2326 lines
104 KiB
C
2326 lines
104 KiB
C
/*
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* Copyright 2008 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#define COBJMACROS
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#include "initguid.h"
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#include "d3d10.h"
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#include "wine/test.h"
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#include <limits.h>
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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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static ULONG get_refcount(IUnknown *iface)
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{
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IUnknown_AddRef(iface);
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return IUnknown_Release(iface);
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}
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static BOOL compare_float(float f, float g, unsigned int ulps)
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{
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int x = *(int *)&f;
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int y = *(int *)&g;
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if (x < 0)
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x = INT_MIN - x;
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if (y < 0)
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y = INT_MIN - y;
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if (abs(x - y) > ulps)
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return FALSE;
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return TRUE;
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}
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static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
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{
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if (abs((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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static DWORD get_texture_color(ID3D10Texture2D *src_texture, unsigned int x, unsigned int y)
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{
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D3D10_MAPPED_TEXTURE2D mapped_texture;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10Texture2D *dst_texture;
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ID3D10Device *device;
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DWORD color;
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HRESULT hr;
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ID3D10Texture2D_GetDevice(src_texture, &device);
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ID3D10Texture2D_GetDesc(src_texture, &texture_desc);
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texture_desc.Usage = D3D10_USAGE_STAGING;
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texture_desc.BindFlags = 0;
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texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
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texture_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &dst_texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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ID3D10Device_CopyResource(device, (ID3D10Resource *)dst_texture, (ID3D10Resource *)src_texture);
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hr = ID3D10Texture2D_Map(dst_texture, 0, D3D10_MAP_READ, 0, &mapped_texture);
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ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
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color = *(DWORD *)(((BYTE *)mapped_texture.pData) + mapped_texture.RowPitch * y + x * 4);
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ID3D10Texture2D_Unmap(dst_texture, 0);
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ID3D10Texture2D_Release(dst_texture);
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ID3D10Device_Release(device);
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return color;
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}
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static ID3D10Device *create_device(void)
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{
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ID3D10Device *device;
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if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &device)))
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return device;
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if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, D3D10_SDK_VERSION, &device)))
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return device;
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if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &device)))
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return device;
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return NULL;
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}
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static IDXGISwapChain *create_swapchain(ID3D10Device *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 = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
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ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
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hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
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ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
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IDXGIDevice_Release(dxgi_device);
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hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
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ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
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IDXGIAdapter_Release(adapter);
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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_texture2d(void)
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{
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ULONG refcount, expected_refcount;
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ID3D10Device *device, *tmp;
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D3D10_TEXTURE2D_DESC desc;
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ID3D10Texture2D *texture;
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IDXGISurface *surface;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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desc.Width = 512;
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desc.Height = 512;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D10_USAGE_DEFAULT;
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desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D10Texture2D_GetDevice(texture, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(SUCCEEDED(hr), "Texture should implement IDXGISurface\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture2D_Release(texture);
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desc.MipLevels = 0;
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D10Texture2D_GetDevice(texture, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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ID3D10Texture2D_GetDesc(texture, &desc);
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ok(desc.Width == 512, "Got unexpected Width %u.\n", desc.Width);
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ok(desc.Height == 512, "Got unexpected Height %u.\n", desc.Height);
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ok(desc.MipLevels == 10, "Got unexpected MipLevels %u.\n", desc.MipLevels);
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ok(desc.ArraySize == 1, "Got unexpected ArraySize %u.\n", desc.ArraySize);
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ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format);
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ok(desc.SampleDesc.Count == 1, "Got unexpected SampleDesc.Count %u.\n", desc.SampleDesc.Count);
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ok(desc.SampleDesc.Quality == 0, "Got unexpected SampleDesc.Quality %u.\n", desc.SampleDesc.Quality);
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ok(desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected MipLevels %u.\n", desc.Usage);
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ok(desc.BindFlags == D3D10_BIND_RENDER_TARGET, "Got unexpected BindFlags %u.\n", desc.BindFlags);
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ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %u.\n", desc.CPUAccessFlags);
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ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %u.\n", desc.MiscFlags);
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hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(FAILED(hr), "Texture should not implement IDXGISurface\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture2D_Release(texture);
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desc.MipLevels = 1;
