ID3D11DeviceContext_Release(rb->immediate_context);
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}
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static DWORD get_texture_color(ID3D11Texture2D *texture, unsigned int x, unsigned int y)
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{
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struct texture_readback rb;
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DWORD color;
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get_texture_readback(texture, &rb);
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color = get_readback_color(&rb, x, y);
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release_texture_readback(&rb);
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return color;
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}
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static ID3D11Device *create_device(const D3D_FEATURE_LEVEL *feature_level)
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{
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ID3D11Device *device;
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UINT feature_level_count = feature_level ? 1 : 0;
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if (SUCCEEDED(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, feature_level, feature_level_count,
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D3D11_SDK_VERSION, &device, NULL, NULL)))
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return device;
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if (SUCCEEDED(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_WARP, NULL, 0, feature_level, feature_level_count,
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D3D11_SDK_VERSION, &device, NULL, NULL)))
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return device;
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if (SUCCEEDED(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, 0, feature_level, feature_level_count,
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D3D11_SDK_VERSION, &device, NULL, NULL)))
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return device;
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return NULL;
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}
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static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window, BOOL windowed)
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{
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IDXGISwapChain *swapchain;
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DXGI_SWAP_CHAIN_DESC desc;
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IDXGIDevice *dxgi_device;
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IDXGIAdapter *adapter;
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IDXGIFactory *factory;
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HRESULT hr;
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hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
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ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
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hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
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ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
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IDXGIDevice_Release(dxgi_device);
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hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
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ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
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IDXGIAdapter_Release(adapter);
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desc.BufferDesc.Width = 640;
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desc.BufferDesc.Height = 480;
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desc.BufferDesc.RefreshRate.Numerator = 60;
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desc.BufferDesc.RefreshRate.Denominator = 1;
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desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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desc.BufferCount = 1;
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desc.OutputWindow = window;
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desc.Windowed = windowed;
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desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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desc.Flags = 0;
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hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &desc, &swapchain);
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ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr);
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IDXGIFactory_Release(factory);
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return swapchain;
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}
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static void test_create_device(void)
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{
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D3D_FEATURE_LEVEL feature_level, supported_feature_level;
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DXGI_SWAP_CHAIN_DESC swapchain_desc, obtained_desc;
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ID3D11DeviceContext *immediate_context;
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IDXGISwapChain *swapchain;
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ID3D11Device *device;
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ULONG refcount;
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HWND window;
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HRESULT hr;
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hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &device,
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NULL, NULL);
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if (FAILED(hr))
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{
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skip("Failed to create HAL device.\n");
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return;
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}
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supported_feature_level = ID3D11Device_GetFeatureLevel(device);
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ID3D11Device_Release(device);
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hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "D3D11CreateDevice failed %#x.\n", hr);
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hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, NULL,
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&feature_level, NULL);
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ok(SUCCEEDED(hr), "D3D11CreateDevice failed %#x.\n", hr);
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ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n",
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feature_level, supported_feature_level);
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hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, NULL, NULL,
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&immediate_context);
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ok(SUCCEEDED(hr), "D3D11CreateDevice failed %#x.\n", hr);
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ok(!!immediate_context, "Expected immediate device context pointer, got NULL.\n");
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refcount = get_refcount((IUnknown *)immediate_context);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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ID3D11DeviceContext_GetDevice(immediate_context, &device);
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refcount = ID3D11Device_Release(device);
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ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount);
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refcount = ID3D11DeviceContext_Release(immediate_context);
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ok(!refcount, "ID3D11DeviceContext has %u references left.\n", refcount);
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device = (ID3D11Device *)0xdeadbeef;
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feature_level = 0xdeadbeef;
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immediate_context = (ID3D11DeviceContext *)0xdeadbeef;
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hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_UNKNOWN, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
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&device, &feature_level, &immediate_context);
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todo_wine ok(hr == E_INVALIDARG, "D3D11CreateDevice returned %#x.\n", hr);
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ok(!device, "Got unexpected device pointer %p.\n", device);
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ok(!feature_level, "Got unexpected feature level %#x.\n", feature_level);
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ok(!immediate_context, "Got unexpected immediate context pointer %p.\n", immediate_context);
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window = CreateWindowA("static", "d3d11_test", 0, 0, 0, 0, 0, 0, 0, 0, 0);
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swapchain_desc.BufferDesc.Width = 800;
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swapchain_desc.BufferDesc.Height = 600;
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swapchain_desc.BufferDesc.RefreshRate.Numerator = 60;
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swapchain_desc.BufferDesc.RefreshRate.Denominator = 60;
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swapchain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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swapchain_desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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swapchain_desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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swapchain_desc.SampleDesc.Count = 1;
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swapchain_desc.SampleDesc.Quality = 0;
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swapchain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapchain_desc.BufferCount = 1;
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swapchain_desc.OutputWindow = window;
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swapchain_desc.Windowed = TRUE;
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swapchain_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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swapchain_desc.Flags = 0;
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hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
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&swapchain_desc, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr);
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hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
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&swapchain_desc, NULL, NULL, &feature_level, NULL);
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ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr);
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ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n",
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feature_level, supported_feature_level);
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hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
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&swapchain_desc, &swapchain, &device, NULL, NULL);
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ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr);
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memset(&obtained_desc, 0, sizeof(obtained_desc));
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hr = IDXGISwapChain_GetDesc(swapchain, &obtained_desc);
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ok(SUCCEEDED(hr), "GetDesc failed %#x.\n", hr);
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ok(obtained_desc.BufferDesc.Width == swapchain_desc.BufferDesc.Width,
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"Got unexpected BufferDesc.Width %u.\n", obtained_desc.BufferDesc.Width);
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ok(obtained_desc.BufferDesc.Height == swapchain_desc.BufferDesc.Height,
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"Got unexpected BufferDesc.Height %u.\n", obtained_desc.BufferDesc.Height);
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todo_wine ok(obtained_desc.BufferDesc.RefreshRate.Numerator == swapchain_desc.BufferDesc.RefreshRate.Numerator,
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"Got unexpected BufferDesc.RefreshRate.Numerator %u.\n",
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obtained_desc.BufferDesc.RefreshRate.Numerator);
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todo_wine ok(obtained_desc.BufferDesc.RefreshRate.Denominator == swapchain_desc.BufferDesc.RefreshRate.Denominator,
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"Got unexpected BufferDesc.RefreshRate.Denominator %u.\n",
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obtained_desc.BufferDesc.RefreshRate.Denominator);
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ok(obtained_desc.BufferDesc.Format == swapchain_desc.BufferDesc.Format,
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"Got unexpected BufferDesc.Format %#x.\n", obtained_desc.BufferDesc.Format);
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ok(obtained_desc.BufferDesc.ScanlineOrdering == swapchain_desc.BufferDesc.ScanlineOrdering,
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"Got unexpected BufferDesc.ScanlineOrdering %#x.\n", obtained_desc.BufferDesc.ScanlineOrdering);
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ok(obtained_desc.BufferDesc.Scaling == swapchain_desc.BufferDesc.Scaling,
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"Got unexpected BufferDesc.Scaling %#x.\n", obtained_desc.BufferDesc.Scaling);
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ok(obtained_desc.SampleDesc.Count == swapchain_desc.SampleDesc.Count,
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"Got unexpected SampleDesc.Count %u.\n", obtained_desc.SampleDesc.Count);
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ok(obtained_desc.SampleDesc.Quality == swapchain_desc.SampleDesc.Quality,
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"Got unexpected SampleDesc.Quality %u.\n", obtained_desc.SampleDesc.Quality);
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todo_wine ok(obtained_desc.BufferUsage == swapchain_desc.BufferUsage,
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"Got unexpected BufferUsage %#x.\n", obtained_desc.BufferUsage);
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ok(obtained_desc.BufferCount == swapchain_desc.BufferCount,
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"Got unexpected BufferCount %u.\n", obtained_desc.BufferCount);
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ok(obtained_desc.OutputWindow == swapchain_desc.OutputWindow,
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"Got unexpected OutputWindow %p.\n", obtained_desc.OutputWindow);
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ok(obtained_desc.Windowed == swapchain_desc.Windowed,
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"Got unexpected Windowed %#x.\n", obtained_desc.Windowed);
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ok(obtained_desc.SwapEffect == swapchain_desc.SwapEffect,
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"Got unexpected SwapEffect %#x.\n", obtained_desc.SwapEffect);
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ok(obtained_desc.Flags == swapchain_desc.Flags,
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"Got unexpected Flags %#x.\n", obtained_desc.Flags);
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refcount = IDXGISwapChain_Release(swapchain);
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ok(!refcount, "Swapchain has %u references left.\n", refcount);
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feature_level = ID3D11Device_GetFeatureLevel(device);
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ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n",
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feature_level, supported_feature_level);
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refcount = ID3D11Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
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NULL, NULL, &device, NULL, NULL);
