Sweden-Number/dlls/d3d10core/tests/device.c

2541 lines
113 KiB
C

/*
* Copyright 2008 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define COBJMACROS
#include "initguid.h"
#include "d3d10.h"
#include "wine/test.h"
#include <limits.h>
struct vec3
{
float x, y, z;
};
static ULONG get_refcount(IUnknown *iface)
{
IUnknown_AddRef(iface);
return IUnknown_Release(iface);
}
static BOOL compare_float(float f, float g, unsigned int ulps)
{
int x = *(int *)&f;
int y = *(int *)&g;
if (x < 0)
x = INT_MIN - x;
if (y < 0)
y = INT_MIN - y;
if (abs(x - y) > ulps)
return FALSE;
return TRUE;
}
static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
{
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
return FALSE;
return TRUE;
}
static DWORD get_texture_color(ID3D10Texture2D *src_texture, unsigned int x, unsigned int y)
{
D3D10_MAPPED_TEXTURE2D mapped_texture;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10Texture2D *dst_texture;
ID3D10Device *device;
DWORD color;
HRESULT hr;
ID3D10Texture2D_GetDevice(src_texture, &device);
ID3D10Texture2D_GetDesc(src_texture, &texture_desc);
texture_desc.Usage = D3D10_USAGE_STAGING;
texture_desc.BindFlags = 0;
texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &dst_texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
ID3D10Device_CopyResource(device, (ID3D10Resource *)dst_texture, (ID3D10Resource *)src_texture);
hr = ID3D10Texture2D_Map(dst_texture, 0, D3D10_MAP_READ, 0, &mapped_texture);
ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
color = *(DWORD *)(((BYTE *)mapped_texture.pData) + mapped_texture.RowPitch * y + x * 4);
ID3D10Texture2D_Unmap(dst_texture, 0);
ID3D10Texture2D_Release(dst_texture);
ID3D10Device_Release(device);
return color;
}
static ID3D10Device *create_device(void)
{
ID3D10Device *device;
if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &device)))
return device;
if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, D3D10_SDK_VERSION, &device)))
return device;
if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &device)))
return device;
return NULL;
}
static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, BOOL windowed)
{
IDXGISwapChain *swapchain;
DXGI_SWAP_CHAIN_DESC desc;
IDXGIDevice *dxgi_device;
IDXGIAdapter *adapter;
IDXGIFactory *factory;
HRESULT hr;
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
IDXGIDevice_Release(dxgi_device);
hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
IDXGIAdapter_Release(adapter);
desc.BufferDesc.Width = 640;
desc.BufferDesc.Height = 480;
desc.BufferDesc.RefreshRate.Numerator = 60;
desc.BufferDesc.RefreshRate.Denominator = 1;
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 1;
desc.OutputWindow = window;
desc.Windowed = windowed;
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
desc.Flags = 0;
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &desc, &swapchain);
ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr);
IDXGIFactory_Release(factory);
return swapchain;
}
static void test_create_texture2d(void)
{
ULONG refcount, expected_refcount;
ID3D10Device *device, *tmp;
D3D10_TEXTURE2D_DESC desc;
ID3D10Texture2D *texture;
IDXGISurface *surface;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device, skipping tests.\n");
return;
}
desc.Width = 512;
desc.Height = 512;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
expected_refcount = refcount + 1;
ID3D10Texture2D_GetDevice(texture, &tmp);
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D10Device_Release(tmp);
hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
ok(SUCCEEDED(hr), "Texture should implement IDXGISurface\n");
if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
ID3D10Texture2D_Release(texture);
desc.MipLevels = 0;
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
expected_refcount = refcount + 1;
ID3D10Texture2D_GetDevice(texture, &tmp);
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D10Device_Release(tmp);
ID3D10Texture2D_GetDesc(texture, &desc);
ok(desc.Width == 512, "Got unexpected Width %u.\n", desc.Width);
ok(desc.Height == 512, "Got unexpected Height %u.\n", desc.Height);
ok(desc.MipLevels == 10, "Got unexpected MipLevels %u.\n", desc.MipLevels);
ok(desc.ArraySize == 1, "Got unexpected ArraySize %u.\n", desc.ArraySize);
ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format);
ok(desc.SampleDesc.Count == 1, "Got unexpected SampleDesc.Count %u.\n", desc.SampleDesc.Count);
ok(desc.SampleDesc.Quality == 0, "Got unexpected SampleDesc.Quality %u.\n", desc.SampleDesc.Quality);
ok(desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected MipLevels %u.\n", desc.Usage);
ok(desc.BindFlags == D3D10_BIND_RENDER_TARGET, "Got unexpected BindFlags %u.\n", desc.BindFlags);
ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %u.\n", desc.CPUAccessFlags);
ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %u.\n", desc.MiscFlags);
hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
ok(FAILED(hr), "Texture should not implement IDXGISurface\n");
if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
ID3D10Texture2D_Release(texture);
desc.MipLevels = 1;
desc.ArraySize = 2;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
ok(FAILED(hr), "Texture should not implement IDXGISurface\n");
if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
ID3D10Texture2D_Release(texture);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_create_texture3d(void)
{
ULONG refcount, expected_refcount;
ID3D10Device *device, *tmp;
D3D10_TEXTURE3D_DESC desc;
ID3D10Texture3D *texture;
IDXGISurface *surface;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device, skipping tests.\n");
return;
}
desc.Width = 64;
desc.Height = 64;
desc.Depth = 64;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr);
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
expected_refcount = refcount + 1;
ID3D10Texture3D_GetDevice(texture, &tmp);
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D10Device_Release(tmp);
hr = ID3D10Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
ID3D10Texture3D_Release(texture);
desc.MipLevels = 0;
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr);
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
expected_refcount = refcount + 1;