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desc.ArraySize = 2;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(FAILED(hr), "Texture should not implement IDXGISurface\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture2D_Release(texture);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_create_texture3d(void)
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{
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ULONG refcount, expected_refcount;
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ID3D10Device *device, *tmp;
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D3D10_TEXTURE3D_DESC desc;
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ID3D10Texture3D *texture;
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IDXGISurface *surface;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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desc.Width = 64;
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desc.Height = 64;
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desc.Depth = 64;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.Usage = D3D10_USAGE_DEFAULT;
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desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D10Texture3D_GetDevice(texture, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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hr = ID3D10Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture3D_Release(texture);
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desc.MipLevels = 0;
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D10Texture3D_GetDevice(texture, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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ID3D10Texture3D_GetDesc(texture, &desc);
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ok(desc.Width == 64, "Got unexpected Width %u.\n", desc.Width);
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ok(desc.Height == 64, "Got unexpected Height %u.\n", desc.Height);
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ok(desc.Depth == 64, "Got unexpected Depth %u.\n", desc.Depth);
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ok(desc.MipLevels == 7, "Got unexpected MipLevels %u.\n", desc.MipLevels);
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ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format);
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ok(desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected MipLevels %u.\n", desc.Usage);
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ok(desc.BindFlags == D3D10_BIND_RENDER_TARGET, "Got unexpected BindFlags %u.\n", desc.BindFlags);
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ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %u.\n", desc.CPUAccessFlags);
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ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %u.\n", desc.MiscFlags);
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hr = ID3D10Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
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ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
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if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
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ID3D10Texture3D_Release(texture);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_create_depthstencil_view(void)
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{
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D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ULONG refcount, expected_refcount;
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ID3D10DepthStencilView *dsview;
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ID3D10Device *device, *tmp;
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ID3D10Texture2D *texture;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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texture_desc.Width = 512;
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texture_desc.Height = 512;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D10_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsview);
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ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D10DepthStencilView_GetDevice(dsview, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D10Device_Release(tmp);
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ID3D10DepthStencilView_GetDesc(dsview, &dsv_desc);
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ok(dsv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", dsv_desc.Format);
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ok(dsv_desc.ViewDimension == D3D10_DSV_DIMENSION_TEXTURE2D,
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"Got unexpected view dimension %#x.\n", dsv_desc.ViewDimension);
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ok(U(dsv_desc).Texture2D.MipSlice == 0, "Got Unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice);
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ID3D10DepthStencilView_Release(dsview);
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ID3D10Texture2D_Release(texture);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_create_rendertarget_view(void)
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{
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D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ULONG refcount, expected_refcount;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10RenderTargetView *rtview;
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ID3D10Device *device, *tmp;
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ID3D10Texture2D *texture;
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ID3D10Buffer *buffer;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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buffer_desc.ByteWidth = 1024;
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
|
|
ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10Buffer_GetDevice(buffer, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
rtv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_BUFFER;
|
|
U(rtv_desc).Buffer.ElementOffset = 0;
|
|
U(rtv_desc).Buffer.ElementWidth = 64;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)buffer, &rtv_desc, &rtview);
|
|
ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10RenderTargetView_GetDevice(rtview, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
ID3D10RenderTargetView_Release(rtview);
|
|
ID3D10Buffer_Release(buffer);
|
|
|
|
texture_desc.Width = 512;
|
|
texture_desc.Height = 512;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
|
|
|
|
/* For texture resources it's allowed to specify NULL as desc */
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtview);
|
|
ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x\n", hr);
|
|
|
|
ID3D10RenderTargetView_GetDesc(rtview, &rtv_desc);
|
|
ok(rtv_desc.Format == texture_desc.Format, "Expected format %#x, got %#x\n", texture_desc.Format, rtv_desc.Format);
|
|
ok(rtv_desc.ViewDimension == D3D10_RTV_DIMENSION_TEXTURE2D,
|
|
"Expected view dimension D3D10_RTV_DIMENSION_TEXTURE2D, got %#x\n", rtv_desc.ViewDimension);
|
|
ok(U(rtv_desc).Texture2D.MipSlice == 0, "Expected mip slice 0, got %#x\n", U(rtv_desc).Texture2D.MipSlice);
|
|
|
|
ID3D10RenderTargetView_Release(rtview);
|
|
ID3D10Texture2D_Release(texture);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_shader_resource_view(void)
|
|
{
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ULONG refcount, expected_refcount;
|
|
ID3D10ShaderResourceView *srview;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10Device *device, *tmp;
|
|
ID3D10Texture2D *texture;
|
|
ID3D10Buffer *buffer;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
buffer_desc.ByteWidth = 1024;
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
|
|
ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);
|
|
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, NULL, &srview);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
|
|
U(srv_desc).Buffer.ElementOffset = 0;
|
|
U(srv_desc).Buffer.ElementWidth = 64;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &srview);
|
|
ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10ShaderResourceView_GetDevice(srview, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
ID3D10ShaderResourceView_Release(srview);
|
|
ID3D10Buffer_Release(buffer);
|
|
|
|
texture_desc.Width = 512;
|
|
texture_desc.Height = 512;
|
|
texture_desc.MipLevels = 0;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
|
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
|
|
|
|
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srview);
|
|
ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
|
|
|
|
ID3D10ShaderResourceView_GetDesc(srview, &srv_desc);
|
|
ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format);
|
|
ok(srv_desc.ViewDimension == D3D10_SRV_DIMENSION_TEXTURE2D,
|
|
"Got unexpected view dimension %#x.\n", srv_desc.ViewDimension);
|
|
ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n",
|
|
U(srv_desc).Texture2D.MostDetailedMip);
|
|
ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels);
|
|
|
|
ID3D10ShaderResourceView_Release(srview);
|
|
ID3D10Texture2D_Release(texture);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_shader(void)
|
|
{
|
|
#if 0
|
|
float4 light;
|
|
float4x4 mat;
|
|
|
|
struct input
|
|
{
|
|
float4 position : POSITION;
|
|