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ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr);
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ID3D11Device_Release(device);
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hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
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NULL, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr);
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hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
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NULL, NULL, NULL, &feature_level, NULL);
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ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr);
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ok(feature_level == supported_feature_level, "Got feature level %#x, expected %#x.\n",
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feature_level, supported_feature_level);
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hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
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&swapchain_desc, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr);
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swapchain_desc.OutputWindow = NULL;
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hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
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&swapchain_desc, NULL, &device, NULL, NULL);
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ok(SUCCEEDED(hr), "D3D11CreateDeviceAndSwapChain failed %#x.\n", hr);
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ID3D11Device_Release(device);
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swapchain = (IDXGISwapChain *)0xdeadbeef;
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device = (ID3D11Device *)0xdeadbeef;
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feature_level = 0xdeadbeef;
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immediate_context = (ID3D11DeviceContext *)0xdeadbeef;
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swapchain_desc.OutputWindow = NULL;
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hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
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&swapchain_desc, &swapchain, &device, &feature_level, &immediate_context);
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todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "D3D11CreateDeviceAndSwapChain returned %#x.\n", hr);
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ok(!swapchain, "Got unexpected swapchain pointer %p.\n", swapchain);
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ok(!device, "Got unexpected device pointer %p.\n", device);
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ok(!feature_level, "Got unexpected feature level %#x.\n", feature_level);
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ok(!immediate_context, "Got unexpected immediate context pointer %p.\n", immediate_context);
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swapchain = (IDXGISwapChain *)0xdeadbeef;
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device = (ID3D11Device *)0xdeadbeef;
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feature_level = 0xdeadbeef;
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immediate_context = (ID3D11DeviceContext *)0xdeadbeef;
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swapchain_desc.OutputWindow = window;
|
|
swapchain_desc.BufferDesc.Format = DXGI_FORMAT_BC5_UNORM;
|
|
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION,
|
|
&swapchain_desc, &swapchain, &device, &feature_level, &immediate_context);
|
|
todo_wine ok(hr == E_INVALIDARG, "D3D11CreateDeviceAndSwapChain returned %#x.\n", hr);
|
|
ok(!swapchain, "Got unexpected swapchain pointer %p.\n", swapchain);
|
|
ok(!device, "Got unexpected device pointer %p.\n", device);
|
|
ok(!feature_level, "Got unexpected feature level %#x.\n", feature_level);
|
|
ok(!immediate_context, "Got unexpected immediate context pointer %p.\n", immediate_context);
|
|
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_device_interfaces(void)
|
|
{
|
|
IDXGIAdapter *dxgi_adapter;
|
|
IDXGIDevice *dxgi_device;
|
|
ID3D11Device *device;
|
|
IUnknown *iface;
|
|
ULONG refcount;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i)
|
|
{
|
|
if (!(device = create_device(&d3d11_feature_levels[i])))
|
|
{
|
|
skip("Failed to create device for feature level %#x.\n", d3d11_feature_levels[i]);
|
|
continue;
|
|
}
|
|
|
|
hr = ID3D11Device_QueryInterface(device, &IID_IUnknown, (void **)&iface);
|
|
ok(SUCCEEDED(hr), "Device should implement IUnknown interface, hr %#x.\n", hr);
|
|
IUnknown_Release(iface);
|
|
|
|
hr = ID3D11Device_QueryInterface(device, &IID_IDXGIObject, (void **)&iface);
|
|
ok(SUCCEEDED(hr), "Device should implement IDXGIObject interface, hr %#x.\n", hr);
|
|
IUnknown_Release(iface);
|
|
|
|
hr = ID3D11Device_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);
|
|
IDXGIAdapter_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(SUCCEEDED(hr), "Adapter parent should implement IDXGIFactory1.\n");
|
|
IUnknown_Release(iface);
|
|
IDXGIAdapter_Release(dxgi_adapter);
|
|
IDXGIDevice_Release(dxgi_device);
|
|
|
|
hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice1, (void **)&iface);
|
|
ok(SUCCEEDED(hr), "Device should implement IDXGIDevice1.\n");
|
|
IUnknown_Release(iface);
|
|
|
|
hr = ID3D11Device_QueryInterface(device, &IID_ID3D10Multithread, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Device should implement ID3D10Multithread interface, hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
hr = ID3D11Device_QueryInterface(device, &IID_ID3D10Device, (void **)&iface);
|
|
todo_wine ok(hr == E_NOINTERFACE, "Device should not implement ID3D10Device interface, hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
hr = ID3D11Device_QueryInterface(device, &IID_ID3D10Device1, (void **)&iface);
|
|
todo_wine ok(hr == E_NOINTERFACE, "Device should not implement ID3D10Device1 interface, hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
}
|
|
|
|
static void test_get_immediate_context(void)
|
|
{
|
|
ID3D11DeviceContext *immediate_context, *previous_immediate_context;
|
|
ULONG expected_refcount, refcount;
|
|
ID3D11Device *device;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
ID3D11Device_GetImmediateContext(device, &immediate_context);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u.\n", refcount);
|
|
previous_immediate_context = immediate_context;
|
|
|
|
ID3D11Device_GetImmediateContext(device, &immediate_context);
|
|
ok(immediate_context == previous_immediate_context, "Got different immediate device context objects.\n");
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
refcount = ID3D11DeviceContext_Release(previous_immediate_context);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
refcount = ID3D11DeviceContext_Release(immediate_context);
|
|
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
ID3D11Device_GetImmediateContext(device, &immediate_context);
|
|
ok(immediate_context == previous_immediate_context, "Got different immediate device context objects.\n");
|
|
refcount = ID3D11DeviceContext_Release(immediate_context);
|
|
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_texture2d(void)
|
|
{
|
|
ULONG refcount, expected_refcount;
|
|
D3D11_SUBRESOURCE_DATA data = {0};
|
|
ID3D11Device *device, *tmp;
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
ID3D11Texture2D *texture;
|
|
IDXGISurface *surface;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
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 = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D11_BIND_RENDER_TARGET;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture2D(device, &desc, &data, &texture);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_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;
|
|
ID3D11Texture2D_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(SUCCEEDED(hr), "Texture should implement IDXGISurface.\n");
|
|
IDXGISurface_Release(surface);
|
|
ID3D11Texture2D_Release(texture);
|
|
|
|
desc.MipLevels = 0;
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_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;
|
|
ID3D11Texture2D_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
ID3D11Texture2D_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 == D3D11_USAGE_DEFAULT, "Got unexpected Usage %u.\n", desc.Usage);
|
|
ok(desc.BindFlags == D3D11_BIND_RENDER_TARGET, "Got unexpected BindFlags %#x.\n", desc.BindFlags);
|
|
ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %#x.\n", desc.CPUAccessFlags);
|
|
ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %#x.\n", desc.MiscFlags);
|
|
|
|
hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
|
|
ID3D11Texture2D_Release(texture);
|
|
|
|
desc.MipLevels = 1;
|
|
desc.ArraySize = 2;
|
|
hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
|
|
ID3D11Texture2D_Release(texture);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_texture2d_interfaces(void)
|
|
{
|
|
ID3D10Texture2D *d3d10_texture;
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
ID3D11Texture2D *texture;
|
|
IDXGISurface *surface;
|
|
ID3D11Device *device;
|
|
unsigned int i;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
static const struct test
|
|
{
|
|
BOOL implements_d3d10_interfaces;
|
|
UINT bind_flags;
|
|
UINT misc_flags;
|
|
UINT expected_bind_flags;
|
|
UINT expected_misc_flags;
|
|
}
|
|
desc_conversion_tests[] =
|
|
{
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_SHADER_RESOURCE, 0,
|
|
D3D10_BIND_SHADER_RESOURCE, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_UNORDERED_ACCESS, 0,
|
|
D3D11_BIND_UNORDERED_ACCESS, 0
|
|
},
|
|
{
|
|
FALSE,
|
|
0, D3D11_RESOURCE_MISC_RESOURCE_CLAMP,
|
|
0, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
0, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX,
|
|
0, D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX
|
|
},
|
|
{
|
|
TRUE,
|
|
0, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE,
|
|
0, D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX
|
|
},
|
|
};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create ID3D11Device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
desc.Width = 512;
|
|
desc.Height = 512;
|
|
desc.MipLevels = 0;
|
|
desc.ArraySize = 1;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D11_BIND_RENDER_TARGET;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(hr == E_NOINTERFACE, "Texture should not implement IDXGISurface.\n");
|
|
|
|
hr = ID3D11Texture2D_QueryInterface(texture, &IID_ID3D10Texture2D, (void **)&d3d10_texture);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Texture should implement ID3D10Texture2D.\n");
|
|
if (SUCCEEDED(hr)) ID3D10Texture2D_Release(d3d10_texture);
|
|
ID3D11Texture2D_Release(texture);
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("2D textures do not implement ID3D10Texture2D, skipping tests.\n");
|
|
ID3D11Device_Release(device);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i)
|
|
{
|
|
const struct test *current = &desc_conversion_tests[i];
|
|
D3D10_TEXTURE2D_DESC d3d10_desc;
|
|
ID3D10Device *d3d10_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 = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = current->bind_flags;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = current->misc_flags;
|
|
|
|
hr = ID3D11Device_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 ID3D11Texture2D, skipping test %u.\n", i);
|
|
continue;
|
|
}
|
|
|
|
hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(SUCCEEDED(hr), "Test %u: Texture should implement IDXGISurface.\n", i);
|
|
IDXGISurface_Release(surface);
|
|
|
|
hr = ID3D11Texture2D_QueryInterface(texture, &IID_ID3D10Texture2D, (void **)&d3d10_texture);
|
|
ID3D11Texture2D_Release(texture);
|
|
|
|
if (current->implements_d3d10_interfaces)
|
|
{
|
|
ok(SUCCEEDED(hr), "Test %u: Texture should implement ID3D10Texture2D.\n", i);
|
|
}
|
|
else
|
|
{
|
|
todo_wine ok(hr == E_NOINTERFACE, "Test %u: Texture should not implement ID3D10Texture2D.\n", i);
|
|
if (SUCCEEDED(hr)) ID3D10Texture2D_Release(d3d10_texture);
|
|
continue;
|
|
}
|
|
|
|
ID3D10Texture2D_GetDesc(d3d10_texture, &d3d10_desc);
|
|
|
|
ok(d3d10_desc.Width == desc.Width,
|
|
"Test %u: Got unexpected Width %u.\n", i, d3d10_desc.Width);
|
|
ok(d3d10_desc.Height == desc.Height,
|
|
"Test %u: Got unexpected Height %u.\n", i, d3d10_desc.Height);
|
|
ok(d3d10_desc.MipLevels == desc.MipLevels,
|
|
"Test %u: Got unexpected MipLevels %u.\n", i, d3d10_desc.MipLevels);
|
|
ok(d3d10_desc.ArraySize == desc.ArraySize,
|
|
"Test %u: Got unexpected ArraySize %u.\n", i, d3d10_desc.ArraySize);
|
|
ok(d3d10_desc.Format == desc.Format,
|
|
"Test %u: Got unexpected Format %u.\n", i, d3d10_desc.Format);
|
|
ok(d3d10_desc.SampleDesc.Count == desc.SampleDesc.Count,
|
|
"Test %u: Got unexpected SampleDesc.Count %u.\n", i, d3d10_desc.SampleDesc.Count);
|
|
ok(d3d10_desc.SampleDesc.Quality == desc.SampleDesc.Quality,
|
|
"Test %u: Got unexpected SampleDesc.Quality %u.\n", i, d3d10_desc.SampleDesc.Quality);
|
|
ok(d3d10_desc.Usage == (D3D10_USAGE)desc.Usage,
|
|
"Test %u: Got unexpected Usage %u.\n", i, d3d10_desc.Usage);
|
|
ok(d3d10_desc.BindFlags == current->expected_bind_flags,
|
|
"Test %u: Got unexpected BindFlags %#x.\n", i, d3d10_desc.BindFlags);
|
|
ok(d3d10_desc.CPUAccessFlags == desc.CPUAccessFlags,
|
|
"Test %u: Got unexpected CPUAccessFlags %#x.\n", i, d3d10_desc.CPUAccessFlags);
|
|
ok(d3d10_desc.MiscFlags == current->expected_misc_flags,
|
|
"Test %u: Got unexpected MiscFlags %#x.\n", i, d3d10_desc.MiscFlags);
|
|
|
|
d3d10_device = (ID3D10Device *)0xdeadbeef;
|
|
ID3D10Texture2D_GetDevice(d3d10_texture, &d3d10_device);
|
|
todo_wine ok(!d3d10_device, "Test %u: Got unexpected device pointer %p, expected NULL.\n", i, d3d10_device);
|
|
if (d3d10_device) ID3D10Device_Release(d3d10_device);
|
|
|
|
ID3D10Texture2D_Release(d3d10_texture);
|
|
}
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_texture3d(void)
|
|
{
|
|
ULONG refcount, expected_refcount;
|
|
D3D11_SUBRESOURCE_DATA data = {0};
|
|
ID3D11Device *device, *tmp;
|
|
D3D11_TEXTURE3D_DESC desc;
|
|
ID3D11Texture3D *texture;
|
|
IDXGISurface *surface;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create ID3D11Device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
desc.Width = 64;
|
|
desc.Height = 64;
|
|
desc.Depth = 64;
|
|
desc.MipLevels = 1;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D11_BIND_RENDER_TARGET;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture3D(device, &desc, &data, &texture);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_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;
|
|
ID3D11Texture3D_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
hr = ID3D11Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
|
|
ID3D11Texture3D_Release(texture);
|
|
|
|
desc.MipLevels = 0;
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_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;
|
|
ID3D11Texture3D_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
ID3D11Texture3D_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 == D3D11_USAGE_DEFAULT, "Got unexpected Usage %u.\n", desc.Usage);
|
|
ok(desc.BindFlags == D3D11_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 = ID3D11Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
|
|
ID3D11Texture3D_Release(texture);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_texture3d_interfaces(void)
|
|
{
|
|
ID3D10Texture3D *d3d10_texture;
|
|
D3D11_TEXTURE3D_DESC desc;
|
|
ID3D11Texture3D *texture;
|
|
IDXGISurface *surface;
|
|
ID3D11Device *device;
|
|
unsigned int i;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
static const struct test
|
|
{
|
|
BOOL implements_d3d10_interfaces;
|
|
UINT bind_flags;
|
|
UINT misc_flags;
|
|
UINT expected_bind_flags;
|
|
UINT expected_misc_flags;
|
|
}
|
|
desc_conversion_tests[] =
|
|
{
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_SHADER_RESOURCE, 0,
|
|
D3D10_BIND_SHADER_RESOURCE, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_UNORDERED_ACCESS, 0,
|
|
D3D11_BIND_UNORDERED_ACCESS, 0
|
|
},
|
|
{
|
|
FALSE,
|
|
0, D3D11_RESOURCE_MISC_RESOURCE_CLAMP,
|
|
0, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
0, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX,
|
|
0, D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX
|
|
},
|
|
};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create ID3D11Device.\n");
|
|
return;
|
|
}
|
|
|
|
desc.Width = 64;
|
|
desc.Height = 64;
|
|
desc.Depth = 64;
|
|
desc.MipLevels = 0;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D11_BIND_RENDER_TARGET;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture3D(device, &desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(hr == E_NOINTERFACE, "Texture should not implement IDXGISurface.\n");
|
|
|
|
hr = ID3D11Texture3D_QueryInterface(texture, &IID_ID3D10Texture3D, (void **)&d3d10_texture);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Texture should implement ID3D10Texture3D.\n");
|
