From: Stian Low <wineryyyyy@gmail.com> --- dlls/d3d10core/tests/d3d10core.c | 18 +++++++++++++++++- dlls/d3d11/tests/d3d11.c | 18 +++++++++++++++++- 2 files changed, 34 insertions(+), 2 deletions(-) diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c index a949b14837e..cdac9210b47 100644 --- a/dlls/d3d10core/tests/d3d10core.c +++ b/dlls/d3d10core/tests/d3d10core.c @@ -11061,9 +11061,10 @@ static void test_swapchain_views(void) static void test_swapchain_flip(void) { + ID3D10RenderTargetView *backbuffer_0_rtv, *backbuffer_0_rtv_srgb, *offscreen_rtv; ID3D10Texture2D *backbuffer_0, *backbuffer_1, *backbuffer_2, *offscreen; ID3D10ShaderResourceView *backbuffer_0_srv, *backbuffer_1_srv; - ID3D10RenderTargetView *backbuffer_0_rtv, *offscreen_rtv; + D3D10_RENDER_TARGET_VIEW_DESC rtv_desc; unsigned int color, stride, offset; D3D10_TEXTURE2D_DESC texture_desc; ID3D10InputLayout *input_layout; @@ -11139,6 +11140,7 @@ static void test_swapchain_flip(void) static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const float green[] = {0.0f, 1.0f, 0.0f, 0.5f}; static const float blue[] = {0.0f, 0.0f, 1.0f, 0.5f}; + static const float grey[] = {0.5, 0.5f, 0.5f, 0.5f}; struct swapchain_desc desc; if (!(device = create_device())) @@ -11227,6 +11229,18 @@ static void test_swapchain_flip(void) ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps); + /* Test SRGB rtv for UNORM swapchain common for Unity games for Win10 (bug #45364, MR #10567) */ + rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; + rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; + rtv_desc.Texture2D.MipSlice = 0; + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer_0, &rtv_desc, &backbuffer_0_rtv_srgb); + if (SUCCEEDED(hr)) + { + ID3D10Device_ClearRenderTargetView(device, backbuffer_0_rtv_srgb, grey); + color = get_texture_color(backbuffer_0, 320, 240); /* red */ + todo_wine ok(compare_color(color, 0x80bcbcbc, 1), "Got unexpected srgb color 0x%08x.\n", color); + } + ID3D10Device_ClearRenderTargetView(device, backbuffer_0_rtv, red); ID3D10Device_Draw(device, 4, 0); @@ -11281,6 +11295,8 @@ static void test_swapchain_flip(void) ID3D10ShaderResourceView_Release(backbuffer_1_srv); ID3D10RenderTargetView_Release(backbuffer_0_rtv); ID3D10RenderTargetView_Release(offscreen_rtv); + if (backbuffer_0_rtv_srgb) + ID3D10RenderTargetView_Release(backbuffer_0_rtv_srgb); ID3D10Texture2D_Release(offscreen); ID3D10Texture2D_Release(backbuffer_0); ID3D10Texture2D_Release(backbuffer_1); diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index bd115a0f957..74b98f240e8 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -16013,9 +16013,10 @@ static void test_swapchain_views(void) static void test_swapchain_flip(void) { + ID3D11RenderTargetView *backbuffer_0_rtv, *backbuffer_0_rtv_srgb, *offscreen_rtv; ID3D11Texture2D *backbuffer_0, *backbuffer_1, *backbuffer_2, *offscreen; ID3D11ShaderResourceView *backbuffer_0_srv, *backbuffer_1_srv; - ID3D11RenderTargetView *backbuffer_0_rtv, *offscreen_rtv; + D3D11_RENDER_TARGET_VIEW_DESC rtv_desc; D3D11_TEXTURE2D_DESC texture_desc; ID3D11InputLayout *input_layout; ID3D11DeviceContext *context; @@ -16094,6 +16095,7 @@ static void test_swapchain_flip(void) static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const float green[] = {0.0f, 1.0f, 0.0f, 0.5f}; static const float blue[] = {0.0f, 0.0f, 1.0f, 0.5f}; + static const float grey[] = {0.5, 0.5f, 0.5f, 0.5f}; if (!(device = create_device(NULL))) { @@ -16183,6 +16185,18 @@ static void test_swapchain_flip(void) ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + /* Test SRGB rtv for UNORM swapchain common for Unity games for Win10 (bug #45364, MR #10567) */ + rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; + rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; + rtv_desc.Texture2D.MipSlice = 0; + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer_0, &rtv_desc, &backbuffer_0_rtv_srgb); + if (SUCCEEDED(hr)) + { + ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_0_rtv_srgb, grey); + color = get_texture_color(backbuffer_0, 320, 240); /* grey */ + todo_wine ok(compare_color(color, 0x80bcbcbc, 1), "Got unexpected srgb color 0x%08lx.\n", color); + } + ID3D11DeviceContext_ClearRenderTargetView(context, backbuffer_0_rtv, red); ID3D11DeviceContext_Draw(context, 4, 0); @@ -16238,6 +16252,8 @@ static void test_swapchain_flip(void) ID3D11ShaderResourceView_Release(backbuffer_1_srv); ID3D11RenderTargetView_Release(backbuffer_0_rtv); ID3D11RenderTargetView_Release(offscreen_rtv); + if (backbuffer_0_rtv_srgb) + ID3D11RenderTargetView_Release(backbuffer_0_rtv_srgb); ID3D11Texture2D_Release(offscreen); ID3D11Texture2D_Release(backbuffer_0); ID3D11Texture2D_Release(backbuffer_1); -- GitLab https://gitlab.winehq.org/wine/wine/-/merge_requests/10567