float3 normal : NORMAL;
|
|
};
|
|
|
|
struct output
|
|
{
|
|
float4 position : POSITION;
|
|
float4 diffuse : COLOR;
|
|
};
|
|
|
|
output main(const input v)
|
|
{
|
|
output o;
|
|
|
|
o.position = mul(v.position, mat);
|
|
o.diffuse = dot((float3)light, v.normal);
|
|
|
|
return o;
|
|
}
|
|
#endif
|
|
static const DWORD vs_4_0[] =
|
|
{
|
|
0x43425844, 0x3ae813ca, 0x0f034b91, 0x790f3226, 0x6b4a718a, 0x00000001, 0x000001c0,
|
|
0x00000003, 0x0000002c, 0x0000007c, 0x000000cc, 0x4e475349, 0x00000048, 0x00000002,
|
|
0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f,
|
|
0x00000041, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000707, 0x49534f50,
|
|
0x4e4f4954, 0x524f4e00, 0x004c414d, 0x4e47534f, 0x00000048, 0x00000002, 0x00000008,
|
|
0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000041,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x49534f50, 0x4e4f4954,
|
|
0x4c4f4300, 0xab00524f, 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059,
|
|
0x00208e46, 0x00000000, 0x00000005, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f,
|
|
0x00101072, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2,
|
|
0x00000001, 0x08000011, 0x00102012, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46,
|
|
0x00000000, 0x00000001, 0x08000011, 0x00102022, 0x00000000, 0x00101e46, 0x00000000,
|
|
0x00208e46, 0x00000000, 0x00000002, 0x08000011, 0x00102042, 0x00000000, 0x00101e46,
|
|
0x00000000, 0x00208e46, 0x00000000, 0x00000003, 0x08000011, 0x00102082, 0x00000000,
|
|
0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x08000010, 0x001020f2,
|
|
0x00000001, 0x00208246, 0x00000000, 0x00000000, 0x00101246, 0x00000001, 0x0100003e,
|
|
};
|
|
|
|
static const DWORD vs_2_0[] =
|
|
{
|
|
0xfffe0200, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0200, 0x00000002,
|
|
0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c,
|
|
0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c,
|
|
0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003,
|
|
0x00040004, 0x00000001, 0x00000000, 0x325f7376, 0x4d00305f, 0x6f726369, 0x74666f73,
|
|
0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072,
|
|
0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f,
|
|
0x80000003, 0x900f0001, 0x03000009, 0xc0010000, 0x90e40000, 0xa0e40000, 0x03000009,
|
|
0xc0020000, 0x90e40000, 0xa0e40001, 0x03000009, 0xc0040000, 0x90e40000, 0xa0e40002,
|
|
0x03000009, 0xc0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xd00f0000, 0xa0e40004,
|
|
0x90e40001, 0x0000ffff,
|
|
};
|
|
|
|
static const DWORD vs_3_0[] =
|
|
{
|
|
0xfffe0300, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0300, 0x00000002,
|
|
0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c,
|
|
0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c,
|
|
0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003,
|
|
0x00040004, 0x00000001, 0x00000000, 0x335f7376, 0x4d00305f, 0x6f726369, 0x74666f73,
|
|
0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072,
|
|
0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f,
|
|
0x80000003, 0x900f0001, 0x0200001f, 0x80000000, 0xe00f0000, 0x0200001f, 0x8000000a,
|
|
0xe00f0001, 0x03000009, 0xe0010000, 0x90e40000, 0xa0e40000, 0x03000009, 0xe0020000,
|
|
0x90e40000, 0xa0e40001, 0x03000009, 0xe0040000, 0x90e40000, 0xa0e40002, 0x03000009,
|
|
0xe0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xe00f0001, 0xa0e40004, 0x90e40001,
|
|
0x0000ffff,
|
|
};
|
|
|
|
#if 0
|
|
float4 main(const float4 color : COLOR) : SV_TARGET
|
|
{
|
|
float4 o;
|
|
|
|
o = color;
|
|
|
|
return o;
|
|
}
|
|
#endif
|
|
static const DWORD ps_4_0[] =
|
|
{
|
|
0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac,
|
|
0x00000005, 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452,
|
|
0x00000050, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100,
|
|
0x0000001c, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168,
|
|
0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00,
|
|
0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
|
|
0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
|
|
0x0000000e, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453,
|
|
0x00000074, 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000,
|
|
};
|
|
|
|
ULONG refcount, expected_refcount;
|
|
ID3D10VertexShader *vs = NULL;
|
|
ID3D10PixelShader *ps = NULL;
|
|
ID3D10Device *device, *tmp;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10VertexShader_GetDevice(vs, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
ID3D10VertexShader_Release(vs);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), &vs);
|
|
ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#x\n", hr);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_3_0, sizeof(vs_3_0), &vs);
|
|
ok(hr == E_INVALIDARG, "Created a SM3 vertex shader, hr %#x\n", hr);
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, ps_4_0, sizeof(ps_4_0), &vs);
|
|
ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x\n", hr);
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10PixelShader_GetDevice(ps, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
ID3D10PixelShader_Release(ps);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_sampler_state(void)
|
|
{
|
|
ID3D10SamplerState *sampler_state1, *sampler_state2;
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
ID3D10Device *device, *tmp;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_CreateSamplerState(device, NULL, &sampler_state1);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
|
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
|
sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
|
sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
|
sampler_desc.MipLODBias = 0.0f;
|
|
sampler_desc.MaxAnisotropy = 16;
|
|
sampler_desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
|
sampler_desc.BorderColor[0] = 0.0f;
|
|
sampler_desc.BorderColor[1] = 1.0f;
|
|
sampler_desc.BorderColor[2] = 0.0f;
|
|
sampler_desc.BorderColor[3] = 1.0f;
|
|
sampler_desc.MinLOD = 0.0f;
|
|
sampler_desc.MaxLOD = 16.0f;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state2);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
ok(sampler_state1 == sampler_state2, "Got different sampler state objects.\n");
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10SamplerState_GetDevice(sampler_state1, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
refcount = ID3D10SamplerState_Release(sampler_state2);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
refcount = ID3D10SamplerState_Release(sampler_state1);
|
|
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_blend_state(void)
|
|
{
|
|
ID3D10BlendState *blend_state1, *blend_state2;
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_BLEND_DESC blend_desc;
|
|
ID3D10Device *device, *tmp;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_CreateBlendState(device, NULL, &blend_state1);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
blend_desc.AlphaToCoverageEnable = FALSE;
|
|
blend_desc.BlendEnable[0] = FALSE;
|
|
blend_desc.BlendEnable[1] = FALSE;
|
|
blend_desc.BlendEnable[2] = FALSE;
|
|
blend_desc.BlendEnable[3] = FALSE;
|
|
blend_desc.BlendEnable[4] = FALSE;
|
|
blend_desc.BlendEnable[5] = FALSE;
|
|
blend_desc.BlendEnable[6] = FALSE;
|
|
blend_desc.BlendEnable[7] = FALSE;
|
|
blend_desc.SrcBlend = D3D10_BLEND_ONE;
|
|
blend_desc.DestBlend = D3D10_BLEND_ZERO;
|
|
blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
|
|
blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE;
|
|
blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO;
|
|
blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
|
blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[4] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[5] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[6] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[7] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state2);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
ok(blend_state1 == blend_state2, "Got different blend state objects.\n");
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10BlendState_GetDevice(blend_state1, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
refcount = ID3D10BlendState_Release(blend_state2);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
refcount = ID3D10BlendState_Release(blend_state1);
|
|
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_depthstencil_state(void)
|
|
{
|
|
ID3D10DepthStencilState *ds_state1, *ds_state2;
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_DEPTH_STENCIL_DESC ds_desc;
|
|
ID3D10Device *device, *tmp;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_CreateDepthStencilState(device, NULL, &ds_state1);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
ds_desc.DepthEnable = TRUE;
|
|
ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
|
|
ds_desc.DepthFunc = D3D10_COMPARISON_LESS;
|
|
ds_desc.StencilEnable = FALSE;
|
|
ds_desc.StencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK;
|
|
ds_desc.StencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK;
|
|
ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
|
ds_desc.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state2);
|
|
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
|
|
ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n");
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10DepthStencilState_GetDevice(ds_state1, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