|
if (SUCCEEDED(hr)) ID3D10Texture3D_Release(d3d10_texture);
|
|
ID3D11Texture3D_Release(texture);
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("3D textures do not implement ID3D10Texture3D.\n");
|
|
ID3D11Device_Release(device);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i)
|
|
{
|
|
const struct test *current = &desc_conversion_tests[i];
|
|
D3D10_TEXTURE3D_DESC d3d10_desc;
|
|
ID3D10Device *d3d10_device;
|
|
|
|
desc.Width = 64;
|
|
desc.Height = 64;
|
|
desc.Depth = 64;
|
|
desc.MipLevels = 1;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = current->bind_flags;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = current->misc_flags;
|
|
|
|
hr = ID3D11Device_CreateTexture3D(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 3d texture, hr %#x.\n", i, hr);
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("Failed to create ID3D11Texture3D, skipping test %u.\n", i);
|
|
continue;
|
|
}
|
|
|
|
hr = ID3D11Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(hr == E_NOINTERFACE, "Texture should not implement IDXGISurface.\n");
|
|
|
|
hr = ID3D11Texture3D_QueryInterface(texture, &IID_ID3D10Texture3D, (void **)&d3d10_texture);
|
|
ID3D11Texture3D_Release(texture);
|
|
|
|
if (current->implements_d3d10_interfaces)
|
|
{
|
|
ok(SUCCEEDED(hr), "Test %u: Texture should implement ID3D10Texture3D.\n", i);
|
|
}
|
|
else
|
|
{
|
|
todo_wine ok(hr == E_NOINTERFACE, "Test %u: Texture should not implement ID3D10Texture3D.\n", i);
|
|
if (SUCCEEDED(hr)) ID3D10Texture3D_Release(d3d10_texture);
|
|
continue;
|
|
}
|
|
|
|
ID3D10Texture3D_GetDesc(d3d10_texture, &d3d10_desc);
|
|
|
|
ok(d3d10_desc.Width == desc.Width,
|
|
"Test %u: Got unexpected Width %u.\n", i, d3d10_desc.Width);
|
|
ok(d3d10_desc.Height == desc.Height,
|
|
"Test %u: Got unexpected Height %u.\n", i, d3d10_desc.Height);
|
|
ok(d3d10_desc.Depth == desc.Depth,
|
|
"Test %u: Got unexpected Depth %u.\n", i, d3d10_desc.Depth);
|
|
ok(d3d10_desc.MipLevels == desc.MipLevels,
|
|
"Test %u: Got unexpected MipLevels %u.\n", i, d3d10_desc.MipLevels);
|
|
ok(d3d10_desc.Format == desc.Format,
|
|
"Test %u: Got unexpected Format %u.\n", i, d3d10_desc.Format);
|
|
ok(d3d10_desc.Usage == (D3D10_USAGE)desc.Usage,
|
|
"Test %u: Got unexpected Usage %u.\n", i, d3d10_desc.Usage);
|
|
ok(d3d10_desc.BindFlags == current->expected_bind_flags,
|
|
"Test %u: Got unexpected BindFlags %#x.\n", i, d3d10_desc.BindFlags);
|
|
ok(d3d10_desc.CPUAccessFlags == desc.CPUAccessFlags,
|
|
"Test %u: Got unexpected CPUAccessFlags %#x.\n", i, d3d10_desc.CPUAccessFlags);
|
|
ok(d3d10_desc.MiscFlags == current->expected_misc_flags,
|
|
"Test %u: Got unexpected MiscFlags %#x.\n", i, d3d10_desc.MiscFlags);
|
|
|
|
d3d10_device = (ID3D10Device *)0xdeadbeef;
|
|
ID3D10Texture3D_GetDevice(d3d10_texture, &d3d10_device);
|
|
todo_wine ok(!d3d10_device, "Test %u: Got unexpected device pointer %p, expected NULL.\n", i, d3d10_device);
|
|
if (d3d10_device) ID3D10Device_Release(d3d10_device);
|
|
|
|
ID3D10Texture3D_Release(d3d10_texture);
|
|
}
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_buffer_interfaces(void)
|
|
{
|
|
ID3D10Buffer *d3d10_buffer;
|
|
D3D11_BUFFER_DESC desc;
|
|
ID3D11Buffer *buffer;
|
|
ID3D11Device *device;
|
|
unsigned int i;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
static const struct test
|
|
{
|
|
BOOL implements_d3d10_interfaces;
|
|
UINT bind_flags;
|
|
UINT misc_flags;
|
|
UINT structure_stride;
|
|
UINT expected_bind_flags;
|
|
UINT expected_misc_flags;
|
|
}
|
|
desc_conversion_tests[] =
|
|
{
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_VERTEX_BUFFER, 0, 0,
|
|
D3D10_BIND_VERTEX_BUFFER, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_INDEX_BUFFER, 0, 0,
|
|
D3D10_BIND_INDEX_BUFFER, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_CONSTANT_BUFFER, 0, 0,
|
|
D3D10_BIND_CONSTANT_BUFFER, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_SHADER_RESOURCE, 0, 0,
|
|
D3D10_BIND_SHADER_RESOURCE, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_STREAM_OUTPUT, 0, 0,
|
|
D3D10_BIND_STREAM_OUTPUT, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_RENDER_TARGET, 0, 0,
|
|
D3D10_BIND_RENDER_TARGET, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_UNORDERED_ACCESS, 0, 0,
|
|
D3D11_BIND_UNORDERED_ACCESS, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
0, D3D11_RESOURCE_MISC_SHARED, 0,
|
|
0, D3D10_RESOURCE_MISC_SHARED
|
|
},
|
|
{
|
|
TRUE,
|
|
0, D3D11_RESOURCE_MISC_DRAWINDIRECT_ARGS, 0,
|
|
0, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS, 0,
|
|
D3D10_BIND_SHADER_RESOURCE, 0
|
|
},
|
|
{
|
|
FALSE /* Structured buffers do not implement ID3D10Buffer. */,
|
|
0, D3D11_RESOURCE_MISC_BUFFER_STRUCTURED, 16,
|
|
0, 0
|
|
},
|
|
{
|
|
TRUE,
|
|
0, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX, 0,
|
|
0, D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX
|
|
},
|
|
};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create ID3D11Device.\n");
|
|
return;
|
|
}
|
|
|
|
desc.ByteWidth = 1024;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = 0;
|
|
desc.StructureByteStride = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &desc, NULL, &buffer);
|
|
ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Buffer_QueryInterface(buffer, &IID_ID3D10Buffer, (void **)&d3d10_buffer);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Buffer should implement ID3D10Buffer.\n");
|
|
if (SUCCEEDED(hr)) ID3D10Buffer_Release(d3d10_buffer);
|
|
ID3D11Buffer_Release(buffer);
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("Buffers do not implement ID3D10Buffer.\n");
|
|
ID3D11Device_Release(device);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i)
|
|
{
|
|
const struct test *current = &desc_conversion_tests[i];
|
|
D3D10_BUFFER_DESC d3d10_desc;
|
|
ID3D10Device *d3d10_device;
|
|
|
|
desc.ByteWidth = 1024;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = current->bind_flags;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = current->misc_flags;
|
|
desc.StructureByteStride = current->structure_stride;
|
|
|
|
hr = ID3D11Device_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 = ID3D11Buffer_QueryInterface(buffer, &IID_ID3D10Buffer, (void **)&d3d10_buffer);
|
|
ID3D11Buffer_Release(buffer);
|
|
|
|
if (current->implements_d3d10_interfaces)
|
|
{
|
|
ok(SUCCEEDED(hr), "Test %u: Buffer should implement ID3D10Buffer.\n", i);
|
|
}
|
|
else
|
|
{
|
|
todo_wine ok(hr == E_NOINTERFACE, "Test %u: Buffer should not implement ID3D10Buffer.\n", i);
|
|
if (SUCCEEDED(hr)) ID3D10Buffer_Release(d3d10_buffer);
|
|
continue;
|
|
}
|
|
|
|
ID3D10Buffer_GetDesc(d3d10_buffer, &d3d10_desc);
|
|
|
|
ok(d3d10_desc.ByteWidth == desc.ByteWidth,
|
|
"Test %u: Got unexpected ByteWidth %u.\n", i, d3d10_desc.ByteWidth);
|
|
ok(d3d10_desc.Usage == (D3D10_USAGE)desc.Usage,
|
|
"Test %u: Got unexpected Usage %u.\n", i, d3d10_desc.Usage);
|
|
ok(d3d10_desc.BindFlags == current->expected_bind_flags,
|
|
"Test %u: Got unexpected BindFlags %#x.\n", i, d3d10_desc.BindFlags);
|
|
ok(d3d10_desc.CPUAccessFlags == desc.CPUAccessFlags,
|
|
"Test %u: Got unexpected CPUAccessFlags %#x.\n", i, d3d10_desc.CPUAccessFlags);
|
|
ok(d3d10_desc.MiscFlags == current->expected_misc_flags,
|
|
"Test %u: Got unexpected MiscFlags %#x.\n", i, d3d10_desc.MiscFlags);
|
|
|
|
d3d10_device = (ID3D10Device *)0xdeadbeef;
|
|
ID3D10Buffer_GetDevice(d3d10_buffer, &d3d10_device);
|
|
todo_wine ok(!d3d10_device, "Test %u: Got unexpected device pointer %p, expected NULL.\n", i, d3d10_device);
|
|
if (d3d10_device) ID3D10Device_Release(d3d10_device);
|
|
|
|
ID3D10Buffer_Release(d3d10_buffer);
|
|
}
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_depthstencil_view(void)
|
|
{
|
|
D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc;
|
|
D3D11_TEXTURE2D_DESC texture_desc;
|
|
ULONG refcount, expected_refcount;
|
|
ID3D11DepthStencilView *dsview;
|
|
ID3D11Device *device, *tmp;
|
|
ID3D11Texture2D *texture;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
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 = D3D11_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_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 = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)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;
|
|
ID3D11DepthStencilView_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
ID3D11DepthStencilView_GetDesc(dsview, &dsv_desc);
|
|
ok(dsv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", dsv_desc.Format);
|
|
ok(dsv_desc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2D,
|
|
"Got unexpected view dimension %#x.\n", dsv_desc.ViewDimension);
|
|
ok(!dsv_desc.Flags, "Got unexpected flags %#x.\n", dsv_desc.Flags);
|
|
ok(U(dsv_desc).Texture2D.MipSlice == 0, "Got Unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice);
|
|
|
|
ID3D11DepthStencilView_Release(dsview);
|
|
ID3D11Texture2D_Release(texture);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_depthstencil_view_interfaces(void)
|
|
{
|
|
D3D10_DEPTH_STENCIL_VIEW_DESC d3d10_dsv_desc;
|
|
D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc;
|
|
ID3D10DepthStencilView *d3d10_dsview;
|
|
D3D11_TEXTURE2D_DESC texture_desc;
|
|
ID3D11DepthStencilView *dsview;
|
|
ID3D11Texture2D *texture;
|
|
ID3D11Device *device;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
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 = D3D11_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_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 = D3D11_DSV_DIMENSION_TEXTURE2D;
|
|
dsv_desc.Flags = 0;
|
|
U(dsv_desc).Texture2D.MipSlice = 0;
|
|
|
|
hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, &dsv_desc, &dsview);
|
|
ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11DepthStencilView_QueryInterface(dsview, &IID_ID3D10DepthStencilView, (void **)&d3d10_dsview);
|
|
ID3D11DepthStencilView_Release(dsview);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Depth stencil view should implement ID3D10DepthStencilView.\n");
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("Depth stencil view does not implement ID3D10DepthStencilView.\n");
|
|
goto done;
|
|
}
|
|
|
|
ID3D10DepthStencilView_GetDesc(d3d10_dsview, &d3d10_dsv_desc);
|
|
ok(d3d10_dsv_desc.Format == dsv_desc.Format, "Got unexpected format %#x.\n", d3d10_dsv_desc.Format);
|
|
ok(d3d10_dsv_desc.ViewDimension == (D3D10_DSV_DIMENSION)dsv_desc.ViewDimension,
|
|
"Got unexpected view dimension %u.\n", d3d10_dsv_desc.ViewDimension);
|
|
ok(U(d3d10_dsv_desc).Texture2D.MipSlice == U(dsv_desc).Texture2D.MipSlice,
|
|
"Got unexpected mip slice %u.\n", U(d3d10_dsv_desc).Texture2D.MipSlice);
|
|
|
|
ID3D10DepthStencilView_Release(d3d10_dsview);
|
|
|
|
done:
|
|
ID3D11Texture2D_Release(texture);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_rendertarget_view(void)
|
|
{
|
|
D3D11_RENDER_TARGET_VIEW_DESC rtv_desc;
|
|
D3D11_SUBRESOURCE_DATA data = {0};
|
|
D3D11_TEXTURE2D_DESC texture_desc;
|
|
ULONG refcount, expected_refcount;
|
|
D3D11_BUFFER_DESC buffer_desc;
|
|
ID3D11RenderTargetView *rtview;
|
|
ID3D11Device *device, *tmp;
|
|
ID3D11Texture2D *texture;
|
|
ID3D11Buffer *buffer;
|
|
IUnknown *iface;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
buffer_desc.ByteWidth = 1024;
|
|
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D11_BIND_RENDER_TARGET;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
buffer_desc.StructureByteStride = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &data, &buffer);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_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;
|
|
ID3D11Buffer_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
rtv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_BUFFER;
|
|
U(rtv_desc).Buffer.ElementOffset = 0;
|
|
U(rtv_desc).Buffer.ElementWidth = 64;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)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;
|
|
ID3D11RenderTargetView_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
hr = ID3D11RenderTargetView_QueryInterface(rtview, &IID_ID3D10RenderTargetView, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Render target view should implement ID3D10RenderTargetView.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
ID3D11RenderTargetView_Release(rtview);
|
|
ID3D11Buffer_Release(buffer);
|
|
|
|
texture_desc.Width = 512;
|
|
texture_desc.Height = 512;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
|
|
|
|
/* For texture resources it's allowed to specify NULL as desc */
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtview);
|
|
ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D11RenderTargetView_GetDesc(rtview, &rtv_desc);
|
|
ok(rtv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", rtv_desc.Format);
|
|
ok(rtv_desc.ViewDimension == D3D11_RTV_DIMENSION_TEXTURE2D, "Got unexpected view dimension %#x.\n",
|
|
rtv_desc.ViewDimension);
|
|
ok(U(rtv_desc).Texture2D.MipSlice == 0, "Got unexpected mip slice %#x.\n", U(rtv_desc).Texture2D.MipSlice);
|
|
|
|
hr = ID3D11RenderTargetView_QueryInterface(rtview, &IID_ID3D10RenderTargetView, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Render target view should implement ID3D10RenderTargetView.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
ID3D11RenderTargetView_Release(rtview);
|
|
ID3D11Texture2D_Release(texture);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_shader_resource_view(void)
|
|
{
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
|
D3D11_TEXTURE2D_DESC texture_desc;
|
|
ULONG refcount, expected_refcount;
|
|
ID3D11ShaderResourceView *srview;
|
|
D3D11_BUFFER_DESC buffer_desc;
|
|
ID3D11Device *device, *tmp;
|
|
ID3D11Texture2D *texture;
|
|
ID3D11Buffer *buffer;
|
|
IUnknown *iface;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
buffer_desc.ByteWidth = 1024;
|
|
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
buffer_desc.StructureByteStride = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
|
|
ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, NULL, &srview);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
|
|
U(srv_desc).Buffer.ElementOffset = 0;
|
|
U(srv_desc).Buffer.ElementWidth = 64;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)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;
|
|
ID3D11ShaderResourceView_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
hr = ID3D11ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Shader resource view should implement ID3D10ShaderResourceView.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
hr = ID3D11ShaderResourceView_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);
|
|
|
|
ID3D11ShaderResourceView_Release(srview);
|
|
ID3D11Buffer_Release(buffer);
|
|
|
|
texture_desc.Width = 512;
|
|
texture_desc.Height = 512;
|
|
texture_desc.MipLevels = 0;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srview);
|
|
ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Shader resource view should implement ID3D10ShaderResourceView.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
hr = ID3D11ShaderResourceView_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);
|
|
|
|
ID3D11ShaderResourceView_GetDesc(srview, &srv_desc);
|
|
ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format);
|
|
ok(srv_desc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE2D,
|
|
"Got unexpected view dimension %#x.\n", srv_desc.ViewDimension);
|
|
ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n",
|
|
U(srv_desc).Texture2D.MostDetailedMip);
|
|
ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels);
|
|
|
|
ID3D11ShaderResourceView_Release(srview);
|
|
ID3D11Texture2D_Release(texture);
|
|
|
|
refcount = ID3D11Device_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;
|
|
ID3D11Device *device, *tmp;
|
|
ID3D11GeometryShader *gs;
|
|
ID3D11VertexShader *vs;
|
|
ID3D11PixelShader *ps;
|
|
IUnknown *iface;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i)
|
|
{
|
|
D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i];
|
|
if (!(device = create_device(&feature_level)))
|
|
{
|
|
skip("Failed to create device for feature level %#x.\n", feature_level);
|
|
continue;
|
|
}
|
|
|
|
/* vertex shader */
|
|
hr = ID3D11Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), NULL, &vs);
|
|
ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
|
|
|
|
hr = ID3D11Device_CreateVertexShader(device, vs_3_0, sizeof(vs_3_0), NULL, &vs);
|
|
ok(hr == E_INVALIDARG, "Created a SM3 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
|
|
|
|
hr = ID3D11Device_CreateVertexShader(device, ps_4_0, sizeof(ps_4_0), NULL, &vs);
|
|
ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x, feature level %#x.\n",
|
|
hr, feature_level);
|
|
|
|
if (feature_level < D3D_FEATURE_LEVEL_10_0)
|
|
{
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
continue;
|
|
}
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), NULL, &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
|
|
|
|
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;
|
|
ID3D11VertexShader_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