ID3D10Texture3D_GetDevice(texture, &tmp);
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D10Device_Release(tmp);
ID3D10Texture3D_GetDesc(texture, &desc);
ok(desc.Width == 64, "Got unexpected Width %u.\n", desc.Width);
ok(desc.Height == 64, "Got unexpected Height %u.\n", desc.Height);
ok(desc.Depth == 64, "Got unexpected Depth %u.\n", desc.Depth);
ok(desc.MipLevels == 7, "Got unexpected MipLevels %u.\n", desc.MipLevels);
ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format);
ok(desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected MipLevels %u.\n", desc.Usage);
ok(desc.BindFlags == D3D10_BIND_RENDER_TARGET, "Got unexpected BindFlags %u.\n", desc.BindFlags);
ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %u.\n", desc.CPUAccessFlags);
ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %u.\n", desc.MiscFlags);
hr = ID3D10Texture3D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface);
ok(FAILED(hr), "Texture should not implement IDXGISurface.\n");
if (SUCCEEDED(hr)) IDXGISurface_Release(surface);
ID3D10Texture3D_Release(texture);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_create_depthstencil_view(void)
{
D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
D3D10_TEXTURE2D_DESC texture_desc;
ULONG refcount, expected_refcount;
ID3D10DepthStencilView *dsview;
ID3D10Device *device, *tmp;
ID3D10Texture2D *texture;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device, skipping tests.\n");
return;
}
texture_desc.Width = 512;
texture_desc.Height = 512;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D10_USAGE_DEFAULT;
texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsview);
ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x\n", hr);
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
expected_refcount = refcount + 1;
ID3D10DepthStencilView_GetDevice(dsview, &tmp);
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D10Device_Release(tmp);
ID3D10DepthStencilView_GetDesc(dsview, &dsv_desc);
ok(dsv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", dsv_desc.Format);
ok(dsv_desc.ViewDimension == D3D10_DSV_DIMENSION_TEXTURE2D,
"Got unexpected view dimension %#x.\n", dsv_desc.ViewDimension);
ok(U(dsv_desc).Texture2D.MipSlice == 0, "Got Unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice);
ID3D10DepthStencilView_Release(dsview);
ID3D10Texture2D_Release(texture);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_create_rendertarget_view(void)
{
D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
D3D10_TEXTURE2D_DESC texture_desc;
ULONG refcount, expected_refcount;
D3D10_BUFFER_DESC buffer_desc;
ID3D10RenderTargetView *rtview;
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_RENDER_TARGET;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
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);
}
static void test_texture(void)
{
ID3D10RenderTargetView *backbuffer_rtv;
D3D10_SUBRESOURCE_DATA resource_data;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10SamplerState *sampler_state;
ID3D10ShaderResourceView *ps_srv;
D3D10_SAMPLER_DESC sampler_desc;
ID3D10InputLayout *input_layout;
D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset;
IDXGISwapChain *swapchain;
ID3D10Texture2D *texture;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10Device *device;
D3D10_VIEWPORT vp;
unsigned int i, j;
ID3D10Buffer *vb;
ULONG refcount;
DWORD color;
HWND window;
HRESULT hr;
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
static const DWORD vs_code[] =
{
#if 0
float4 main(float4 position : POSITION) : SV_POSITION
{
return position;
}
#endif
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
};
static const DWORD ps_code[] =
{
#if 0
Texture2D t;
SamplerState s;
float4 main(float4 position : SV_POSITION) : SV_Target
{
float2 p;
p.x = position.x / 640.0f;
p.y = position.y / 480.0f;
return t.Sample(s, p);
}
#endif
0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
static const struct
{
float x, y;
}
quad[] =
{
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
static const DWORD bitmap_data[] =
{
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
0xffffffff, 0xff000000, 0xff000000, 0xff000000,
};
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(quad);
buffer_desc.Usage = D3D10_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
resource_data.pSysMem = quad;
resource_data.SysMemPitch = 0;
resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
texture_desc.Width = 4;
texture_desc.Height = 4;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D10_USAGE_DEFAULT;
texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
resource_data.pSysMem = bitmap_data;
resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv);
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr);
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
sampler_desc.MipLODBias = 0.0f;
sampler_desc.MaxAnisotropy = 0;
sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
sampler_desc.BorderColor[0] = 0.0f;
sampler_desc.BorderColor[1] = 0.0f;
sampler_desc.BorderColor[2] = 0.0f;
sampler_desc.BorderColor[3] = 0.0f;
sampler_desc.MinLOD = 0.0f;
sampler_desc.MaxLOD = 0.0f;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
ID3D10Device_IASetInputLayout(device, input_layout);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad);
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
ID3D10Device_VSSetShader(device, vs);
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
ID3D10Device_PSSetShader(device, ps);
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
ID3D10Device_Draw(device, 4, 0);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
ok(compare_color(color, bitmap_data[j + i * 4], 1),
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, j, i, bitmap_data[j + i * 4]);
}
}
ID3D10PixelShader_Release(ps);
ID3D10VertexShader_Release(vs);
ID3D10SamplerState_Release(sampler_state);
ID3D10ShaderResourceView_Release(ps_srv);
ID3D10Texture2D_Release(texture);
ID3D10Buffer_Release(vb);
ID3D10InputLayout_Release(input_layout);
ID3D10RenderTargetView_Release(backbuffer_rtv);
ID3D10Texture2D_Release(backbuffer);
IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
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();
test_texture();
}