refcount = ID3D10DepthStencilState_Release(ds_state2);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
refcount = ID3D10DepthStencilState_Release(ds_state1);
|
|
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_rasterizer_state(void)
|
|
{
|
|
ID3D10RasterizerState *rast_state1, *rast_state2;
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_RASTERIZER_DESC rast_desc;
|
|
ID3D10Device *device, *tmp;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_CreateRasterizerState(device, NULL, &rast_state1);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
rast_desc.FillMode = D3D10_FILL_SOLID;
|
|
rast_desc.CullMode = D3D10_CULL_BACK;
|
|
rast_desc.FrontCounterClockwise = FALSE;
|
|
rast_desc.DepthBias = 0;
|
|
rast_desc.DepthBiasClamp = 0.0f;
|
|
rast_desc.SlopeScaledDepthBias = 0.0f;
|
|
rast_desc.DepthClipEnable = TRUE;
|
|
rast_desc.ScissorEnable = FALSE;
|
|
rast_desc.MultisampleEnable = FALSE;
|
|
rast_desc.AntialiasedLineEnable = FALSE;
|
|
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreateRasterizerState(device, &rast_desc, &rast_state1);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateRasterizerState(device, &rast_desc, &rast_state2);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
ok(rast_state1 == rast_state2, "Got different rasterizer state objects.\n");
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10RasterizerState_GetDevice(rast_state1, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
|
|
refcount = ID3D10RasterizerState_Release(rast_state2);
|
|
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
|
|
refcount = ID3D10RasterizerState_Release(rast_state1);
|
|
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_create_predicate(void)
|
|
{
|
|
ULONG refcount, expected_refcount;
|
|
D3D10_QUERY_DESC query_desc;
|
|
ID3D10Predicate *predicate;
|
|
ID3D10Device *device, *tmp;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_CreatePredicate(device, NULL, &predicate);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
query_desc.Query = D3D10_QUERY_OCCLUSION;
|
|
query_desc.MiscFlags = 0;
|
|
hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate);
|
|
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
|
|
|
|
query_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE;
|
|
expected_refcount = get_refcount((IUnknown *)device) + 1;
|
|
hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate);
|
|
ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
|
|
tmp = NULL;
|
|
expected_refcount = refcount + 1;
|
|
ID3D10Predicate_GetDevice(predicate, &tmp);
|
|
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
|
|
refcount = get_refcount((IUnknown *)device);
|
|
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
|
|
ID3D10Device_Release(tmp);
|
|
ID3D10Predicate_Release(predicate);
|
|
|
|
query_desc.Query = D3D10_QUERY_SO_OVERFLOW_PREDICATE;
|
|
hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate);
|
|
todo_wine ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr);
|
|
if (SUCCEEDED(hr))
|
|
ID3D10Predicate_Release(predicate);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_device_removed_reason(void)
|
|
{
|
|
ID3D10Device *device;
|
|
ULONG refcount;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
hr = ID3D10Device_GetDeviceRemovedReason(device);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
hr = ID3D10Device_GetDeviceRemovedReason(device);
|
|
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_scissor(void)
|
|
{
|
|
D3D10_SUBRESOURCE_DATA buffer_data;
|
|
ID3D10InputLayout *input_layout;
|
|
D3D10_RASTERIZER_DESC rs_desc;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
ID3D10RenderTargetView *rtv;
|
|
ID3D10Texture2D *backbuffer;
|
|
unsigned int stride, offset;
|
|
ID3D10RasterizerState *rs;
|
|
IDXGISwapChain *swapchain;
|
|
D3D10_RECT scissor_rect;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
ID3D10Buffer *vb;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const DWORD vs_code[] =
|
|
{
|
|
/* float4 main(float4 position : POSITION) : SV_POSITION
|
|
* {
|
|
* return position;
|
|
* } */
|
|
0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005,
|
|
0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000,
|
|
0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
|
|
0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
|
|
0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
|
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
|
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074,
|
|
0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
/* float4 main(float4 position : SV_POSITION) : SV_Target
|
|
* {
|
|
* return float4(0.0, 1.0, 0.0, 1.0);
|
|
* } */
|
|
0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005,
|
|
0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000,
|
|
0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
|
|
0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
|
|
0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
|
|
0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
|
|
0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002,
|
|
0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
|
};
|
|
static const struct
|
|
{
|
|
float x, y;
|
|
}
|
|
quad[] =
|
|
{
|
|
{-1.0f, -1.0f},
|
|
{-1.0f, 1.0f},
|
|
{ 1.0f, -1.0f},
|
|
{ 1.0f, 1.0f},
|
|
};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d2d1_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_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quad);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
buffer_data.pSysMem = quad;
|
|
buffer_data.SysMemPitch = 0;
|
|
buffer_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
rs_desc.FillMode = D3D10_FILL_SOLID;
|
|
rs_desc.CullMode = D3D10_CULL_BACK;
|
|
rs_desc.FrontCounterClockwise = FALSE;
|
|
rs_desc.DepthBias = 0;
|
|
rs_desc.DepthBiasClamp = 0.0f;
|
|
rs_desc.SlopeScaledDepthBias = 0.0f;
|
|
rs_desc.DepthClipEnable = TRUE;
|
|
rs_desc.ScissorEnable = TRUE;
|
|
rs_desc.MultisampleEnable = FALSE;
|
|
rs_desc.AntialiasedLineEnable = FALSE;
|
|
hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_IASetInputLayout(device, input_layout);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quad);
|
|
offset = 0;
|
|
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
scissor_rect.left = 160;
|
|
scissor_rect.top = 120;
|
|
scissor_rect.right = 480;
|
|
scissor_rect.bottom = 360;
|
|
ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, red);
|
|
color = get_texture_color(backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
color = get_texture_color(backbuffer, 320, 60);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 560, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 420);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, rtv, red);
|
|
ID3D10Device_RSSetState(device, rs);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
color = get_texture_color(backbuffer, 320, 60);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 80, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 240);
|
|
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 560, 240);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 420);
|
|
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10RenderTargetView_Release(rtv);
|
|
ID3D10RasterizerState_Release(rs);
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
static void test_clear_state(void)
|
|
{
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
#if 0
|
|
float4 main(float4 pos : POSITION) : POSITION
|
|
{
|
|
return pos;
|
|
}
|
|
#endif
|
|
static const DWORD simple_vs[] =
|
|
{
|
|
0x43425844, 0x66689e7c, 0x643f0971, 0xb7f67ff4, 0xabc48688, 0x00000001, 0x000000d4, 0x00000003,
|
|
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x49534f50, 0x4e4f4954, 0xababab00, 0x52444853, 0x00000038, 0x00010040,
|
|
0x0000000e, 0x0300005f, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
|
|
0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
|
|
#if 0
|
|
struct gs_out
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
};
|
|
|
|
[maxvertexcount(4)]
|
|
void main(point float4 vin[1] : POSTION, inout TriangleStream<gs_out> vout)
|
|
{
|
|
float offset = 0.1 * vin[0].w;
|
|
gs_out v;
|
|
|
|
v.pos = float4(vin[0].x - offset, vin[0].y - offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
v.pos = float4(vin[0].x - offset, vin[0].y + offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
v.pos = float4(vin[0].x + offset, vin[0].y - offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
v.pos = float4(vin[0].x + offset, vin[0].y + offset, vin[0].z, vin[0].w);
|
|
vout.Append(v);
|
|
}
|
|
#endif
|
|
static const DWORD simple_gs[] =
|
|
{
|
|
0x43425844, 0x9786dfb7, 0xad78ae61, 0x34364b9a, 0xf3b719f8, 0x00000001, 0x00000238, 0x00000003,
|
|
0x0000002c, 0x0000005c, 0x00000090, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x54534f50, 0x004e4f49, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x000001a0, 0x00020040, 0x00000068,
|
|
0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x02000068, 0x00000001, 0x0100085d, 0x0100285c,
|
|
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032, 0x00100032,
|
|
0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x3dcccccd,
|
|
0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032, 0x00000000,
|
|
0x00100046, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000,
|
|
0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0e000032, 0x00100052,
|
|