hr = ID3D11VertexShader_QueryInterface(vs, &IID_ID3D10VertexShader, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Vertex shader should implement ID3D10VertexShader.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
refcount = ID3D11VertexShader_Release(vs);
|
|
ok(!refcount, "Vertex shader has %u references left.\n", refcount);
|
|
|
|
/* pixel shader */
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), NULL, &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
|
|
|
|
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;
|
|
ID3D11PixelShader_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
hr = ID3D11PixelShader_QueryInterface(ps, &IID_ID3D10PixelShader, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Pixel shader should implement ID3D10PixelShader.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
refcount = ID3D11PixelShader_Release(ps);
|
|
ok(!refcount, "Pixel shader has %u references left.\n", refcount);
|
|
|
|
/* geometry shader */
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_CreateGeometryShader(device, gs_4_0, sizeof(gs_4_0), NULL, &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;
|
|
ID3D11GeometryShader_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
hr = ID3D11GeometryShader_QueryInterface(gs, &IID_ID3D10GeometryShader, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Geometry shader should implement ID3D10GeometryShader.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
|
|
refcount = ID3D11GeometryShader_Release(gs);
|
|
ok(!refcount, "Geometry shader has %u references left.\n", refcount);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
}
|
|
|
|
static void test_create_sampler_state(void)
|
|
{
|
|
static const struct test
|
|
{
|
|
D3D11_FILTER filter;
|
|
D3D10_FILTER expected_filter;
|
|
}
|
|
desc_conversion_tests[] =
|
|
{
|
|
{D3D11_FILTER_MIN_MAG_MIP_POINT, D3D10_FILTER_MIN_MAG_MIP_POINT},
|
|
{D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR},
|
|
{D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT, D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT},
|
|
{D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR, D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR},
|
|
{D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT, D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT},
|
|
{D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR, D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR},
|
|
{D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT, D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT},
|
|
{D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D10_FILTER_MIN_MAG_MIP_LINEAR},
|
|
{D3D11_FILTER_ANISOTROPIC, D3D10_FILTER_ANISOTROPIC},
|
|
{D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT, D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT},
|
|
{D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR, D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR},
|
|
{
|
|
D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT,
|
|
D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT
|
|
},
|
|
{D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR, D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR},
|
|
{D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT, D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT},
|
|
{
|
|
D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR,
|
|
D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR
|
|
},
|
|
{D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT, D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT},
|
|
{D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR, D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR},
|
|
{D3D11_FILTER_COMPARISON_ANISOTROPIC, D3D10_FILTER_COMPARISON_ANISOTROPIC},
|
|
};
|
|
|
|
ID3D11SamplerState *sampler_state1, *sampler_state2;
|
|
ID3D10SamplerState *d3d10_sampler_state;
|
|
ULONG refcount, expected_refcount;
|
|
ID3D11Device *device, *tmp;
|
|
D3D11_SAMPLER_DESC desc;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D11Device_CreateSamplerState(device, NULL, &sampler_state1);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
|
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
desc.MipLODBias = 0.0f;
|
|
desc.MaxAnisotropy = 16;
|
|
desc.ComparisonFunc = D3D11_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 = ID3D11Device_CreateSamplerState(device, &desc, &sampler_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
hr = ID3D11Device_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;
|
|
ID3D11SamplerState_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
ID3D11SamplerState_GetDesc(sampler_state1, &desc);
|
|
ok(desc.Filter == D3D11_FILTER_MIN_MAG_MIP_LINEAR, "Got unexpected filter %#x.\n", desc.Filter);
|
|
ok(desc.AddressU == D3D11_TEXTURE_ADDRESS_WRAP, "Got unexpected address u %u.\n", desc.AddressU);
|
|
ok(desc.AddressV == D3D11_TEXTURE_ADDRESS_WRAP, "Got unexpected address v %u.\n", desc.AddressV);
|
|
ok(desc.AddressW == D3D11_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, "Got unexpected max anisotropy %u.\n", desc.MaxAnisotropy);
|
|
ok(desc.ComparisonFunc == D3D11_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 = ID3D11SamplerState_Release(sampler_state2);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
refcount = ID3D11SamplerState_Release(sampler_state1);
|
|
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i)
|
|
{
|
|
const struct test *current = &desc_conversion_tests[i];
|
|
D3D10_SAMPLER_DESC d3d10_desc, expected_desc;
|
|
|
|
desc.Filter = current->filter;
|
|
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
|
desc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
|
|
desc.MipLODBias = 0.0f;
|
|
desc.MaxAnisotropy = 16;
|
|
desc.ComparisonFunc = D3D11_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 = ID3D11Device_CreateSamplerState(device, &desc, &sampler_state1);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr);
|
|
|
|
hr = ID3D11SamplerState_QueryInterface(sampler_state1, &IID_ID3D10SamplerState,
|
|
(void **)&d3d10_sampler_state);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Test %u: Sampler state should implement ID3D10SamplerState.\n", i);
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("Sampler state does not implement ID3D10SamplerState.\n");
|
|
ID3D11SamplerState_Release(sampler_state1);
|
|
break;
|
|
}
|
|
|
|
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 = D3D10_COMPARISON_NEVER;
|
|
|
|
ID3D10SamplerState_GetDesc(d3d10_sampler_state, &d3d10_desc);
|
|
ok(d3d10_desc.Filter == expected_desc.Filter,
|
|
"Test %u: Got unexpected filter %#x.\n", i, d3d10_desc.Filter);
|
|
ok(d3d10_desc.AddressU == expected_desc.AddressU,
|
|
"Test %u: Got unexpected address u %u.\n", i, d3d10_desc.AddressU);
|
|
ok(d3d10_desc.AddressV == expected_desc.AddressV,
|
|
"Test %u: Got unexpected address v %u.\n", i, d3d10_desc.AddressV);
|
|
ok(d3d10_desc.AddressW == expected_desc.AddressW,
|
|
"Test %u: Got unexpected address w %u.\n", i, d3d10_desc.AddressW);
|
|
ok(d3d10_desc.MipLODBias == expected_desc.MipLODBias,
|
|
"Test %u: Got unexpected mip LOD bias %f.\n", i, d3d10_desc.MipLODBias);
|
|
ok(d3d10_desc.MaxAnisotropy == expected_desc.MaxAnisotropy,
|
|
"Test %u: Got unexpected max anisotropy %u.\n", i, d3d10_desc.MaxAnisotropy);
|
|
ok(d3d10_desc.ComparisonFunc == expected_desc.ComparisonFunc,
|
|
"Test %u: Got unexpected comparison func %u.\n", i, d3d10_desc.ComparisonFunc);
|
|
ok(d3d10_desc.BorderColor[0] == expected_desc.BorderColor[0]
|
|
&& d3d10_desc.BorderColor[1] == expected_desc.BorderColor[1]
|
|
&& d3d10_desc.BorderColor[2] == expected_desc.BorderColor[2]
|
|
&& d3d10_desc.BorderColor[3] == expected_desc.BorderColor[3],
|
|
"Test %u: Got unexpected border color {%.8e, %.8e, %.8e, %.8e}.\n", i,
|
|
d3d10_desc.BorderColor[0], d3d10_desc.BorderColor[1],
|
|
d3d10_desc.BorderColor[2], d3d10_desc.BorderColor[3]);
|
|
ok(d3d10_desc.MinLOD == expected_desc.MinLOD,
|
|
"Test %u: Got unexpected min LOD %f.\n", i, d3d10_desc.MinLOD);
|
|
ok(d3d10_desc.MaxLOD == expected_desc.MaxLOD,
|
|
"Test %u: Got unexpected max LOD %f.\n", i, d3d10_desc.MaxLOD);
|
|
|
|
refcount = ID3D10SamplerState_Release(d3d10_sampler_state);
|
|
ok(refcount == 1, "Test %u: Got unexpected refcount %u.\n", i, refcount);
|
|
refcount = ID3D11SamplerState_Release(sampler_state1);
|
|
ok(!refcount, "Test %u: Got unexpected refcount %u.\n", i, refcount);
|
|
}
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_blend_state(void)
|
|
{
|
|
static const D3D11_BLEND_DESC desc_conversion_tests[] =
|
|
{
|
|
{
|
|
FALSE, FALSE,
|
|
{
|
|
{
|
|
FALSE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD
|
|
},
|
|
},
|
|
},
|
|
{
|
|
FALSE, TRUE,
|
|
{
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
FALSE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_RED
|
|
},
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
FALSE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_GREEN
|
|
},
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
},
|
|
},
|
|
{
|
|
FALSE, TRUE,
|
|
{
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_SUBTRACT,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
TRUE, D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_MAX,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ONE, D3D11_BLEND_OP_MIN,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
FALSE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
{
|
|
FALSE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD,
|
|
D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_COLOR_WRITE_ENABLE_ALL
|
|
},
|
|
},
|
|
},
|
|
};
|
|
|
|
ID3D11BlendState *blend_state1, *blend_state2;
|
|
D3D11_BLEND_DESC desc, obtained_desc;
|
|
ID3D10BlendState *d3d10_blend_state;
|
|
D3D10_BLEND_DESC d3d10_blend_desc;
|
|
ULONG refcount, expected_refcount;
|
|
ID3D11Device *device, *tmp;
|
|
unsigned int i, j;
|
|
IUnknown *iface;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D11Device_CreateBlendState(device, NULL, &blend_state1);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
memset(&desc, 0, sizeof(desc));
|
|
desc.AlphaToCoverageEnable = FALSE;
|
|
desc.IndependentBlendEnable = FALSE;
|
|
desc.RenderTarget[0].BlendEnable = FALSE;
|
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
|
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_CreateBlendState(device, &desc, &blend_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreateBlendState(device, &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;
|
|
ID3D11BlendState_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
ID3D11BlendState_GetDesc(blend_state1, &obtained_desc);
|
|
ok(obtained_desc.AlphaToCoverageEnable == FALSE, "Got unexpected alpha to coverage enable %#x.\n",
|
|
obtained_desc.AlphaToCoverageEnable);
|
|
ok(obtained_desc.IndependentBlendEnable == FALSE, "Got unexpected independent blend enable %#x.\n",
|
|
obtained_desc.IndependentBlendEnable);
|
|
for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ok(obtained_desc.RenderTarget[i].BlendEnable == FALSE,
|
|
"Got unexpected blend enable %#x for render target %u.\n",
|
|
obtained_desc.RenderTarget[i].BlendEnable, i);
|
|
ok(obtained_desc.RenderTarget[i].SrcBlend == D3D11_BLEND_ONE,
|
|
"Got unexpected src blend %u for render target %u.\n",
|
|
obtained_desc.RenderTarget[i].SrcBlend, i);
|
|
ok(obtained_desc.RenderTarget[i].DestBlend == D3D11_BLEND_ZERO,
|
|
"Got unexpected dest blend %u for render target %u.\n",
|
|
obtained_desc.RenderTarget[i].DestBlend, i);
|
|
ok(obtained_desc.RenderTarget[i].BlendOp == D3D11_BLEND_OP_ADD,
|
|
"Got unexpected blend op %u for render target %u.\n",
|
|
obtained_desc.RenderTarget[i].BlendOp, i);
|
|
ok(obtained_desc.RenderTarget[i].SrcBlendAlpha == D3D11_BLEND_ONE,
|
|
"Got unexpected src blend alpha %u for render target %u.\n",
|
|
obtained_desc.RenderTarget[i].SrcBlendAlpha, i);
|
|
ok(obtained_desc.RenderTarget[i].DestBlendAlpha == D3D11_BLEND_ZERO,
|
|
"Got unexpected dest blend alpha %u for render target %u.\n",
|
|
obtained_desc.RenderTarget[i].DestBlendAlpha, i);
|
|
ok(obtained_desc.RenderTarget[i].BlendOpAlpha == D3D11_BLEND_OP_ADD,
|
|
"Got unexpected blend op alpha %u for render target %u.\n",
|
|
obtained_desc.RenderTarget[i].BlendOpAlpha, i);
|
|
ok(obtained_desc.RenderTarget[i].RenderTargetWriteMask == D3D11_COLOR_WRITE_ENABLE_ALL,
|
|
"Got unexpected render target write mask %#x for render target %u.\n",
|
|
obtained_desc.RenderTarget[0].RenderTargetWriteMask, i);
|
|
}
|
|
|
|
hr = ID3D11BlendState_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Blend state should implement ID3D10BlendState.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
hr = ID3D11BlendState_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);
|
|
|
|
refcount = ID3D11BlendState_Release(blend_state1);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
refcount = ID3D11BlendState_Release(blend_state2);
|
|
ok(!refcount, "Blend state has %u references left.\n", refcount);
|
|
|
|
for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i)
|
|
{
|
|
const D3D11_BLEND_DESC *current_desc = &desc_conversion_tests[i];
|
|
|
|
hr = ID3D11Device_CreateBlendState(device, current_desc, &blend_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11BlendState_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&d3d10_blend_state);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Blend state should implement ID3D10BlendState.\n");
|
|
if (FAILED(hr))
|
|
{
|
|
win_skip("Blend state does not implement ID3D10BlendState.\n");
|
|
ID3D11BlendState_Release(blend_state1);
|
|
break;
|
|
}
|
|
|
|
ID3D10BlendState_GetDesc(d3d10_blend_state, &d3d10_blend_desc);
|
|
ok(d3d10_blend_desc.AlphaToCoverageEnable == current_desc->AlphaToCoverageEnable,
|
|
"Got unexpected alpha to coverage enable %#x for test %u.\n",
|
|
d3d10_blend_desc.AlphaToCoverageEnable, i);
|
|
ok(d3d10_blend_desc.SrcBlend == (D3D10_BLEND)current_desc->RenderTarget[0].SrcBlend,
|
|
"Got unexpected src blend %u for test %u.\n", d3d10_blend_desc.SrcBlend, i);
|
|
ok(d3d10_blend_desc.DestBlend == (D3D10_BLEND)current_desc->RenderTarget[0].DestBlend,
|
|
"Got unexpected dest blend %u for test %u.\n", d3d10_blend_desc.DestBlend, i);
|
|
ok(d3d10_blend_desc.BlendOp == (D3D10_BLEND_OP)current_desc->RenderTarget[0].BlendOp,
|
|
"Got unexpected blend op %u for test %u.\n", d3d10_blend_desc.BlendOp, i);
|
|
ok(d3d10_blend_desc.SrcBlendAlpha == (D3D10_BLEND)current_desc->RenderTarget[0].SrcBlendAlpha,
|
|
"Got unexpected src blend alpha %u for test %u.\n", d3d10_blend_desc.SrcBlendAlpha, i);
|
|
ok(d3d10_blend_desc.DestBlendAlpha == (D3D10_BLEND)current_desc->RenderTarget[0].DestBlendAlpha,
|
|
"Got unexpected dest blend alpha %u for test %u.\n", d3d10_blend_desc.DestBlendAlpha, i);
|
|
ok(d3d10_blend_desc.BlendOpAlpha == (D3D10_BLEND_OP)current_desc->RenderTarget[0].BlendOpAlpha,
|
|
"Got unexpected blend op alpha %u for test %u.\n", d3d10_blend_desc.BlendOpAlpha, i);
|
|
for (j = 0; j < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; j++)
|
|
{
|
|
unsigned int k = current_desc->IndependentBlendEnable ? j : 0;
|
|
ok(d3d10_blend_desc.BlendEnable[j] == current_desc->RenderTarget[k].BlendEnable,
|
|
"Got unexpected blend enable %#x for test %u, render target %u.\n",
|
|
d3d10_blend_desc.BlendEnable[j], i, j);
|
|
ok(d3d10_blend_desc.RenderTargetWriteMask[j] == current_desc->RenderTarget[k].RenderTargetWriteMask,
|
|
"Got unexpected render target write mask %#x for test %u, render target %u.\n",
|
|
d3d10_blend_desc.RenderTargetWriteMask[j], i, j);
|
|
}
|
|
|
|
ID3D10BlendState_Release(d3d10_blend_state);
|
|
|
|
refcount = ID3D11BlendState_Release(blend_state1);
|
|
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
|
|
}
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_depthstencil_state(void)
|
|
{
|
|
ID3D11DepthStencilState *ds_state1, *ds_state2;
|
|
ID3D10DepthStencilState *d3d10_ds_state;
|
|
ULONG refcount, expected_refcount;
|
|
D3D11_DEPTH_STENCIL_DESC ds_desc;
|
|
ID3D11Device *device, *tmp;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D11Device_CreateDepthStencilState(device, NULL, &ds_state1);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
ds_desc.DepthEnable = TRUE;
|
|
ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
|
ds_desc.DepthFunc = D3D11_COMPARISON_LESS;
|
|
ds_desc.StencilEnable = FALSE;
|
|
ds_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
|
|
ds_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
|
|
ds_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
|
ds_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
|
ds_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
|
ds_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
|
ds_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
|
ds_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
|
|
ds_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
|
ds_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
|
|
hr = ID3D11Device_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;
|
|
ID3D11DepthStencilState_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
hr = ID3D11DepthStencilState_QueryInterface(ds_state1, &IID_ID3D10DepthStencilState, (void **)&d3d10_ds_state);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Depth stencil state should implement ID3D10DepthStencilState.\n");
|
|
if (SUCCEEDED(hr)) ID3D10DepthStencilState_Release(d3d10_ds_state);
|
|
|
|
refcount = ID3D11DepthStencilState_Release(ds_state2);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
refcount = ID3D11DepthStencilState_Release(ds_state1);
|
|
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_rasterizer_state(void)
|
|
{
|
|
ID3D11RasterizerState *rast_state1, *rast_state2;
|
|
ID3D10RasterizerState *d3d10_rast_state;
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_RASTERIZER_DESC d3d10_desc;
|
|
D3D11_RASTERIZER_DESC desc;
|
|
ID3D11Device *device, *tmp;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D11Device_CreateRasterizerState(device, NULL, &rast_state1);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
desc.FillMode = D3D11_FILL_SOLID;
|
|
desc.CullMode = D3D11_CULL_BACK;
|
|
desc.FrontCounterClockwise = FALSE;
|
|
desc.DepthBias = 0;
|
|
desc.DepthBiasClamp = 0.0f;
|
|
desc.SlopeScaledDepthBias = 0.0f;
|
|
desc.DepthClipEnable = TRUE;
|
|
desc.ScissorEnable = FALSE;
|
|
desc.MultisampleEnable = FALSE;
|
|
desc.AntialiasedLineEnable = FALSE;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_CreateRasterizerState(device, &desc, &rast_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreateRasterizerState(device, &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;
|
|
ID3D11RasterizerState_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);
|
|
ID3D11Device_Release(tmp);
|
|
|
|
hr = ID3D11RasterizerState_QueryInterface(rast_state1, &IID_ID3D10RasterizerState, (void **)&d3d10_rast_state);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Rasterizer state should implement ID3D10RasterizerState.\n");
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
ID3D10RasterizerState_GetDesc(d3d10_rast_state, &d3d10_desc);
|
|
ok(d3d10_desc.FillMode == D3D10_FILL_SOLID, "Got unexpected fill mode %u.\n", d3d10_desc.FillMode);
|
|
ok(d3d10_desc.CullMode == D3D10_CULL_BACK, "Got unexpected cull mode %u.\n", d3d10_desc.CullMode);
|
|
ok(!d3d10_desc.FrontCounterClockwise, "Got unexpected front counter clockwise %#x.\n",
|
|
d3d10_desc.FrontCounterClockwise);
|
|
ok(!d3d10_desc.DepthBias, "Got unexpected depth bias %d.\n", d3d10_desc.DepthBias);
|
|
ok(!d3d10_desc.DepthBiasClamp, "Got unexpected depth bias clamp %f.\n", d3d10_desc.DepthBiasClamp);
|
|
ok(!d3d10_desc.SlopeScaledDepthBias, "Got unexpected slope scaled depth bias %f.\n",
|
|
d3d10_desc.SlopeScaledDepthBias);
|
|
ok(!!d3d10_desc.DepthClipEnable, "Got unexpected depth clip enable %#x.\n", d3d10_desc.DepthClipEnable);
|
|
ok(!d3d10_desc.ScissorEnable, "Got unexpected scissor enable %#x.\n", d3d10_desc.ScissorEnable);
|
|
ok(!d3d10_desc.MultisampleEnable, "Got unexpected multisample enable %#x.\n",
|
|
d3d10_desc.MultisampleEnable);
|
|
ok(!d3d10_desc.AntialiasedLineEnable, "Got unexpected antialiased line enable %#x.\n",
|
|
d3d10_desc.AntialiasedLineEnable);
|
|
|
|
refcount = ID3D10RasterizerState_Release(d3d10_rast_state);
|
|
ok(refcount == 2, "Got unexpected refcount %u.\n", refcount);
|
|
}
|
|
|
|
refcount = ID3D11RasterizerState_Release(rast_state2);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
refcount = ID3D11RasterizerState_Release(rast_state1);
|
|
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_predicate(void)
|
|
{
|
|
static const D3D11_QUERY other_queries[] =
|
|
{
|
|
D3D11_QUERY_EVENT,
|
|
D3D11_QUERY_OCCLUSION,
|
|
D3D11_QUERY_TIMESTAMP,
|
|
D3D11_QUERY_TIMESTAMP_DISJOINT,
|
|
D3D11_QUERY_PIPELINE_STATISTICS,
|
|
D3D11_QUERY_SO_STATISTICS,
|
|
D3D11_QUERY_SO_STATISTICS_STREAM0,
|
|
D3D11_QUERY_SO_STATISTICS_STREAM1,
|
|
D3D11_QUERY_SO_STATISTICS_STREAM2,
|
|
D3D11_QUERY_SO_STATISTICS_STREAM3,
|
|
};
|
|
|
|
ULONG refcount, expected_refcount;
|
|
D3D11_QUERY_DESC query_desc;
|
|
ID3D11Predicate *predicate;
|
|
ID3D11Device *device, *tmp;
|
|
IUnknown *iface;
|
|
unsigned int i;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D11Device_CreatePredicate(device, NULL, &predicate);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
query_desc.MiscFlags = 0;
|
|
|
|
for (i = 0; i < sizeof(other_queries) / sizeof(*other_queries); ++i)
|
|
{
|
|
query_desc.Query = other_queries[i];
|
|
hr = ID3D11Device_CreatePredicate(device, &query_desc, &predicate);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x for query type %u.\n", hr, other_queries[i]);
|
|
}
|
|
|
|
query_desc.Query = D3D11_QUERY_OCCLUSION_PREDICATE;
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D11Device_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;
|
|
ID3D11Predicate_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);
|
|
ID3D11Device_Release(tmp);
|
|
hr = ID3D11Predicate_QueryInterface(predicate, &IID_ID3D10Predicate, (void **)&iface);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Predicate should implement ID3D10Predicate.\n");
|
|
if (SUCCEEDED(hr)) IUnknown_Release(iface);
|
|
ID3D11Predicate_Release(predicate);
|
|
|
|
query_desc.Query = D3D11_QUERY_SO_OVERFLOW_PREDICATE;
|
|
hr = ID3D11Device_CreatePredicate(device, &query_desc, &predicate);
|
|
todo_wine ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr))
|
|
ID3D11Predicate_Release(predicate);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_device_removed_reason(void)
|
|
{
|
|
ID3D11Device *device;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D11Device_GetDeviceRemovedReason(device);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D11Device_GetDeviceRemovedReason(device);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_private_data(void)
|
|
{
|
|
ULONG refcount, expected_refcount;
|
|
D3D11_TEXTURE2D_DESC texture_desc;
|
|
ID3D10Texture2D *d3d10_texture;
|
|
ID3D11Device *test_object;
|
|
ID3D11Texture2D *texture;
|
|
IDXGIDevice *dxgi_device;
|
|
IDXGISurface *surface;
|
|
ID3D11Device *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(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
test_object = create_device(NULL);
|
|
|
|
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 = D3D11_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
hr = ID3D11Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
|
|
ok(SUCCEEDED(hr), "Failed to get IDXGISurface, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_SetPrivateData(device, &test_guid, 0, NULL);
|
|
ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D11Device_SetPrivateDataInterface(device, &test_guid, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D11Device_SetPrivateData(device, &test_guid, ~0u, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D11Device_SetPrivateData(device, &test_guid, ~0u, NULL);
|
|
ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_SetPrivateDataInterface(device, &test_guid, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
size = sizeof(ptr) * 2;
|
|
ptr = (IUnknown *)0xdeadbeef;
|
|
hr = ID3D11Device_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 = ID3D11Device_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 = ID3D11Device_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 = ID3D11Device_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 = ID3D11Device_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 = ID3D11Device_SetPrivateDataInterface(device, &test_guid, (IUnknown *)test_object);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
size = sizeof(data);
|
|
hr = ID3D11Device_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 = ID3D11Device_SetPrivateData(device, &test_guid, 42, NULL);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D11Device_SetPrivateData(device, &test_guid, 42, NULL);
|
|
ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_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 = ID3D11Device_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;
|
|
|
|
ptr = (IUnknown *)0xdeadbeef;
|
|
size = 1;
|
|
hr = ID3D11Device_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 = ID3D11Device_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 = ID3D11Device_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 = ID3D11Device_GetPrivateData(device, &test_guid2, NULL, NULL);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
size = 0xdeadbabe;
|
|
hr = ID3D11Device_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 = ID3D11Device_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 = ID3D11Texture2D_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 = ID3D11Texture2D_QueryInterface(texture, &IID_ID3D10Texture2D, (void **)&d3d10_texture);
|
|
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
|
|
"Texture should implement ID3D10Texture2D.\n");
|
|
if (SUCCEEDED(hr))
|
|
{
|
|
ptr = NULL;
|
|
size = sizeof(ptr);
|
|
hr = ID3D10Texture2D_GetPrivateData(d3d10_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);
|
|
ID3D10Texture2D_Release(d3d10_texture);
|
|
}
|
|
|
|
IDXGISurface_Release(surface);
|
|
ID3D11Texture2D_Release(texture);
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
refcount = ID3D11Device_Release(test_object);
|
|
ok(!refcount, "Test object has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_blend(void)
|
|
{
|
|
ID3D11RenderTargetView *backbuffer_rtv, *offscreen_rtv;
|
|
ID3D11BlendState *src_blend, *dst_blend;
|
|
ID3D11Texture2D *backbuffer, *offscreen;
|
|
D3D11_SUBRESOURCE_DATA buffer_data;
|
|
D3D11_TEXTURE2D_DESC texture_desc;
|
|
ID3D11InputLayout *input_layout;
|
|
D3D11_BUFFER_DESC buffer_desc;
|
|
ID3D11DeviceContext *context;
|
|
D3D11_BLEND_DESC blend_desc;
|
|
unsigned int stride, offset;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D11VertexShader *vs;
|
|
ID3D11PixelShader *ps;
|
|
ID3D11Device *device;
|
|
D3D11_VIEWPORT vp;
|
|
ID3D11Buffer *vb;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct vs_out main(float4 position : POSITION, float4 color : COLOR)
|
|
{
|
|
struct vs_out o;
|
|
|
|
o.position = position;
|
|
o.color = color;
|
|
|
|
return o;
|
|
}
|
|
#endif
|
|
0x43425844, 0x5c73b061, 0x5c71125f, 0x3f8b345f, 0xce04b9ab, 0x00000001, 0x00000140, 0x00000003,
|
|
0x0000002c, 0x0000007c, 0x000000d0, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
|
0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x505f5653,
|
|
0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040, 0x0000001a,
|
|
0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067, 0x001020f2,
|
|
0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2, 0x00000000,
|
|
0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 main(struct vs_out i) : SV_TARGET
|
|
{
|
|
return i.color;
|
|
}
|
|
#endif
|
|
0x43425844, 0xe2087fa6, 0xa35fbd95, 0x8e585b3f, 0x67890f54, 0x00000001, 0x000000f4, 0x00000003,
|
|
0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
|
|
0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
|
|
0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec3 position;
|
|
DWORD diffuse;
|
|
}
|
|
quads[] =
|
|
{
|
|
/* quad1 */
|
|
{{-1.0f, -1.0f, 0.1f}, 0x4000ff00},
|
|
{{-1.0f, 0.0f, 0.1f}, 0x4000ff00},
|
|
{{ 1.0f, -1.0f, 0.1f}, 0x4000ff00},
|
|
{{ 1.0f, 0.0f, 0.1f}, 0x4000ff00},
|
|
/* quad2 */
|
|
{{-1.0f, 0.0f, 0.1f}, 0xc0ff0000},
|
|
{{-1.0f, 1.0f, 0.1f}, 0xc0ff0000},
|
|
{{ 1.0f, 0.0f, 0.1f}, 0xc0ff0000},
|
|
{{ 1.0f, 1.0f, 0.1f}, 0xc0ff0000},
|
|
};
|
|
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, TRUE);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quads);
|
|
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
buffer_desc.StructureByteStride = 0;
|
|
|
|
buffer_data.pSysMem = quads;
|
|
buffer_data.SysMemPitch = 0;
|
|
buffer_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
memset(&blend_desc, 0, sizeof(blend_desc));
|
|
blend_desc.RenderTarget[0].BlendEnable = TRUE;
|
|
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
|
blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
|
blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
|
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
|
|
blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
|
blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
|
blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
|
|
|
hr = ID3D11Device_CreateBlendState(device, &blend_desc, &src_blend);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
blend_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_DEST_ALPHA;
|
|
blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_DEST_ALPHA;
|
|
blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_DEST_ALPHA;
|
|
blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA;
|
|
|
|
hr = ID3D11Device_CreateBlendState(device, &blend_desc, &dst_blend);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
ID3D11Device_GetImmediateContext(device, &context);
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
|
|
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quads);
|
|
offset = 0;
|
|
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
|
|
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
|
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
|
|
|
vp.TopLeftX = 0.0f;
|
|
vp.TopLeftY = 0.0f;
|
|
vp.Width = 640.0f;
|
|
vp.Height = 480.0f;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
|
|
|
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
|
|
|
ID3D11DeviceContext_OMSetBlendState(context, src_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
ID3D11DeviceContext_OMSetBlendState(context, dst_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
|
|
ID3D11DeviceContext_Draw(context, 4, 4);
|
|
|
|
color = get_texture_color(backbuffer, 320, 360);
|
|
ok(compare_color(color, 0x700040bf, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 120);
|
|
ok(compare_color(color, 0xa080007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
texture_desc.Width = 128;
|
|
texture_desc.Height = 128;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_B8G8R8X8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
/* DXGI_FORMAT_B8G8R8X8_UNORM is not supported on all implementations. */
|
|
if (FAILED(ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &offscreen)))
|
|
{
|
|
skip("DXGI_FORMAT_B8G8R8X8_UNORM not supported.\n");
|
|
goto done;
|
|
}
|
|
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)offscreen, NULL, &offscreen_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &offscreen_rtv, NULL);
|
|
|
|
vp.TopLeftX = 0.0f;
|
|
vp.TopLeftY = 0.0f;
|
|
vp.Width = 128.0f;
|
|
vp.Height = 128.0f;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
|
|
|
ID3D11DeviceContext_ClearRenderTargetView(context, offscreen_rtv, red);
|
|
|
|
ID3D11DeviceContext_OMSetBlendState(context, src_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
ID3D11DeviceContext_OMSetBlendState(context, dst_blend, blend_factor, D3D11_DEFAULT_SAMPLE_MASK);
|
|
ID3D11DeviceContext_Draw(context, 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);
|
|
|
|
ID3D11RenderTargetView_Release(offscreen_rtv);
|
|
ID3D11Texture2D_Release(offscreen);
|
|
done:
|
|
ID3D11BlendState_Release(dst_blend);
|
|
ID3D11BlendState_Release(src_blend);
|
|
ID3D11PixelShader_Release(ps);
|
|
ID3D11VertexShader_Release(vs);
|
|
ID3D11Buffer_Release(vb);
|
|
ID3D11InputLayout_Release(input_layout);
|
|
ID3D11RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D11Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
ID3D11DeviceContext_Release(context);
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_texture(void)
|
|
{
|
|
struct shader
|
|
{
|
|
const DWORD *code;
|
|
size_t size;
|
|
};
|
|
struct texture
|
|
{
|
|
UINT width;
|
|
UINT height;
|
|
UINT miplevel_count;
|
|
DXGI_FORMAT format;
|
|
D3D11_SUBRESOURCE_DATA data[3];
|
|
};
|
|
|
|
D3D11_SUBRESOURCE_DATA resource_data;
|
|
const struct texture *current_texture;
|
|
D3D11_TEXTURE2D_DESC texture_desc;
|
|
D3D11_SAMPLER_DESC sampler_desc;
|
|
ID3D11InputLayout *input_layout;
|
|
const struct shader *current_ps;
|
|
ID3D11ShaderResourceView *srv;
|
|
D3D11_BUFFER_DESC buffer_desc;
|
|
ID3D11DeviceContext *context;
|
|
ID3D11Texture2D *backbuffer;
|
|
ID3D11RenderTargetView *rtv;
|
|
ID3D11SamplerState *sampler;
|
|
unsigned int stride, offset;
|
|
struct texture_readback rb;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D11Texture2D *texture;
|
|
ID3D11VertexShader *vs;
|
|
ID3D11PixelShader *ps;
|
|
ID3D11Buffer *vb, *cb;
|
|
ID3D11Device *device;
|
|
unsigned int i, x, y;
|
|
struct vec4 miplevel;
|
|
D3D11_VIEWPORT vp;
|
|
ULONG refcount;
|
|
HWND window;
|
|
DWORD color;
|
|
HRESULT hr;
|
|
|
|
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_ld_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
|
|
float miplevel;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
float3 p;
|
|
t.GetDimensions(miplevel, p.x, p.y, p.z);
|
|
p.z = miplevel;
|
|
p *= float3(position.x / 640.0f, position.y / 480.0f, 1.0f);
|
|
return t.Load(int3(p));
|
|
}
|
|
#endif
|
|
0x43425844, 0xbdda6bdf, 0xc6ffcdf1, 0xa58596b3, 0x822383f0, 0x00000001, 0x000001ac, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000110, 0x00000040,
|
|
0x00000044, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001858, 0x00107000, 0x00000000,
|
|
0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
|
|