0x00000000, 0x00201ff6, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x00000000, 0x3dcccccd,
|
|
0x00000000, 0x00201106, 0x00000000, 0x00000000, 0x05000036, 0x00102022, 0x00000000, 0x0010002a,
|
|
0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013,
|
|
0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, 0x00000000,
|
|
0x0010001a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000,
|
|
0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036, 0x001020c2,
|
|
0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e,
|
|
};
|
|
|
|
#if 0
|
|
float4 main(float4 color : COLOR) : SV_TARGET
|
|
{
|
|
return color;
|
|
}
|
|
#endif
|
|
static const DWORD simple_ps[] =
|
|
{
|
|
0x43425844, 0x08c2b568, 0x17d33120, 0xb7d82948, 0x13a570fb, 0x00000001, 0x000000d0, 0x00000003,
|
|
0x0000002c, 0x0000005c, 0x00000090, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f,
|
|
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
|
|
0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2,
|
|
0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
|
};
|
|
|
|
D3D10_VIEWPORT tmp_viewport[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
|
ID3D10ShaderResourceView *tmp_srv[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
|
|
ID3D10ShaderResourceView *srv[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT];
|
|
ID3D10RenderTargetView *tmp_rtv[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
|
|
RECT tmp_rect[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
|
ID3D10SamplerState *tmp_sampler[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
|
|
ID3D10RenderTargetView *rtv[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
|
|
ID3D10Texture2D *rt_texture[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT];
|
|
ID3D10Buffer *cb[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT];
|
|
ID3D10Buffer *tmp_buffer[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
|
|
ID3D10SamplerState *sampler[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT];
|
|
ID3D10Buffer *buffer[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
|
|
UINT offset[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
|
|
UINT stride[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT];
|
|
ID3D10Buffer *so_buffer[D3D10_SO_BUFFER_SLOT_COUNT];
|
|
ID3D10InputLayout *tmp_input_layout, *input_layout;
|
|
ID3D10DepthStencilState *tmp_ds_state, *ds_state;
|
|
ID3D10BlendState *tmp_blend_state, *blend_state;
|
|
ID3D10RasterizerState *tmp_rs_state, *rs_state;
|
|
ID3D10Predicate *tmp_predicate, *predicate;
|
|
D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
|
|
ID3D10DepthStencilView *tmp_dsv, *dsv;
|
|
D3D10_PRIMITIVE_TOPOLOGY topology;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10GeometryShader *tmp_gs, *gs;
|
|
D3D10_DEPTH_STENCIL_DESC ds_desc;
|
|
ID3D10VertexShader *tmp_vs, *vs;
|
|
D3D10_SAMPLER_DESC sampler_desc;
|
|
D3D10_QUERY_DESC predicate_desc;
|
|
ID3D10PixelShader *tmp_ps, *ps;
|
|
D3D10_RASTERIZER_DESC rs_desc;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
D3D10_BLEND_DESC blend_desc;
|
|
ID3D10Texture2D *ds_texture;
|
|
float blend_factor[4];
|
|
ID3D10Device *device;
|
|
BOOL predicate_value;
|
|
DXGI_FORMAT format;
|
|
UINT sample_mask;
|
|
UINT stencil_ref;
|
|
ULONG refcount;
|
|
UINT count, i;
|
|
HRESULT hr;
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
|
|
/* Verify the initial state after device creation. */
|
|
|
|
ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_VSGetShader(device, &tmp_vs);
|
|
ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
|
|
|
|
ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_GSGetShader(device, &tmp_gs);
|
|
ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
|
|
|
|
ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_PSGetShader(device, &tmp_ps);
|
|
ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
|
|
|
|
ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset);
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected vertex buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
ok(!stride[i], "Got unexpected stride %u in slot %u.\n", stride[i], i);
|
|
ok(!offset[i], "Got unexpected offset %u in slot %u.\n", offset[i], i);
|
|
}
|
|
ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset);
|
|
ok(!tmp_buffer[0], "Got unexpected index buffer %p.\n", tmp_buffer[0]);
|
|
ok(format == DXGI_FORMAT_UNKNOWN, "Got unexpected index buffer format %#x.\n", format);
|
|
ok(!offset[0], "Got unexpected index buffer offset %u.\n", offset[0]);
|
|
ID3D10Device_IAGetInputLayout(device, &tmp_input_layout);
|
|
ok(!tmp_input_layout, "Got unexpected input layout %p.\n", tmp_input_layout);
|
|
ID3D10Device_IAGetPrimitiveTopology(device, &topology);
|
|
ok(topology == D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED, "Got unexpected primitive topology %#x.\n", topology);
|
|
|
|
ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask);
|
|
ok(!tmp_blend_state, "Got unexpected blend state %p.\n", tmp_blend_state);
|
|
ok(blend_factor[0] == 1.0f && blend_factor[1] == 1.0f
|
|
&& blend_factor[2] == 1.0f && blend_factor[3] == 1.0f,
|
|
"Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
|
|
blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
|
|
ok(sample_mask == D3D10_DEFAULT_SAMPLE_MASK, "Got unexpected sample mask %#x.\n", sample_mask);
|
|
ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref);
|
|
ok(!tmp_ds_state, "Got unexpected depth stencil state %p.\n", tmp_ds_state);
|
|
ok(!stencil_ref, "Got unexpected stencil ref %u.\n", stencil_ref);
|
|
ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv);
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ok(!tmp_rtv[i], "Got unexpected render target view %p in slot %u.\n", tmp_rtv[i], i);
|
|
}
|
|
ok(!tmp_dsv, "Got unexpected depth stencil view %p.\n", tmp_dsv);
|
|
|
|
ID3D10Device_RSGetScissorRects(device, &count, NULL);
|
|
todo_wine ok(!count, "Got unexpected scissor rect count %u.\n", count);
|
|
memset(tmp_rect, 0x55, sizeof(tmp_rect));
|
|
count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
|
ID3D10Device_RSGetScissorRects(device, &count, tmp_rect);
|
|
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
|
|
{
|
|
ok(!tmp_rect[i].left && !tmp_rect[i].top && !tmp_rect[i].right && !tmp_rect[i].bottom,
|
|
"Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
|
|
tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
|
|
}
|
|
ID3D10Device_RSGetViewports(device, &count, NULL);
|
|
todo_wine ok(!count, "Got unexpected viewport count %u.\n", count);
|
|
memset(tmp_viewport, 0x55, sizeof(tmp_viewport));
|
|
count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
|
ID3D10Device_RSGetViewports(device, &count, tmp_viewport);
|
|
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
|
|
{
|
|
ok(!tmp_viewport[i].TopLeftX && !tmp_viewport[i].TopLeftY && !tmp_viewport[i].Width
|
|
&& !tmp_viewport[i].Height && !tmp_viewport[i].MinDepth && !tmp_viewport[i].MaxDepth,
|
|
"Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
|
|
tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
|
|
tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
|
|
}
|
|
ID3D10Device_RSGetState(device, &tmp_rs_state);
|
|
ok(!tmp_rs_state, "Got unexpected rasterizer state %p.\n", tmp_rs_state);
|
|
|
|
ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset);
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected stream output %p in slot %u.\n", tmp_buffer[i], i);
|
|
ok(!offset[i], "Got unexpected stream output offset %u in slot %u.\n", offset[i], i);
|
|
}
|
|
|
|
ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value);
|
|
ok(!tmp_predicate, "Got unexpected predicate %p.\n", tmp_predicate);
|
|
ok(!predicate_value, "Got unexpected predicate value %#x.\n", predicate_value);
|
|
|
|
/* Create resources. */
|
|
|
|
buffer_desc.ByteWidth = 1024;
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
|
|
}
|
|
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_INDEX_BUFFER | D3D10_BIND_SHADER_RESOURCE;
|
|
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
|
|
|
|
stride[i] = (i + 1) * 4;
|
|
offset[i] = (i + 1) * 16;
|
|
}
|
|
|
|
buffer_desc.BindFlags = D3D10_BIND_STREAM_OUTPUT;
|
|
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &so_buffer[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
|
|
}
|
|
|
|
srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
|
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
|
|
U(srv_desc).Buffer.ElementOffset = 0;
|
|
U(srv_desc).Buffer.ElementWidth = 64;
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateShaderResourceView(device,
|
|
(ID3D10Resource *)buffer[i % D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT], &srv_desc, &srv[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
|
|
}
|
|
|
|
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
|
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
sampler_desc.MipLODBias = 0.0f;
|
|
sampler_desc.MaxAnisotropy = 16;
|
|
sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
|
|
sampler_desc.BorderColor[0] = 0.0f;
|
|
sampler_desc.BorderColor[1] = 0.0f;
|
|
sampler_desc.BorderColor[2] = 0.0f;
|
|
sampler_desc.BorderColor[3] = 0.0f;
|
|
sampler_desc.MinLOD = 0.0f;
|
|
sampler_desc.MaxLOD = 16.0f;
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
sampler_desc.MinLOD = (float)i;
|
|
|
|
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
|
}
|
|
|
|