0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000,
|
|
0x0700003d, 0x001000f2, 0x00000000, 0x0010000a, 0x00000000, 0x00107e46, 0x00000000, 0x07000038,
|
|
0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x06000036, 0x001000c2,
|
|
0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46,
|
|
0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x3f800000, 0x3f800000, 0x0500001b, 0x001000f2,
|
|
0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_ld_sint8_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D<int4> t;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
float3 p, s;
|
|
int4 c;
|
|
|
|
p = float3(position.x / 640.0f, position.y / 480.0f, 0.0f);
|
|
t.GetDimensions(0, s.x, s.y, s.z);
|
|
p *= s;
|
|
|
|
c = t.Load(int3(p));
|
|
return (max(c / (float4)127, (float4)-1) + (float4)1) / 2.0f;
|
|
}
|
|
#endif
|
|
0x43425844, 0xb3d0b0fc, 0x0e486f4a, 0xf67eec12, 0xfb9dd52f, 0x00000001, 0x00000240, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000001a4, 0x00000040,
|
|
0x00000069, 0x04001858, 0x00107000, 0x00000000, 0x00003333, 0x04002064, 0x00101032, 0x00000000,
|
|
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2,
|
|
0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x0a000038, 0x00100032, 0x00000001,
|
|
0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x08000036,
|
|
0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038,
|
|
0x001000f2, 0x00000000, 0x00100f46, 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2,
|
|
0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x0500002b, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0a000038,
|
|
0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3c010204, 0x3c010204, 0x3c010204,
|
|
0x3c010204, 0x0a000034, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0xbf800000,
|
|
0xbf800000, 0xbf800000, 0xbf800000, 0x0a000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0a000038, 0x001020f2, 0x00000000,
|
|
0x00100e46, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_ld_uint8_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D<uint4> t;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
float3 p, s;
|
|
|
|
p = float3(position.x / 640.0f, position.y / 480.0f, 0.0f);
|
|
t.GetDimensions(0, s.x, s.y, s.z);
|
|
p *= s;
|
|
|
|
return t.Load(int3(p)) / (float4)255;
|
|
}
|
|
#endif
|
|
0x43425844, 0xd09917eb, 0x4508a07e, 0xb0b7250a, 0x228c1f0e, 0x00000001, 0x000001c8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000012c, 0x00000040,
|
|
0x0000004b, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032, 0x00000000,
|
|
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2,
|
|
0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x0a000038, 0x00100032, 0x00000001,
|
|
0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x08000036,
|
|
0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038,
|
|
0x001000f2, 0x00000000, 0x00100f46, 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2,
|
|
0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x05000056, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0a000038,
|
|
0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3b808081, 0x3b808081, 0x3b808081,
|
|
0x3b808081, 0x0100003e,
|
|
};
|
|
static const DWORD ps_sample_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
|
|
p.x = position.x / 640.0f;
|
|
p.y = position.y / 480.0f;
|
|
return t.Sample(s, p);
|
|
}
|
|
#endif
|
|
0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
|
|
0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
|
|
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
|
0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
|
|
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_sample_l_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float level;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
|
|
p.x = position.x / 640.0f;
|
|
p.y = position.y / 480.0f;
|
|
return t.SampleLevel(s, p, level);
|
|
}
|
|
#endif
|
|
0x43425844, 0x61e05d85, 0x2a7300fb, 0x0a83706b, 0x889d1683, 0x00000001, 0x00000150, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000b4, 0x00000040,
|
|
0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005a, 0x00106000, 0x00000000,
|
|
0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
|
|
0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000,
|
|
0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c000048,
|
|
0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000,
|
|
0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const struct shader ps_ld = {ps_ld_code, sizeof(ps_ld_code)};
|
|
static const struct shader ps_ld_sint8 = {ps_ld_sint8_code, sizeof(ps_ld_sint8_code)};
|
|
static const struct shader ps_ld_uint8 = {ps_ld_uint8_code, sizeof(ps_ld_uint8_code)};
|
|
static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
|
|
static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)};
|
|
static const struct
|
|
{
|
|
struct vec2 position;
|
|
}
|
|
quad[] =
|
|
{
|
|
{{-1.0f, -1.0f}},
|
|
{{-1.0f, 1.0f}},
|
|
{{ 1.0f, -1.0f}},
|
|
{{ 1.0f, 1.0f}},
|
|
};
|
|
static const DWORD rgba_level_0[] =
|
|
{
|
|
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
|
|
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
|
|
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
|
|
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
|
|
};
|
|
static const DWORD rgba_level_1[] =
|
|
{
|
|
0xffffffff, 0xff0000ff,
|
|
0xff000000, 0xff00ff00,
|
|
};
|
|
static const DWORD rgba_level_2[] =
|
|
{
|
|
0xffff0000,
|
|
};
|
|
static const BYTE bc1_data[4 * 8] =
|
|
{
|
|
0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
|
|
0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
|
|
0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
|
|
};
|
|
static const BYTE bc2_data[4 * 16] =
|
|
{
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
|
|
};
|
|
static const BYTE bc3_data[4 * 16] =
|
|
{
|
|
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
|
|
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
|
|
};
|
|
static const struct texture rgba_texture =
|
|
{
|
|
4, 4, 3, DXGI_FORMAT_R8G8B8A8_UNORM,
|
|
{
|
|
{rgba_level_0, 4 * sizeof(*rgba_level_0), 0},
|
|
{rgba_level_1, 2 * sizeof(*rgba_level_1), 0},
|
|
{rgba_level_2, sizeof(*rgba_level_2), 0},
|
|
}
|
|
};
|
|
static const struct texture bc1_texture = {8, 8, 1, DXGI_FORMAT_BC1_UNORM, {{bc1_data, 2 * 8}}};
|
|
static const struct texture bc2_texture = {8, 8, 1, DXGI_FORMAT_BC2_UNORM, {{bc2_data, 2 * 16}}};
|
|
static const struct texture bc3_texture = {8, 8, 1, DXGI_FORMAT_BC3_UNORM, {{bc3_data, 2 * 16}}};
|
|
static const struct texture sint8_texture = {4, 4, 1, DXGI_FORMAT_R8G8B8A8_SINT,
|
|
{{rgba_level_0, 4 * sizeof(*rgba_level_0)}}};
|
|
static const struct texture uint8_texture = {4, 4, 1, DXGI_FORMAT_R8G8B8A8_UINT,
|
|
{{rgba_level_0, 4 * sizeof(*rgba_level_0)}}};
|
|
static const DWORD level_1_colors[] =
|
|
{
|
|
0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
|
|
0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff,
|
|
0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
|
|
0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00,
|
|
};
|
|
static const DWORD lerp_1_2_colors[] =
|
|
{
|
|
0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f,
|
|
0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f,
|
|
0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00,
|
|
0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00,
|
|
};
|
|
static const DWORD level_2_colors[] =
|
|
{
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000,
|
|
};
|
|
static const DWORD bc_colors[] =
|
|
{
|
|
0xff0000ff, 0xff0000ff, 0xff00ff00, 0xff00ff00,
|
|
0xff0000ff, 0xff0000ff, 0xff00ff00, 0xff00ff00,
|
|
0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff,
|
|
0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff,
|
|
};
|
|
static const DWORD sint8_colors[] =
|
|
{
|
|
0x7e80807e, 0x7e807e7e, 0x7e807e80, 0x7e7e7e80,
|
|
0x7e7e8080, 0x7e7e7f7f, 0x7e808080, 0x7effffff,
|
|
0x7e7e7e7e, 0x7e7e7e7e, 0x7e7e7e7e, 0x7e808080,
|
|
0x7e7e7e7e, 0x7e7f7f7f, 0x7e7f7f7f, 0x7e7f7f7f,
|
|
};
|
|
static const DWORD zero_colors[4 * 4] = {0};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
|
|
static const struct test
|
|
{
|
|
const struct shader *ps;
|
|
const struct texture *texture;
|
|
D3D11_FILTER filter;
|
|
float lod_bias;
|
|
float min_lod;
|
|
float max_lod;
|
|
float miplevel;
|
|
const DWORD *expected_colors;
|
|
}
|
|
tests[] =
|
|
{
|
|
{&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
|
|
{&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, level_1_colors},
|
|
{&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 2.0f, level_2_colors},
|
|
{&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 3.0f, zero_colors},
|
|
{&ps_ld, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_ld, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_ld, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_ld, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors},
|
|
{&ps_ld_sint8, &sint8_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, sint8_colors},
|
|
{&ps_ld_uint8, &uint8_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
|
|
{&ps_sample, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_sample, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_sample, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors},
|
|
{&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0},
|
|
{&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.4f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.5f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.4f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 2.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 3.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 4.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, lerp_1_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -2.0f, rgba_level_0},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_1_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors},
|
|
{&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors},
|
|
};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, TRUE);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
buffer_desc.StructureByteStride = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(miplevel);
|
|
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
|
|
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D11Device_GetImmediateContext(device, &context);
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
|
|
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quad);
|
|
offset = 0;
|
|
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
|
|
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
|
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
|
|
|
|
vp.TopLeftX = 0.0f;
|
|
vp.TopLeftY = 0.0f;
|
|
vp.Width = 640.0f;
|
|
vp.Height = 480.0f;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
|
|
|
texture_desc.Width = 4;
|
|
texture_desc.Height = 4;
|
|
texture_desc.MipLevels = 3;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
|
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.MipLODBias = 0.0f;
|
|
sampler_desc.MaxAnisotropy = 0;
|
|
sampler_desc.ComparisonFunc = D3D11_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 = D3D11_FLOAT32_MAX;
|
|
|
|
ps = NULL;
|
|
srv = NULL;
|
|
sampler = NULL;
|
|
texture = NULL;
|
|
current_ps = NULL;
|
|
current_texture = NULL;
|
|
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
|
|
{
|
|
const struct test *test = &tests[i];
|
|
|
|
if (current_ps != test->ps)
|
|
{
|
|
if (ps)
|
|
ID3D11PixelShader_Release(ps);
|
|
|
|
current_ps = test->ps;
|
|
|
|
hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr);
|
|
|
|
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
|
}
|
|
|
|
if (current_texture != test->texture)
|
|
{
|
|
if (texture)
|
|
ID3D11Texture2D_Release(texture);
|
|
if (srv)
|
|
ID3D11ShaderResourceView_Release(srv);
|
|
|
|
current_texture = test->texture;
|
|
|
|
texture_desc.Width = current_texture->width;
|
|
texture_desc.Height = current_texture->height;
|
|
texture_desc.MipLevels = current_texture->miplevel_count;
|
|
texture_desc.Format = current_texture->format;
|
|
|
|
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
|
|
|
|
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
|
|
|
|
ID3D11DeviceContext_PSSetShaderResources(context, 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)
|
|
ID3D11SamplerState_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 = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler);
|
|
ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr);
|
|
|
|
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler);
|
|
}
|
|
|
|
miplevel.x = test->miplevel;
|
|
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &miplevel, 0, 0);
|
|
|
|
ID3D11DeviceContext_ClearRenderTargetView(context, rtv, red);
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (x = 0; x < 4; ++x)
|
|
{
|
|
for (y = 0; y < 4; ++y)
|
|
{
|
|
color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120);
|
|
ok(compare_color(color, test->expected_colors[y * 4 + x], 1),
|
|
"Test %u: Got unexpected color 0x%08x at (%u, %u).\n", i, color, x, y);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
}
|
|
ID3D11ShaderResourceView_Release(srv);
|
|
ID3D11SamplerState_Release(sampler);
|
|
ID3D11Texture2D_Release(texture);
|
|
ID3D11PixelShader_Release(ps);
|
|
|
|
ID3D11Buffer_Release(cb);
|
|
ID3D11VertexShader_Release(vs);
|
|
ID3D11Buffer_Release(vb);
|
|
ID3D11InputLayout_Release(input_layout);
|
|
ID3D11RenderTargetView_Release(rtv);
|
|
ID3D11Texture2D_Release(backbuffer);
|
|
ID3D11DeviceContext_Release(context);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_scissor(void)
|
|
{
|
|
ID3D11DeviceContext *immediate_context;
|
|
D3D11_SUBRESOURCE_DATA buffer_data;
|
|
ID3D11InputLayout *input_layout;
|
|
D3D11_RASTERIZER_DESC rs_desc;
|
|
D3D11_BUFFER_DESC buffer_desc;
|
|
ID3D11RenderTargetView *rtv;
|
|
ID3D11Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
ID3D11RasterizerState *rs;
|
|
IDXGISwapChain *swapchain;
|
|
D3D11_RECT scissor_rect;
|
|
ID3D11VertexShader *vs;
|
|
ID3D11PixelShader *ps;
|
|
ID3D11Device *device;
|
|
D3D11_VIEWPORT vp;
|
|
ID3D11Buffer *vb;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005,
|
|
0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000,
|
|
0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
|
|
0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
|
|
0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074,
|
|
0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
return float4(0.0, 1.0, 0.0, 1.0);
|
|
}
|
|
#endif
|
|
0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005,
|
|
0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000,
|
|
0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
|
|
0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
|
|
0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
|
|
0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
|
|
0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002,
|
|
0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
};
|
|
static const struct
|
|
{
|
|
float x, y;
|
|
}
|
|
quad[] =
|
|
{
|
|
{-1.0f, -1.0f},
|
|
{-1.0f, 1.0f},
|
|
{ 1.0f, -1.0f},
|
|
{ 1.0f, 1.0f},
|
|
};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, TRUE);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
buffer_desc.StructureByteStride = 0;
|
|
|
|
buffer_data.pSysMem = quad;
|
|
buffer_data.SysMemPitch = 0;
|
|
buffer_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
rs_desc.FillMode = D3D11_FILL_SOLID;
|
|
rs_desc.CullMode = D3D11_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 = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D11Device_GetImmediateContext(device, &immediate_context);
|
|
|
|
ID3D11DeviceContext_IASetInputLayout(immediate_context, input_layout);
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quad);
|
|
offset = 0;
|
|
ID3D11DeviceContext_IASetVertexBuffers(immediate_context, 0, 1, &vb, &stride, &offset);
|
|
ID3D11DeviceContext_VSSetShader(immediate_context, vs, NULL, 0);
|
|
ID3D11DeviceContext_PSSetShader(immediate_context, ps, NULL, 0);
|
|
|
|
vp.TopLeftX = 0.0f;
|
|
vp.TopLeftY = 0.0f;
|
|
vp.Width = 640.0f;
|
|
vp.Height = 480.0f;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D11DeviceContext_RSSetViewports(immediate_context, 1, &vp);
|
|
|
|
scissor_rect.left = 160;
|
|
scissor_rect.top = 120;
|
|
scissor_rect.right = 480;
|
|
scissor_rect.bottom = 360;
|
|
ID3D11DeviceContext_RSSetScissorRects(immediate_context, 1, &scissor_rect);
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets(immediate_context, 1, &rtv, NULL);
|
|
|
|
ID3D11DeviceContext_ClearRenderTargetView(immediate_context, rtv, red);
|
|
color = get_texture_color(backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D11DeviceContext_Draw(immediate_context, 4, 0);
|
|
color = get_texture_color(backbuffer, 320, 60);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 560, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 420);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D11DeviceContext_ClearRenderTargetView(immediate_context, rtv, red);
|
|
ID3D11DeviceContext_RSSetState(immediate_context, rs);
|
|
ID3D11DeviceContext_Draw(immediate_context, 4, 0);
|
|
color = get_texture_color(backbuffer, 320, 60);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 560, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 420);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D11RenderTargetView_Release(rtv);
|
|
ID3D11RasterizerState_Release(rs);
|
|
ID3D11PixelShader_Release(ps);
|
|
ID3D11VertexShader_Release(vs);
|
|
ID3D11Buffer_Release(vb);
|
|
ID3D11InputLayout_Release(input_layout);
|
|
ID3D11Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
ID3D11DeviceContext_Release(immediate_context);
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_il_append_aligned(void)
|
|
{
|
|
ID3D11RenderTargetView *backbuffer_rtv;
|
|
D3D11_SUBRESOURCE_DATA resource_data;
|
|
ID3D11InputLayout *input_layout;
|
|
D3D11_BUFFER_DESC buffer_desc;
|
|
ID3D11DeviceContext *context;
|
|
ID3D11Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D11VertexShader *vs;
|
|
ID3D11PixelShader *ps;
|
|
ID3D11Device *device;
|
|
ID3D11Buffer *vb[3];
|
|
D3D11_VIEWPORT vp;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"COLOR", 2, DXGI_FORMAT_R32G32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT,
|
|
D3D11_INPUT_PER_INSTANCE_DATA, 2},
|
|
{"COLOR", 3, DXGI_FORMAT_R32G32_FLOAT, 2, D3D11_APPEND_ALIGNED_ELEMENT,
|
|
D3D11_INPUT_PER_INSTANCE_DATA, 1},
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT,
|
|
D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
{"COLOR", 0, DXGI_FORMAT_R32G32_FLOAT, 2, D3D11_APPEND_ALIGNED_ELEMENT,
|
|
D3D11_INPUT_PER_INSTANCE_DATA, 1},
|
|
{"COLOR", 1, DXGI_FORMAT_R32G32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT,
|
|
D3D11_INPUT_PER_INSTANCE_DATA, 2},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_in
|
|
{
|
|
float4 position : POSITION;
|
|
float2 color_xy : COLOR0;
|
|
float2 color_zw : COLOR1;
|
|
unsigned int instance_id : SV_INSTANCEID;
|
|
};
|
|
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float2 color_xy : COLOR0;
|
|
float2 color_zw : COLOR1;
|
|
};
|
|
|
|
struct vs_out main(struct vs_in i)
|
|
{
|
|
struct vs_out o;
|
|
|
|
o.position = i.position;
|
|
o.position.x += i.instance_id * 0.5;
|
|
o.color_xy = i.color_xy;
|
|
o.color_zw = i.color_zw;
|
|
|
|
return o;
|
|
}
|
|
#endif
|
|
0x43425844, 0x52e3bf46, 0x6300403d, 0x624cffe4, 0xa4fc0013, 0x00000001, 0x00000214, 0x00000003,
|
|
0x0000002c, 0x000000bc, 0x00000128, 0x4e475349, 0x00000088, 0x00000004, 0x00000008, 0x00000068,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000303, 0x00000071, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
|
|
0x00000303, 0x00000077, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x49534f50,
|
|
0x4e4f4954, 0x4c4f4300, 0x5300524f, 0x4e495f56, 0x4e415453, 0x44494543, 0xababab00, 0x4e47534f,
|
|
0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x0000005c,
|
|
0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000030c, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000e4, 0x00010040, 0x00000039, 0x0300005f, 0x001010f2,
|
|
0x00000000, 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x00101032, 0x00000002, 0x04000060,
|
|
0x00101012, 0x00000003, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065,
|
|
0x00102032, 0x00000001, 0x03000065, 0x001020c2, 0x00000001, 0x02000068, 0x00000001, 0x05000056,
|
|
0x00100012, 0x00000000, 0x0010100a, 0x00000003, 0x09000032, 0x00102012, 0x00000000, 0x0010000a,
|
|
0x00000000, 0x00004001, 0x3f000000, 0x0010100a, 0x00000000, 0x05000036, 0x001020e2, 0x00000000,
|
|
0x00101e56, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046, 0x00000001, 0x05000036,
|
|
0x001020c2, 0x00000001, 0x00101406, 0x00000002, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float2 color_xy : COLOR0;
|
|
float2 color_zw : COLOR1;
|
|
};
|
|
|
|
float4 main(struct vs_out i) : SV_TARGET
|
|
{
|
|
return float4(i.color_xy.xy, i.color_zw.xy);
|
|
}
|
|
#endif
|
|
0x43425844, 0x64e48a09, 0xaa484d46, 0xe40a6e78, 0x9885edf3, 0x00000001, 0x00000118, 0x00000003,
|
|
0x0000002c, 0x00000098, 0x000000cc, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000303, 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
|
|
0x00000c0c, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
|
|
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f,
|
|
0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000044, 0x00000040, 0x00000011, 0x03001062,
|
|
0x00101032, 0x00000001, 0x03001062, 0x001010c2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec4 position;
|
|
}
|
|
stream0[] =
|
|
{
|
|
{{-1.0f, -1.0f, 0.0f, 1.0f}},
|
|
{{-1.0f, 1.0f, 0.0f, 1.0f}},
|
|
{{-0.5f, -1.0f, 0.0f, 1.0f}},
|
|
{{-0.5f, 1.0f, 0.0f, 1.0f}},
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec2 color2;
|
|
struct vec2 color1;
|
|
}
|
|
stream1[] =
|
|
{
|
|
{{0.5f, 0.5f}, {0.0f, 1.0f}},
|
|
{{0.5f, 0.5f}, {1.0f, 1.0f}},
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec2 color3;
|
|
struct vec2 color0;
|
|
}
|
|
stream2[] =
|
|
{
|
|
{{0.5f, 0.5f}, {1.0f, 0.0f}},
|
|
{{0.5f, 0.5f}, {0.0f, 1.0f}},
|
|
{{0.5f, 0.5f}, {0.0f, 0.0f}},
|
|
{{0.5f, 0.5f}, {1.0f, 0.0f}},
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, TRUE);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(stream0);
|
|
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
buffer_desc.StructureByteStride = 0;
|
|
|
|
resource_data.pSysMem = stream0;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[0]);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(stream1);
|
|
resource_data.pSysMem = stream1;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[1]);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(stream2);
|
|
resource_data.pSysMem = stream2;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[2]);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D11Device_GetImmediateContext(device, &context);
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
|
|
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
offset = 0;
|
|
stride = sizeof(*stream0);
|
|
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb[0], &stride, &offset);
|
|
stride = sizeof(*stream1);
|
|
ID3D11DeviceContext_IASetVertexBuffers(context, 1, 1, &vb[1], &stride, &offset);
|
|
stride = sizeof(*stream2);
|
|
ID3D11DeviceContext_IASetVertexBuffers(context, 2, 1, &vb[2], &stride, &offset);
|
|
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
|
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
|
|
|
vp.TopLeftX = 0.0f;
|
|
vp.TopLeftY = 0.0f;
|
|
vp.Width = 640.0f;
|
|
vp.Height = 480.0f;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
|
|
|
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
|
|
|
ID3D11DeviceContext_DrawInstanced(context, 4, 4, 0, 0);
|
|
|
|
color = get_texture_color(backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 240, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 400, 240);
|
|
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 560, 240);
|
|
ok(compare_color(color, 0xffff00ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D11PixelShader_Release(ps);
|
|
ID3D11VertexShader_Release(vs);
|
|
ID3D11Buffer_Release(vb[2]);
|
|
ID3D11Buffer_Release(vb[1]);
|
|
ID3D11Buffer_Release(vb[0]);
|
|
ID3D11InputLayout_Release(input_layout);
|
|
ID3D11RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D11Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
ID3D11DeviceContext_Release(context);
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_fragment_coords(void)
|
|
{
|
|
ID3D11RenderTargetView *backbuffer_rtv;
|
|
D3D11_SUBRESOURCE_DATA resource_data;
|
|
ID3D11InputLayout *input_layout;
|
|
ID3D11PixelShader *ps, *ps_frac;
|
|
D3D11_BUFFER_DESC buffer_desc;
|
|
ID3D11DeviceContext *context;
|
|
ID3D11Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D11Buffer *vb, *ps_cb;
|
|
ID3D11VertexShader *vs;
|
|
ID3D11Device *device;
|
|
D3D11_VIEWPORT vp;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
float2 cutoff;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
float4 ret = float4(0.0, 0.0, 0.0, 1.0);
|
|
|
|
if (position.x > cutoff.x)
|
|
ret.y = 1.0;
|
|
if (position.y > cutoff.y)
|
|
ret.z = 1.0;
|
|
|
|
return ret;
|
|
}
|
|
#endif
|
|
0x43425844, 0x49fc9e51, 0x8068867d, 0xf20cfa39, 0xb8099e6b, 0x00000001, 0x00000144, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000a8, 0x00000040,
|
|
0x0000002a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002064, 0x00101032, 0x00000000,
|
|
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000031, 0x00100032,
|
|
0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00101046, 0x00000000, 0x0a000001, 0x00102062,
|
|
0x00000000, 0x00100106, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x3f800000, 0x00000000,
|
|
0x08000036, 0x00102092, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000,
|
|
0x0100003e,
|
|
};
|
|
static const DWORD ps_frac_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : SV_POSITION) : SV_TARGET
|
|
{
|
|
return float4(frac(position.xy), 0.0, 1.0);
|
|
}
|
|
#endif
|
|
0x43425844, 0x86d9d78a, 0x190b72c2, 0x50841fd6, 0xdc24022e, 0x00000001, 0x000000f8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000005c, 0x00000040,
|
|
0x00000017, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
|
|
0x0500001a, 0x00102032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000,
|
|
0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec2 position;
|
|
}
|
|
quad[] =
|
|
{
|
|
{{-1.0f, -1.0f}},
|
|
{{-1.0f, 1.0f}},
|
|
{{ 1.0f, -1.0f}},
|
|
{{ 1.0f, 1.0f}},
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, TRUE);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
buffer_desc.StructureByteStride = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(cutoff);
|
|
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
|
|
resource_data.pSysMem = &cutoff;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
|
|
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreatePixelShader(device, ps_frac_code, sizeof(ps_frac_code), NULL, &ps_frac);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D11Device_GetImmediateContext(device, &context);
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
|
|
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quad);
|
|
offset = 0;
|
|
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
|
|
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
|
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
|
|
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
|
|
|
vp.TopLeftX = 0.0f;
|
|
vp.TopLeftY = 0.0f;
|
|
vp.Width = 640.0f;
|
|
vp.Height = 480.0f;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
|
|
|
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
|
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
|
|
color = get_texture_color(backbuffer, 319, 239);
|
|
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 239);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 319, 240);
|
|
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D11Buffer_Release(ps_cb);
|
|
cutoff.x = 16.0f;
|
|
cutoff.y = 16.0f;
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
|
|
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
|
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
|
|
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
|
|
color = get_texture_color(backbuffer, 14, 14);
|
|
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 18, 14);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 14, 18);
|
|
ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 18, 18);
|
|
ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D11DeviceContext_PSSetShader(context, ps_frac, NULL, 0);
|
|
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
|
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
|
|
color = get_texture_color(backbuffer, 14, 14);
|
|
ok(compare_color(color, 0xff008080, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D11Buffer_Release(ps_cb);
|
|
ID3D11PixelShader_Release(ps_frac);
|
|
ID3D11PixelShader_Release(ps);
|
|
ID3D11VertexShader_Release(vs);
|
|
ID3D11Buffer_Release(vb);
|
|
ID3D11InputLayout_Release(input_layout);
|
|
ID3D11RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D11Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
ID3D11DeviceContext_Release(context);
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_update_subresource(void)
|
|
{
|
|
ID3D11RenderTargetView *backbuffer_rtv;
|
|
D3D11_SUBRESOURCE_DATA resource_data;
|
|
D3D11_TEXTURE2D_DESC texture_desc;
|
|
ID3D11SamplerState *sampler_state;
|
|
ID3D11ShaderResourceView *ps_srv;
|
|
D3D11_SAMPLER_DESC sampler_desc;
|
|
ID3D11InputLayout *input_layout;
|
|
D3D11_BUFFER_DESC buffer_desc;
|
|
ID3D11DeviceContext *context;
|
|
ID3D11Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
struct texture_readback rb;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D11Texture2D *texture;
|
|
ID3D11VertexShader *vs;
|
|
ID3D11PixelShader *ps;
|
|
ID3D11Device *device;
|
|
D3D11_VIEWPORT vp;
|
|
unsigned int i, j;
|
|
ID3D11Buffer *vb;
|
|
ULONG refcount;
|
|
D3D11_BOX box;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
|
|
p.x = position.x / 640.0f;
|
|
p.y = position.y / 480.0f;
|
|
return t.Sample(s, p);
|
|
}
|
|
#endif
|
|
0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
|
|
0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
|
|
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
|
0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
|
|
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
float x, y;
|
|
}
|
|
quad[] =
|
|
{
|
|
{-1.0f, -1.0f},
|
|
{-1.0f, 1.0f},
|
|
{ 1.0f, -1.0f},
|
|
{ 1.0f, 1.0f},
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
static const DWORD bitmap_data[] =
|
|
{
|
|
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
|
|
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
|
|
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
|
|
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
|
|
};
|
|
static const DWORD expected_colors[] =
|
|
{
|
|
0xffffffff, 0xff000000, 0xffffffff, 0xff000000,
|
|
0xff00ff00, 0xff0000ff, 0xff00ffff, 0x00000000,
|
|
0xffffff00, 0xffff0000, 0xffff00ff, 0x00000000,
|
|
0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000,
|
|
};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, TRUE);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
buffer_desc.StructureByteStride = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
texture_desc.Width = 4;
|
|
texture_desc.Height = 4;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &ps_srv);
|
|
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
|
|
|
|
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
|
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.MipLODBias = 0.0f;
|
|
sampler_desc.MaxAnisotropy = 0;
|
|
sampler_desc.ComparisonFunc = D3D11_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 = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D11Device_GetImmediateContext(device, &context);
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
|
|
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quad);
|
|
offset = 0;
|
|
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
|
|
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
|
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv);
|
|
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
|
|
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
|
|
|
vp.TopLeftX = 0.0f;
|
|
vp.TopLeftY = 0.0f;
|
|
vp.Width = 640.0f;
|
|
vp.Height = 480.0f;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
|
|
|
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
|
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
|
|
ok(compare_color(color, 0x00000000, 0),
|
|
"Got unexpected color 0x%08x at (%u, %u).\n", color, j, i);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
|
|
set_box(&box, 1, 1, 0, 3, 3, 1);
|
|
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
|
|
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
|
set_box(&box, 0, 3, 0, 3, 4, 1);
|
|
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
|
|
&bitmap_data[6], 4 * sizeof(*bitmap_data), 0);
|
|
set_box(&box, 0, 0, 0, 4, 1, 1);
|
|
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
|
|
&bitmap_data[10], 4 * sizeof(*bitmap_data), 0);
|
|
set_box(&box, 0, 1, 0, 1, 3, 1);
|
|
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
|
|
&bitmap_data[2], sizeof(*bitmap_data), 0);
|
|
set_box(&box, 4, 4, 0, 3, 1, 1);
|
|
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
|
|
bitmap_data, sizeof(*bitmap_data), 0);
|
|
set_box(&box, 0, 0, 0, 4, 4, 0);
|
|
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
|
|
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
|
|
ok(compare_color(color, expected_colors[j + i * 4], 1),
|
|
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
|
|
color, j, i, expected_colors[j + i * 4]);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
|
|
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, NULL,
|
|
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
|
|
ok(compare_color(color, bitmap_data[j + i * 4], 1),
|
|