hr = ID3D10Device_CreateVertexShader(device, simple_vs, sizeof(simple_vs), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateGeometryShader(device, simple_gs, sizeof(simple_gs), &gs);
|
|
ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreatePixelShader(device, simple_ps, sizeof(simple_ps), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
simple_vs, sizeof(simple_vs), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
blend_desc.AlphaToCoverageEnable = FALSE;
|
|
blend_desc.BlendEnable[0] = FALSE;
|
|
blend_desc.BlendEnable[1] = FALSE;
|
|
blend_desc.BlendEnable[2] = FALSE;
|
|
blend_desc.BlendEnable[3] = FALSE;
|
|
blend_desc.BlendEnable[4] = FALSE;
|
|
blend_desc.BlendEnable[5] = FALSE;
|
|
blend_desc.BlendEnable[6] = FALSE;
|
|
blend_desc.BlendEnable[7] = FALSE;
|
|
blend_desc.SrcBlend = D3D10_BLEND_ONE;
|
|
blend_desc.DestBlend = D3D10_BLEND_ZERO;
|
|
blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
|
|
blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE;
|
|
blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO;
|
|
blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
|
blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[4] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[5] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[6] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
blend_desc.RenderTargetWriteMask[7] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
|
|
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
ds_desc.DepthEnable = TRUE;
|
|
ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
|
|
ds_desc.DepthFunc = D3D10_COMPARISON_LESS;
|
|
ds_desc.StencilEnable = FALSE;
|
|
ds_desc.StencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK;
|
|
ds_desc.StencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK;
|
|
ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
|
ds_desc.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
|
|
ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
|
|
|
|
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state);
|
|
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
|
|
|
|
texture_desc.Width = 512;
|
|
texture_desc.Height = 512;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
}
|
|
|
|
texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
|
texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
|
|
|
|
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &ds_texture);
|
|
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
|
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture[i], NULL, &rtv[i]);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
}
|
|
|
|
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)ds_texture, NULL, &dsv);
|
|
ok(SUCCEEDED(hr), "Failed to create depthstencil view, hr %#x.\n", hr);
|
|
|
|
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
|
|
{
|
|
tmp_rect[i].left = i;
|
|
tmp_rect[i].top = i * 2;
|
|
tmp_rect[i].right = i + 1;
|
|
tmp_rect[i].bottom = (i + 1) * 2;
|
|
|
|
tmp_viewport[i].TopLeftX = i * 3;
|
|
tmp_viewport[i].TopLeftY = i * 4;
|
|
tmp_viewport[i].Width = 3;
|
|
tmp_viewport[i].Height = 4;
|
|
tmp_viewport[i].MinDepth = i * 0.01f;
|
|
tmp_viewport[i].MaxDepth = (i + 1) * 0.01f;
|
|
}
|
|
|
|
rs_desc.FillMode = D3D10_FILL_SOLID;
|
|
rs_desc.CullMode = D3D10_CULL_BACK;
|
|
rs_desc.FrontCounterClockwise = FALSE;
|
|
rs_desc.DepthBias = 0;
|
|
rs_desc.DepthBiasClamp = 0.0f;
|
|
rs_desc.SlopeScaledDepthBias = 0.0f;
|
|
rs_desc.DepthClipEnable = TRUE;
|
|
rs_desc.ScissorEnable = FALSE;
|
|
rs_desc.MultisampleEnable = FALSE;
|
|
rs_desc.AntialiasedLineEnable = FALSE;
|
|
|
|
hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs_state);
|
|
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
|
|
|
predicate_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE;
|
|
predicate_desc.MiscFlags = 0;
|
|
|
|
hr = ID3D10Device_CreatePredicate(device, &predicate_desc, &predicate);
|
|
ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr);
|
|
|
|
/* Setup state. */
|
|
ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb);
|
|
ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv);
|
|
ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler);
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
|
|
ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb);
|
|
ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv);
|
|
ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler);
|
|
ID3D10Device_GSSetShader(device, gs);
|
|
|
|
ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb);
|
|
ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv);
|
|
ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffer, stride, offset);
|
|
ID3D10Device_IASetIndexBuffer(device, buffer[0], DXGI_FORMAT_R32_UINT, offset[0]);
|
|
ID3D10Device_IASetInputLayout(device, input_layout);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
|
|
blend_factor[0] = 0.1f;
|
|
blend_factor[1] = 0.2f;
|
|
blend_factor[2] = 0.3f;
|
|
blend_factor[3] = 0.4f;
|
|
ID3D10Device_OMSetBlendState(device, blend_state, blend_factor, 0xff00ff00);
|
|
ID3D10Device_OMSetDepthStencilState(device, ds_state, 3);
|
|
ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, rtv, dsv);
|
|
|
|
ID3D10Device_RSSetScissorRects(device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, tmp_rect);
|
|
ID3D10Device_RSSetViewports(device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, tmp_viewport);
|
|
ID3D10Device_RSSetState(device, rs_state);
|
|
|
|
ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, so_buffer, offset);
|
|
|
|
ID3D10Device_SetPredication(device, predicate, TRUE);
|
|
|
|
/* Verify the set state. */
|
|
|
|
ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_buffer[i] == cb[i], "Got unexpected constant buffer %p in slot %u, expected %p.\n",
|
|
tmp_buffer[i], i, cb[i]);
|
|
ID3D10Buffer_Release(tmp_buffer[i]);
|
|
}
|
|
ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_srv[i] == srv[i], "Got unexpected shader resource view %p in slot %u, expected %p.\n",
|
|
tmp_srv[i], i, srv[i]);
|
|
ID3D10ShaderResourceView_Release(tmp_srv[i]);
|
|
}
|
|
ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_sampler[i] == sampler[i], "Got unexpected sampler %p in slot %u, expected %p.\n",
|
|
tmp_sampler[i], i, sampler[i]);
|
|
ID3D10SamplerState_Release(tmp_sampler[i]);
|
|
}
|
|
ID3D10Device_VSGetShader(device, &tmp_vs);
|
|
ok(tmp_vs == vs, "Got unexpected vertex shader %p, expected %p.\n", tmp_vs, vs);
|
|
ID3D10VertexShader_Release(tmp_vs);
|
|
|
|
ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_buffer[i] == cb[i], "Got unexpected constant buffer %p in slot %u, expected %p.\n",
|
|
tmp_buffer[i], i, cb[i]);
|
|
ID3D10Buffer_Release(tmp_buffer[i]);
|
|
}
|
|
ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_srv[i] == srv[i], "Got unexpected shader resource view %p in slot %u, expected %p.\n",
|
|
tmp_srv[i], i, srv[i]);
|
|
ID3D10ShaderResourceView_Release(tmp_srv[i]);
|
|
}
|
|
ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_sampler[i] == sampler[i], "Got unexpected sampler %p in slot %u, expected %p.\n",
|
|
tmp_sampler[i], i, sampler[i]);
|
|
ID3D10SamplerState_Release(tmp_sampler[i]);
|
|
}
|
|
ID3D10Device_GSGetShader(device, &tmp_gs);
|
|
ok(tmp_gs == gs, "Got unexpected geometry shader %p, expected %p.\n", tmp_gs, gs);
|
|
ID3D10GeometryShader_Release(tmp_gs);
|
|
|
|
ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_buffer[i] == cb[i], "Got unexpected constant buffer %p in slot %u, expected %p.\n",
|
|
tmp_buffer[i], i, cb[i]);
|
|
ID3D10Buffer_Release(tmp_buffer[i]);
|
|
}
|
|
ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_srv[i] == srv[i], "Got unexpected shader resource view %p in slot %u, expected %p.\n",
|
|
tmp_srv[i], i, srv[i]);
|
|
ID3D10ShaderResourceView_Release(tmp_srv[i]);
|
|
}
|
|
ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_sampler[i] == sampler[i], "Got unexpected sampler %p in slot %u, expected %p.\n",
|
|
tmp_sampler[i], i, sampler[i]);
|
|
ID3D10SamplerState_Release(tmp_sampler[i]);
|
|
}
|
|
ID3D10Device_PSGetShader(device, &tmp_ps);
|
|
ok(tmp_ps == ps, "Got unexpected pixel shader %p, expected %p.\n", tmp_ps, ps);
|
|
ID3D10PixelShader_Release(tmp_ps);
|
|
|
|
ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset);
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_buffer[i] == buffer[i], "Got unexpected vertex buffer %p in slot %u, expected %p.\n",
|
|
tmp_buffer[i], i, buffer[i]);
|
|
ok(stride[i] == (i + 1) * 4, "Got unexpected stride %u in slot %u.\n", stride[i], i);
|
|
ok(offset[i] == (i + 1) * 16, "Got unexpected offset %u in slot %u.\n", offset[i], i);
|
|
ID3D10Buffer_Release(tmp_buffer[i]);
|
|
}
|
|
ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset);
|
|
ok(tmp_buffer[0] == buffer[0], "Got unexpected index buffer %p, expected %p.\n", tmp_buffer[0], buffer[0]);
|
|
ID3D10Buffer_Release(tmp_buffer[0]);
|
|
ok(format == DXGI_FORMAT_R32_UINT, "Got unexpected index buffer format %#x.\n", format);
|
|
todo_wine ok(offset[0] == 16, "Got unexpected index buffer offset %u.\n", offset[0]);
|
|
ID3D10Device_IAGetInputLayout(device, &tmp_input_layout);
|
|
ok(tmp_input_layout == input_layout, "Got unexpected input layout %p, expected %p.\n",
|
|
tmp_input_layout, input_layout);
|
|
ID3D10InputLayout_Release(tmp_input_layout);
|
|
ID3D10Device_IAGetPrimitiveTopology(device, &topology);
|
|
ok(topology == D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, "Got unexpected primitive topology %#x.\n", topology);
|
|
|
|
ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask);
|
|
ok(tmp_blend_state == blend_state, "Got unexpected blend state %p, expected %p.\n", tmp_blend_state, blend_state);
|
|
ID3D10BlendState_Release(tmp_blend_state);
|
|
ok(blend_factor[0] == 0.1f && blend_factor[1] == 0.2f
|
|
&& blend_factor[2] == 0.3f && blend_factor[3] == 0.4f,
|
|
"Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
|
|
blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
|
|
ok(sample_mask == 0xff00ff00, "Got unexpected sample mask %#x.\n", sample_mask);
|
|
ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref);
|
|
ok(tmp_ds_state == ds_state, "Got unexpected depth stencil state %p, expected %p.\n", tmp_ds_state, ds_state);
|
|
ID3D10DepthStencilState_Release(tmp_ds_state);
|
|
ok(stencil_ref == 3, "Got unexpected stencil ref %u.\n", stencil_ref);
|
|
ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv);
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ok(tmp_rtv[i] == rtv[i], "Got unexpected render target view %p in slot %u, expected %p.\n",
|
|
tmp_rtv[i], i, rtv[i]);
|
|
ID3D10RenderTargetView_Release(tmp_rtv[i]);
|
|
}
|
|
ok(tmp_dsv == dsv, "Got unexpected depth stencil view %p, expected %p.\n", tmp_dsv, dsv);
|
|
ID3D10DepthStencilView_Release(tmp_dsv);
|
|
|
|
ID3D10Device_RSGetScissorRects(device, &count, NULL);
|
|
todo_wine ok(count == D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
|
|
"Got unexpected scissor rect count %u.\n", count);
|
|
memset(tmp_rect, 0x55, sizeof(tmp_rect));
|
|
ID3D10Device_RSGetScissorRects(device, &count, tmp_rect);
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
ok(tmp_rect[i].left == i
|
|
&& tmp_rect[i].top == i * 2
|
|
&& tmp_rect[i].right == i + 1
|
|
&& tmp_rect[i].bottom == (i + 1) * 2,
|
|
"Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
|
|
tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
|
|
}
|
|
ID3D10Device_RSGetViewports(device, &count, NULL);
|
|
todo_wine ok(count == D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE,
|
|
"Got unexpected viewport count %u.\n", count);
|
|
memset(tmp_viewport, 0x55, sizeof(tmp_viewport));
|
|
ID3D10Device_RSGetViewports(device, &count, tmp_viewport);
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
ok(tmp_viewport[i].TopLeftX == i * 3
|
|
&& tmp_viewport[i].TopLeftY == i * 4
|
|
&& tmp_viewport[i].Width == 3
|
|
&& tmp_viewport[i].Height == 4
|
|
&& compare_float(tmp_viewport[i].MinDepth, i * 0.01f, 16)
|
|
&& compare_float(tmp_viewport[i].MaxDepth, (i + 1) * 0.01f, 16),
|
|
"Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
|
|
tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
|
|
tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
|
|
}
|
|
ID3D10Device_RSGetState(device, &tmp_rs_state);
|
|
ok(tmp_rs_state == rs_state, "Got unexpected rasterizer state %p, expected %p.\n", tmp_rs_state, rs_state);
|
|
ID3D10RasterizerState_Release(tmp_rs_state);
|
|
|
|
ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset);
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(tmp_buffer[i] == so_buffer[i], "Got unexpected stream output %p in slot %u, expected %p.\n",
|
|
tmp_buffer[i], i, buffer[i]);
|
|
ID3D10Buffer_Release(tmp_buffer[i]);
|
|
todo_wine ok(offset[i] == ~0u, "Got unexpected stream output offset %u in slot %u.\n", offset[i], i);
|
|
}
|
|
|
|
ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value);
|
|
ok(tmp_predicate == predicate, "Got unexpected predicate %p, expected %p.\n", tmp_predicate, predicate);
|
|
ID3D10Predicate_Release(tmp_predicate);
|
|
ok(predicate_value, "Got unexpected predicate value %#x.\n", predicate_value);
|
|
|
|
/* Verify ClearState(). */
|
|
|
|
ID3D10Device_ClearState(device);
|
|
|
|
ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_VSGetShader(device, &tmp_vs);
|
|
ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs);
|
|
|
|
ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_GSGetShader(device, &tmp_gs);
|
|
ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs);
|
|
|
|
ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer);
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
}
|
|
ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv);
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i);
|
|
}
|
|
ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler);
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i);
|
|
}
|
|
ID3D10Device_PSGetShader(device, &tmp_ps);
|
|
ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps);
|
|
|
|
ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset);
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected vertex buffer %p in slot %u.\n", tmp_buffer[i], i);
|
|
todo_wine ok(!stride[i], "Got unexpected stride %u in slot %u.\n", stride[i], i);
|
|
todo_wine ok(!offset[i], "Got unexpected offset %u in slot %u.\n", offset[i], i);
|
|
}
|
|
ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset);
|
|
ok(!tmp_buffer[0], "Got unexpected index buffer %p.\n", tmp_buffer[0]);
|
|
ok(format == DXGI_FORMAT_UNKNOWN, "Got unexpected index buffer format %#x.\n", format);
|
|
ok(!offset[0], "Got unexpected index buffer offset %u.\n", offset[0]);
|
|
ID3D10Device_IAGetInputLayout(device, &tmp_input_layout);
|
|
ok(!tmp_input_layout, "Got unexpected input layout %p.\n", tmp_input_layout);
|
|
ID3D10Device_IAGetPrimitiveTopology(device, &topology);
|
|
ok(topology == D3D10_PRIMITIVE_TOPOLOGY_UNDEFINED, "Got unexpected primitive topology %#x.\n", topology);
|
|
|
|
ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask);
|
|
ok(!tmp_blend_state, "Got unexpected blend state %p.\n", tmp_blend_state);
|
|
ok(blend_factor[0] == 1.0f && blend_factor[1] == 1.0f
|
|
&& blend_factor[2] == 1.0f && blend_factor[3] == 1.0f,
|
|
"Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n",
|
|
blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]);
|
|
ok(sample_mask == D3D10_DEFAULT_SAMPLE_MASK, "Got unexpected sample mask %#x.\n", sample_mask);
|
|
ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref);
|
|
ok(!tmp_ds_state, "Got unexpected depth stencil state %p.\n", tmp_ds_state);
|
|
ok(!stencil_ref, "Got unexpected stencil ref %u.\n", stencil_ref);
|
|
ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv);
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ok(!tmp_rtv[i], "Got unexpected render target view %p in slot %u.\n", tmp_rtv[i], i);
|
|
}
|
|
ok(!tmp_dsv, "Got unexpected depth stencil view %p.\n", tmp_dsv);
|
|
|
|
ID3D10Device_RSGetScissorRects(device, &count, NULL);
|
|
todo_wine ok(!count, "Got unexpected scissor rect count %u.\n", count);
|
|
memset(tmp_rect, 0x55, sizeof(tmp_rect));
|
|
count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
|
ID3D10Device_RSGetScissorRects(device, &count, tmp_rect);
|
|
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
|
|
{
|
|
if (!i)
|
|
todo_wine ok(!tmp_rect[i].left && !tmp_rect[i].top && !tmp_rect[i].right && !tmp_rect[i].bottom,
|
|
"Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
|
|
tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
|
|
else
|
|
ok(!tmp_rect[i].left && !tmp_rect[i].top && !tmp_rect[i].right && !tmp_rect[i].bottom,
|
|
"Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n",
|
|
tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i);
|
|
}
|
|
ID3D10Device_RSGetViewports(device, &count, NULL);
|
|
todo_wine ok(!count, "Got unexpected viewport count %u.\n", count);
|
|
memset(tmp_viewport, 0x55, sizeof(tmp_viewport));
|
|
count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
|
ID3D10Device_RSGetViewports(device, &count, tmp_viewport);
|
|
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i)
|
|
{
|
|
if (!i)
|
|
todo_wine ok(!tmp_viewport[i].TopLeftX && !tmp_viewport[i].TopLeftY && !tmp_viewport[i].Width
|
|
&& !tmp_viewport[i].Height && !tmp_viewport[i].MinDepth && !tmp_viewport[i].MaxDepth,
|
|
"Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
|
|
tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
|
|
tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
|
|
else
|
|
ok(!tmp_viewport[i].TopLeftX && !tmp_viewport[i].TopLeftY && !tmp_viewport[i].Width
|
|
&& !tmp_viewport[i].Height && !tmp_viewport[i].MinDepth && !tmp_viewport[i].MaxDepth,
|
|
"Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n",
|
|
tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width,
|
|
tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i);
|
|
}
|
|
ID3D10Device_RSGetState(device, &tmp_rs_state);
|
|
ok(!tmp_rs_state, "Got unexpected rasterizer state %p.\n", tmp_rs_state);
|
|
|
|
ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset);
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
{
|
|
ok(!tmp_buffer[i], "Got unexpected stream output %p in slot %u.\n", tmp_buffer[i], i);
|
|
ok(!offset[i], "Got unexpected stream output offset %u in slot %u.\n", offset[i], i);
|
|
}
|
|
|
|
ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value);
|
|
ok(!tmp_predicate, "Got unexpected predicate %p.\n", tmp_predicate);
|
|
ok(!predicate_value, "Got unexpected predicate value %#x.\n", predicate_value);
|
|
|
|
/* Cleanup. */
|
|
|
|
ID3D10Predicate_Release(predicate);
|
|
ID3D10RasterizerState_Release(rs_state);
|
|
ID3D10DepthStencilView_Release(dsv);
|
|
ID3D10Texture2D_Release(ds_texture);
|
|
|
|
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
|
|
{
|
|
ID3D10RenderTargetView_Release(rtv[i]);
|
|
ID3D10Texture2D_Release(rt_texture[i]);
|
|
}
|
|
|
|
ID3D10DepthStencilState_Release(ds_state);
|
|