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
|
|
color, j, i, bitmap_data[j + i * 4]);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
|
|
ID3D11PixelShader_Release(ps);
|
|
ID3D11VertexShader_Release(vs);
|
|
ID3D11SamplerState_Release(sampler_state);
|
|
ID3D11ShaderResourceView_Release(ps_srv);
|
|
ID3D11Texture2D_Release(texture);
|
|
ID3D11Buffer_Release(vb);
|
|
ID3D11InputLayout_Release(input_layout);
|
|
ID3D11RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D11Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
ID3D11DeviceContext_Release(context);
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_copy_subresource_region(void)
|
|
{
|
|
ID3D11Texture2D *dst_texture, *src_texture;
|
|
ID3D11RenderTargetView *backbuffer_rtv;
|
|
D3D11_SUBRESOURCE_DATA resource_data;
|
|
D3D11_TEXTURE2D_DESC texture_desc;
|
|
ID3D11SamplerState *sampler_state;
|
|
ID3D11ShaderResourceView *ps_srv;
|
|
D3D11_SAMPLER_DESC sampler_desc;
|
|
ID3D11InputLayout *input_layout;
|
|
D3D11_BUFFER_DESC buffer_desc;
|
|
ID3D11DeviceContext *context;
|
|
ID3D11Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
struct texture_readback rb;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D11VertexShader *vs;
|
|
ID3D11PixelShader *ps;
|
|
ID3D11Device *device;
|
|
D3D11_VIEWPORT vp;
|
|
unsigned int i, j;
|
|
ID3D11Buffer *vb;
|
|
ULONG refcount;
|
|
D3D11_BOX box;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
float4 main(float4 position : POSITION) : SV_POSITION
|
|
{
|
|
return position;
|
|
}
|
|
#endif
|
|
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
Texture2D t;
|
|
SamplerState s;
|
|
|
|
float4 main(float4 position : SV_POSITION) : SV_Target
|
|
{
|
|
float2 p;
|
|
|
|
p.x = position.x / 640.0f;
|
|
p.y = position.y / 480.0f;
|
|
return t.Sample(s, p);
|
|
}
|
|
#endif
|
|
0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
|
|
0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
|
|
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
|
|
0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
|
|
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
|
|
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
float x, y;
|
|
}
|
|
quad[] =
|
|
{
|
|
{-1.0f, -1.0f},
|
|
{-1.0f, 1.0f},
|
|
{ 1.0f, -1.0f},
|
|
{ 1.0f, 1.0f},
|
|
};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
static const DWORD bitmap_data[] =
|
|
{
|
|
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
|
|
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
|
|
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
|
|
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
|
|
};
|
|
static const DWORD expected_colors[] =
|
|
{
|
|
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
|
|
0xffffff00, 0xff0000ff, 0xff00ffff, 0x00000000,
|
|
0xff7f7f7f, 0xffff0000, 0xffff00ff, 0xff7f7f7f,
|
|
0xffffffff, 0xffffffff, 0xff000000, 0x00000000,
|
|
};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, TRUE);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
buffer_desc.StructureByteStride = 0;
|
|
|
|
resource_data.pSysMem = quad;
|
|
resource_data.SysMemPitch = 0;
|
|
resource_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
|
|
texture_desc.Width = 4;
|
|
texture_desc.Height = 4;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D11_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &dst_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
|
|
|
|
texture_desc.Usage = D3D11_USAGE_IMMUTABLE;
|
|
|
|
resource_data.pSysMem = bitmap_data;
|
|
resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
|
|
|
|
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &src_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)dst_texture, NULL, &ps_srv);
|
|
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
|
|
|
|
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
|
sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.MipLODBias = 0.0f;
|
|
sampler_desc.MaxAnisotropy = 0;
|
|
sampler_desc.ComparisonFunc = D3D11_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 = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D11Device_GetImmediateContext(device, &context);
|
|
|
|
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &backbuffer_rtv, NULL);
|
|
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quad);
|
|
offset = 0;
|
|
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
|
|
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
|
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv);
|
|
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
|
|
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
|
|
|
vp.TopLeftX = 0.0f;
|
|
vp.TopLeftY = 0.0f;
|
|
vp.Width = 640.0f;
|
|
vp.Height = 480.0f;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
|
|
|
ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_rtv, red);
|
|
|
|
set_box(&box, 0, 0, 0, 2, 2, 1);
|
|
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
|
1, 1, 0, (ID3D11Resource *)src_texture, 0, &box);
|
|
set_box(&box, 1, 2, 0, 4, 3, 1);
|
|
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
|
0, 3, 0, (ID3D11Resource *)src_texture, 0, &box);
|
|
set_box(&box, 0, 3, 0, 4, 4, 1);
|
|
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
|
0, 0, 0, (ID3D11Resource *)src_texture, 0, &box);
|
|
set_box(&box, 3, 0, 0, 4, 2, 1);
|
|
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
|
0, 1, 0, (ID3D11Resource *)src_texture, 0, &box);
|
|
set_box(&box, 3, 1, 0, 4, 2, 1);
|
|
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
|
3, 2, 0, (ID3D11Resource *)src_texture, 0, &box);
|
|
set_box(&box, 0, 0, 0, 4, 4, 0);
|
|
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
|
0, 0, 0, (ID3D11Resource *)src_texture, 0, &box);
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
|
|
ok(compare_color(color, expected_colors[j + i * 4], 1),
|
|
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
|
|
color, j, i, expected_colors[j + i * 4]);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
|
|
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
|
0, 0, 0, (ID3D11Resource *)src_texture, 0, NULL);
|
|
ID3D11DeviceContext_Draw(context, 4, 0);
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
for (j = 0; j < 4; ++j)
|
|
{
|
|
color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
|
|
ok(compare_color(color, bitmap_data[j + i * 4], 1),
|
|
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
|
|
color, j, i, bitmap_data[j + i * 4]);
|
|
}
|
|
}
|
|
release_texture_readback(&rb);
|
|
|
|
ID3D11PixelShader_Release(ps);
|
|
ID3D11VertexShader_Release(vs);
|
|
ID3D11SamplerState_Release(sampler_state);
|
|
ID3D11ShaderResourceView_Release(ps_srv);
|
|
ID3D11Texture2D_Release(dst_texture);
|
|
ID3D11Texture2D_Release(src_texture);
|
|
ID3D11Buffer_Release(vb);
|
|
ID3D11InputLayout_Release(input_layout);
|
|
ID3D11RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D11Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
ID3D11DeviceContext_Release(context);
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_resource_map(void)
|
|
{
|
|
D3D11_MAPPED_SUBRESOURCE mapped_subresource;
|
|
D3D11_TEXTURE3D_DESC texture3d_desc;
|
|
D3D11_TEXTURE2D_DESC texture2d_desc;
|
|
D3D11_BUFFER_DESC buffer_desc;
|
|
ID3D11DeviceContext *context;
|
|
ID3D11Texture3D *texture3d;
|
|
ID3D11Texture2D *texture2d;
|
|
ID3D11Buffer *buffer;
|
|
ID3D11Device *device;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
DWORD data;
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device.\n");
|
|
return;
|
|
}
|
|
|
|
ID3D11Device_GetImmediateContext(device, &context);
|
|
|
|
buffer_desc.ByteWidth = 1024;
|
|
buffer_desc.Usage = D3D11_USAGE_STAGING;
|
|
buffer_desc.BindFlags = 0;
|
|
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
|
|
buffer_desc.MiscFlags = 0;
|
|
buffer_desc.StructureByteStride = 0;
|
|
|
|
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
|
|
ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)buffer, 1, D3D11_MAP_READ, 0, &mapped_subresource);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
memset(&mapped_subresource, 0, sizeof(mapped_subresource));
|
|
hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)buffer, 0, D3D11_MAP_WRITE, 0, &mapped_subresource);
|
|
ok(SUCCEEDED(hr), "Failed to map buffer, hr %#x.\n", hr);
|
|
ok(mapped_subresource.RowPitch == 1024, "Got unexpected row pitch %u.\n", mapped_subresource.RowPitch);
|
|
ok(mapped_subresource.DepthPitch == 1024, "Got unexpected depth pitch %u.\n", mapped_subresource.DepthPitch);
|
|
*((DWORD *)mapped_subresource.pData) = 0xdeadbeef;
|
|
ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)buffer, 0);
|
|
|
|
memset(&mapped_subresource, 0, sizeof(mapped_subresource));
|
|
hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)buffer, 0, D3D11_MAP_READ, 0, &mapped_subresource);
|
|
ok(SUCCEEDED(hr), "Failed to map buffer, hr %#x.\n", hr);
|
|
ok(mapped_subresource.RowPitch == 1024, "Got unexpected row pitch %u.\n", mapped_subresource.RowPitch);
|
|
ok(mapped_subresource.DepthPitch == 1024, "Got unexpected depth pitch %u.\n", mapped_subresource.DepthPitch);
|
|
data = *((DWORD *)mapped_subresource.pData);
|
|
ok(data == 0xdeadbeef, "Got unexpected data %#x.\n", data);
|
|
ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)buffer, 0);
|
|
|
|
refcount = ID3D11Buffer_Release(buffer);
|
|
ok(!refcount, "Buffer has %u references left.\n", refcount);
|
|
|
|
texture2d_desc.Width = 512;
|
|
texture2d_desc.Height = 512;
|
|
texture2d_desc.MipLevels = 1;
|
|
texture2d_desc.ArraySize = 1;
|
|
texture2d_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture2d_desc.SampleDesc.Count = 1;
|
|
texture2d_desc.SampleDesc.Quality = 0;
|
|
texture2d_desc.Usage = D3D11_USAGE_STAGING;
|
|
texture2d_desc.BindFlags = 0;
|
|
texture2d_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
|
|
texture2d_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture2D(device, &texture2d_desc, NULL, &texture2d);
|
|
ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)texture2d, 1, D3D11_MAP_READ, 0, &mapped_subresource);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
memset(&mapped_subresource, 0, sizeof(mapped_subresource));
|
|
hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)texture2d, 0, D3D11_MAP_WRITE, 0, &mapped_subresource);
|
|
ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
|
|
ok(mapped_subresource.RowPitch == 4 * 512, "Got unexpected row pitch %u.\n", mapped_subresource.RowPitch);
|
|
ok(mapped_subresource.DepthPitch == 4 * 512 * 512, "Got unexpected depth pitch %u.\n",
|
|
mapped_subresource.DepthPitch);
|
|
*((DWORD *)mapped_subresource.pData) = 0xdeadbeef;
|
|
ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)texture2d, 0);
|
|
|
|
memset(&mapped_subresource, 0, sizeof(mapped_subresource));
|
|
hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)texture2d, 0, D3D11_MAP_READ, 0, &mapped_subresource);
|
|
ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
|
|
ok(mapped_subresource.RowPitch == 4 * 512, "Got unexpected row pitch %u.\n", mapped_subresource.RowPitch);
|
|
ok(mapped_subresource.DepthPitch == 4 * 512 * 512, "Got unexpected depth pitch %u.\n",
|
|
mapped_subresource.DepthPitch);
|
|
data = *((DWORD *)mapped_subresource.pData);
|
|
ok(data == 0xdeadbeef, "Got unexpected data %#x.\n", data);
|
|
ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)texture2d, 0);
|
|
|
|
refcount = ID3D11Texture2D_Release(texture2d);
|
|
ok(!refcount, "2D texture has %u references left.\n", refcount);
|
|
|
|
texture3d_desc.Width = 64;
|
|
texture3d_desc.Height = 64;
|
|
texture3d_desc.Depth = 64;
|
|
texture3d_desc.MipLevels = 1;
|
|
texture3d_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture3d_desc.Usage = D3D11_USAGE_STAGING;
|
|
texture3d_desc.BindFlags = 0;
|
|
texture3d_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
|
|
texture3d_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D11Device_CreateTexture3D(device, &texture3d_desc, NULL, &texture3d);
|
|
ok(SUCCEEDED(hr), "Failed to create 3d texture, hr %#x.\n", hr);
|
|
|
|
hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)texture3d, 1, D3D11_MAP_READ, 0, &mapped_subresource);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
memset(&mapped_subresource, 0, sizeof(mapped_subresource));
|
|
hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)texture3d, 0, D3D11_MAP_WRITE, 0, &mapped_subresource);
|
|
todo_wine ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
|
|
if (FAILED(hr)) goto done;
|
|
ok(mapped_subresource.RowPitch == 4 * 64, "Got unexpected row pitch %u.\n", mapped_subresource.RowPitch);
|
|
ok(mapped_subresource.DepthPitch == 4 * 64 * 64, "Got unexpected depth pitch %u.\n",
|
|
mapped_subresource.DepthPitch);
|
|
*((DWORD *)mapped_subresource.pData) = 0xdeadbeef;
|
|
ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)texture3d, 0);
|
|
|
|
memset(&mapped_subresource, 0, sizeof(mapped_subresource));
|
|
hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)texture3d, 0, D3D11_MAP_READ, 0, &mapped_subresource);
|
|
ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
|
|
ok(mapped_subresource.RowPitch == 4 * 64, "Got unexpected row pitch %u.\n", mapped_subresource.RowPitch);
|
|
ok(mapped_subresource.DepthPitch == 4 * 64 * 64, "Got unexpected depth pitch %u.\n",
|
|
mapped_subresource.DepthPitch);
|
|
data = *((DWORD *)mapped_subresource.pData);
|
|
ok(data == 0xdeadbeef, "Got unexpected data %#x.\n", data);
|
|
ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)texture3d, 0);
|
|
|
|
done:
|
|
refcount = ID3D11Texture3D_Release(texture3d);
|
|
ok(!refcount, "3D texture has %u references left.\n", refcount);
|
|
|
|
ID3D11DeviceContext_Release(context);
|
|
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_multisample_init(void)
|
|
{
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
ID3D11Texture2D *backbuffer, *multi;
|
|
ID3D11Device *device;
|
|
ID3D11DeviceContext *context;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HRESULT hr;
|
|
unsigned int x, y;
|
|
struct texture_readback rb;
|
|
BOOL all_zero = TRUE;
|
|
UINT count = 0;
|
|
HWND window;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D11RenderTargetView *rtview;
|
|
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
|
|
if (!(device = create_device(NULL)))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D11Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
|
|
todo_wine ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
|
|
if (!count)
|
|
{
|
|
skip("Multisampling not supported for DXGI_FORMAT_R8G8B8A8_UNORM, skipping tests.\n");
|
|
goto done;
|
|
}
|
|
|
|
window = CreateWindowA("static", "d3d11_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, TRUE);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D11Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &rtview);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D11Device_GetImmediateContext(device, &context);
|
|
ID3D11DeviceContext_ClearRenderTargetView(context, rtview, white);
|
|
|
|
desc.Width = 640;
|
|
desc.Height = 480;
|
|
desc.MipLevels = 1;
|
|
desc.ArraySize = 1;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.SampleDesc.Count = 2;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
|
desc.BindFlags = D3D11_BIND_RENDER_TARGET;
|
|
desc.CPUAccessFlags = 0;
|
|
desc.MiscFlags = 0;
|
|
hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &multi);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)backbuffer, 0,
|
|
(ID3D11Resource *)multi, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
|
|
|
|
get_texture_readback(backbuffer, &rb);
|
|
for (y = 0; y < 480; ++y)
|
|
{
|
|
for (x = 0; x < 640; ++x)
|
|
{
|
|
color = get_readback_color(&rb, x, y);
|
|
if (!compare_color(color, 0x00000000, 0))
|
|
{
|
|
all_zero = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
if (!all_zero)
|
|
break;
|
|
}
|
|
release_texture_readback(&rb);
|
|
ok(all_zero, "Got unexpected color 0x%08x, position %ux%u.\n", color, x, y);
|
|
|
|
ID3D11DeviceContext_Release(context);
|
|
ID3D11RenderTargetView_Release(rtview);
|
|
ID3D11Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
ID3D11Texture2D_Release(multi);
|
|
DestroyWindow(window);
|
|
done:
|
|
refcount = ID3D11Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
START_TEST(d3d11)
|
|
{
|
|
test_create_device();
|
|
test_device_interfaces();
|
|
test_get_immediate_context();
|
|
test_create_texture2d();
|
|
test_texture2d_interfaces();
|
|
test_create_texture3d();
|
|
test_texture3d_interfaces();
|
|
test_buffer_interfaces();
|
|
test_create_depthstencil_view();
|
|
test_depthstencil_view_interfaces();
|
|
test_create_rendertarget_view();
|
|
test_create_shader_resource_view();
|
|
test_create_shader();
|
|
test_create_sampler_state();
|
|
test_create_blend_state();
|
|
test_create_depthstencil_state();
|
|
test_create_rasterizer_state();
|
|
test_create_predicate();
|
|
test_device_removed_reason();
|
|
test_private_data();
|
|
test_blend();
|
|
test_texture();
|
|
test_scissor();
|
|
test_il_append_aligned();
|
|
test_fragment_coords();
|
|
test_update_subresource();
|
|
test_copy_subresource_region();
|
|
test_resource_map();
|
|
test_multisample_init();
|
|
}
|