ID3D10BlendState_Release(blend_state);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10GeometryShader_Release(gs);
|
|
ID3D10PixelShader_Release(ps);
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i)
|
|
{
|
|
ID3D10SamplerState_Release(sampler[i]);
|
|
}
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ID3D10ShaderResourceView_Release(srv[i]);
|
|
}
|
|
|
|
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
|
|
{
|
|
ID3D10Buffer_Release(so_buffer[i]);
|
|
}
|
|
|
|
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
|
|
{
|
|
ID3D10Buffer_Release(buffer[i]);
|
|
}
|
|
|
|
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
|
|
{
|
|
ID3D10Buffer_Release(cb[i]);
|
|
}
|
|
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
}
|
|
|
|
static void test_blend(void)
|
|
{
|
|
ID3D10RenderTargetView *backbuffer_rtv, *offscreen_rtv;
|
|
ID3D10BlendState *src_blend, *dst_blend;
|
|
ID3D10Texture2D *backbuffer, *offscreen;
|
|
D3D10_SUBRESOURCE_DATA buffer_data;
|
|
D3D10_TEXTURE2D_DESC texture_desc;
|
|
ID3D10InputLayout *input_layout;
|
|
D3D10_BUFFER_DESC buffer_desc;
|
|
D3D10_BLEND_DESC blend_desc;
|
|
unsigned int stride, offset;
|
|
IDXGISwapChain *swapchain;
|
|
ID3D10VertexShader *vs;
|
|
ID3D10PixelShader *ps;
|
|
ID3D10Device *device;
|
|
D3D10_VIEWPORT vp;
|
|
ID3D10Buffer *vb;
|
|
ULONG refcount;
|
|
DWORD color;
|
|
HWND window;
|
|
HRESULT hr;
|
|
|
|
static const DWORD vs_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
struct vs_out main(float4 position : POSITION, float4 color : COLOR)
|
|
{
|
|
struct vs_out o;
|
|
|
|
o.position = position;
|
|
o.color = color;
|
|
|
|
return o;
|
|
}
|
|
#endif
|
|
0x43425844, 0x5c73b061, 0x5c71125f, 0x3f8b345f, 0xce04b9ab, 0x00000001, 0x00000140, 0x00000003,
|
|
0x0000002c, 0x0000007c, 0x000000d0, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f,
|
|
0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
|
|
0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x505f5653,
|
|
0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040, 0x0000001a,
|
|
0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067, 0x001020f2,
|
|
0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2, 0x00000000,
|
|
0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, 0x0100003e,
|
|
};
|
|
static const DWORD ps_code[] =
|
|
{
|
|
#if 0
|
|
struct vs_out
|
|
{
|
|
float4 position : SV_POSITION;
|
|
float4 color : COLOR;
|
|
};
|
|
|
|
float4 main(struct vs_out i) : SV_TARGET
|
|
{
|
|
return i.color;
|
|
}
|
|
#endif
|
|
0x43425844, 0xe2087fa6, 0xa35fbd95, 0x8e585b3f, 0x67890f54, 0x00000001, 0x000000f4, 0x00000003,
|
|
0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
|
|
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
|
|
0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
|
|
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
|
|
0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
|
|
0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
|
|
0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
|
|
};
|
|
static const struct
|
|
{
|
|
struct vec3 position;
|
|
DWORD diffuse;
|
|
}
|
|
quads[] =
|
|
{
|
|
/* quad1 */
|
|
{{-1.0f, -1.0f, 0.1f}, 0x4000ff00},
|
|
{{-1.0f, 0.0f, 0.1f}, 0x4000ff00},
|
|
{{ 1.0f, -1.0f, 0.1f}, 0x4000ff00},
|
|
{{ 1.0f, 0.0f, 0.1f}, 0x4000ff00},
|
|
/* quad2 */
|
|
{{-1.0f, 0.0f, 0.1f}, 0xc0ff0000},
|
|
{{-1.0f, 1.0f, 0.1f}, 0xc0ff0000},
|
|
{{ 1.0f, 0.0f, 0.1f}, 0xc0ff0000},
|
|
{{ 1.0f, 1.0f, 0.1f}, 0xc0ff0000},
|
|
};
|
|
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
|
|
{
|
|
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
|
|
};
|
|
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
|
|
|
if (!(device = create_device()))
|
|
{
|
|
skip("Failed to create device, skipping tests.\n");
|
|
return;
|
|
}
|
|
window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
|
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
|
swapchain = create_swapchain(device, window, TRUE);
|
|
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
|
|
ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
|
vs_code, sizeof(vs_code), &input_layout);
|
|
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
|
|
|
buffer_desc.ByteWidth = sizeof(quads);
|
|
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
buffer_desc.CPUAccessFlags = 0;
|
|
buffer_desc.MiscFlags = 0;
|
|
|
|
buffer_data.pSysMem = quads;
|
|
buffer_data.SysMemPitch = 0;
|
|
buffer_data.SysMemSlicePitch = 0;
|
|
|
|
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
|
|
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
|
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
|
|
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
memset(&blend_desc, 0, sizeof(blend_desc));
|
|
blend_desc.BlendEnable[0] = TRUE;
|
|
blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
|
blend_desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
|
blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
|
|
blend_desc.SrcBlendAlpha = D3D10_BLEND_SRC_ALPHA;
|
|
blend_desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
|
blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
|
blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
|
|
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &src_blend);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
blend_desc.SrcBlend = D3D10_BLEND_DEST_ALPHA;
|
|
blend_desc.DestBlend = D3D10_BLEND_INV_DEST_ALPHA;
|
|
blend_desc.SrcBlendAlpha = D3D10_BLEND_DEST_ALPHA;
|
|
blend_desc.DestBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
|
|
|
|
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend);
|
|
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
|
|
ID3D10Device_IASetInputLayout(device, input_layout);
|
|
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
|
stride = sizeof(*quads);
|
|
offset = 0;
|
|
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
|
|
ID3D10Device_VSSetShader(device, vs);
|
|
ID3D10Device_PSSetShader(device, ps);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 640;
|
|
vp.Height = 480;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
|
|
|
|
ID3D10Device_OMSetBlendState(device, src_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
ID3D10Device_OMSetBlendState(device, dst_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10Device_Draw(device, 4, 4);
|
|
|
|
color = get_texture_color(backbuffer, 320, 360);
|
|
ok(compare_color(color, 0x700040bf, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(backbuffer, 320, 120);
|
|
ok(compare_color(color, 0xa080007f, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
texture_desc.Width = 128;
|
|
texture_desc.Height = 128;
|
|
texture_desc.MipLevels = 1;
|
|
texture_desc.ArraySize = 1;
|
|
texture_desc.Format = DXGI_FORMAT_B8G8R8X8_UNORM;
|
|
texture_desc.SampleDesc.Count = 1;
|
|
texture_desc.SampleDesc.Quality = 0;
|
|
texture_desc.Usage = D3D10_USAGE_DEFAULT;
|
|
texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_RENDER_TARGET;
|
|
texture_desc.CPUAccessFlags = 0;
|
|
texture_desc.MiscFlags = 0;
|
|
|
|
/* DXGI_FORMAT_B8G8R8X8_UNORM is not supported on all implementations. */
|
|
if (FAILED(ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &offscreen)))
|
|
{
|
|
skip("DXGI_FORMAT_B8G8R8X8_UNORM not supported, skipping tests.\n");
|
|
goto done;
|
|
}
|
|
|
|
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)offscreen, NULL, &offscreen_rtv);
|
|
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
|
|
|
|
ID3D10Device_OMSetRenderTargets(device, 1, &offscreen_rtv, NULL);
|
|
|
|
vp.TopLeftX = 0;
|
|
vp.TopLeftY = 0;
|
|
vp.Width = 128;
|
|
vp.Height = 128;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
ID3D10Device_RSSetViewports(device, 1, &vp);
|
|
|
|
ID3D10Device_ClearRenderTargetView(device, offscreen_rtv, red);
|
|
|
|
ID3D10Device_OMSetBlendState(device, src_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10Device_Draw(device, 4, 0);
|
|
ID3D10Device_OMSetBlendState(device, dst_blend, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
|
|
ID3D10Device_Draw(device, 4, 4);
|
|
|
|
color = get_texture_color(offscreen, 64, 96) & 0x00ffffff;
|
|
ok(compare_color(color, 0x00bf4000, 1), "Got unexpected color 0x%08x.\n", color);
|
|
color = get_texture_color(offscreen, 64, 32) & 0x00ffffff;
|
|
ok(compare_color(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
|
|
|
ID3D10RenderTargetView_Release(offscreen_rtv);
|
|
ID3D10Texture2D_Release(offscreen);
|
|
done:
|
|
ID3D10BlendState_Release(dst_blend);
|
|
ID3D10BlendState_Release(src_blend);
|
|
ID3D10PixelShader_Release(ps);
|
|
ID3D10VertexShader_Release(vs);
|
|
ID3D10Buffer_Release(vb);
|
|
ID3D10InputLayout_Release(input_layout);
|
|
ID3D10RenderTargetView_Release(backbuffer_rtv);
|
|
ID3D10Texture2D_Release(backbuffer);
|
|
IDXGISwapChain_Release(swapchain);
|
|
refcount = ID3D10Device_Release(device);
|
|
ok(!refcount, "Device has %u references left.\n", refcount);
|
|
DestroyWindow(window);
|
|
}
|
|
|
|
START_TEST(device)
|
|
{
|
|
test_create_texture2d();
|
|
test_create_texture3d();
|
|
test_create_depthstencil_view();
|
|
test_create_rendertarget_view();
|
|
test_create_shader_resource_view();
|
|
test_create_shader();
|
|
test_create_sampler_state();
|
|
test_create_blend_state();
|
|
test_create_depthstencil_state();
|
|
test_create_rasterizer_state();
|
|
test_create_predicate();
|
|
test_device_removed_reason();
|
|
test_scissor();
|
|
test_clear_state();
|
|
test_blend();
|
|
}
|