Module: wine Branch: master Commit: 9e9b51f1b13863c0fa4f48af232b8d1b4875b838 URL: http://source.winehq.org/git/wine.git/?a=commit;h=9e9b51f1b13863c0fa4f48af23...
Author: Józef Kucia jkucia@codeweavers.com Date: Tue Mar 1 22:20:02 2016 +0100
d3d10core/tests: Port test_multiple_render_targets() from d3d11.
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/d3d10core/tests/device.c | 175 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 175 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 11f9c73..00302bb 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -3930,6 +3930,180 @@ static void test_texture(void) DestroyWindow(window); }
+static void test_multiple_render_targets(void) +{ + D3D10_SUBRESOURCE_DATA resource_data; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10InputLayout *input_layout; + unsigned int stride, offset, i; + ID3D10RenderTargetView *rtv[4]; + D3D10_BUFFER_DESC buffer_desc; + ID3D10Texture2D *rt[4]; + ID3D10VertexShader *vs; + ID3D10PixelShader *ps; + ID3D10Device *device; + D3D10_VIEWPORT vp; + ID3D10Buffer *vb; + ULONG refcount; + 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 + struct output + { + float4 t1 : SV_TARGET0; + float4 t2 : SV_Target1; + float4 t3 : SV_TARGET2; + float4 t4 : SV_Target3; + }; + + output main(float4 position : SV_POSITION) + { + struct output o; + o.t1 = (float4)1.0f; + o.t2 = (float4)0.5f; + o.t3 = (float4)0.2f; + o.t4 = float4(0.0f, 0.2f, 0.5f, 1.0f); + return o; + } +#endif + 0x43425844, 0x8701ad18, 0xe3d5291d, 0x7b4288a6, 0x01917515, 0x00000001, 0x000001a8, 0x00000003, + 0x0000002c, 0x00000060, 0x000000e4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000007c, 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x00000072, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x00000068, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x00000072, 0x00000003, + 0x00000000, 0x00000003, 0x00000003, 0x0000000f, 0x545f5653, 0x45475241, 0x56530054, 0x7261545f, + 0x00746567, 0x52444853, 0x000000bc, 0x00000040, 0x0000002f, 0x03000065, 0x001020f2, 0x00000000, + 0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x03000065, 0x001020f2, + 0x00000003, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, + 0x3f800000, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3f000000, 0x3f000000, 0x3f000000, + 0x3f000000, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x3e4ccccd, 0x3e4ccccd, 0x3e4ccccd, + 0x3e4ccccd, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x00000000, 0x3e4ccccd, 0x3f000000, + 0x3f800000, 0x0100003e, + }; + static const struct + { + struct vec2 position; + } + quad[] = + { + {{-1.0f, -1.0f}}, + {{-1.0f, 1.0f}}, + {{ 1.0f, -1.0f}}, + {{ 1.0f, 1.0f}}, + }; + static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; + + if (!(device = create_device())) + { + skip("Failed to create device.\n"); + return; + } + + 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 = 640; + texture_desc.Height = 480; + 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 < sizeof(rt) / sizeof(*rt); ++i) + { + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt[i]); + ok(SUCCEEDED(hr), "Failed to create texture %u, hr %#x.\n", i, hr); + + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt[i], NULL, &rtv[i]); + ok(SUCCEEDED(hr), "Failed to create rendertarget view %u, hr %#x.\n", i, 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); + + ID3D10Device_OMSetRenderTargets(device, 4, 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_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); + + for (i = 0; i < sizeof(rtv) / sizeof(*rtv); ++i) + ID3D10Device_ClearRenderTargetView(device, rtv[i], red); + + ID3D10Device_Draw(device, 4, 0); + + check_texture_color(rt[0], 0xffffffff, 2); + check_texture_color(rt[1], 0x7f7f7f7f, 2); + check_texture_color(rt[2], 0x33333333, 2); + check_texture_color(rt[3], 0xff7f3300, 2); + + ID3D10Buffer_Release(vb); + ID3D10PixelShader_Release(ps); + ID3D10VertexShader_Release(vs); + ID3D10InputLayout_Release(input_layout); + for (i = 0; i < sizeof(rtv) / sizeof(*rtv); ++i) + ID3D10RenderTargetView_Release(rtv[i]); + for (i = 0; i < sizeof(rt) / sizeof(*rt); ++i) + ID3D10Texture2D_Release(rt[i]); + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + static void test_private_data(void) { D3D10_TEXTURE2D_DESC texture_desc; @@ -5872,6 +6046,7 @@ START_TEST(device) test_clear_state(); test_blend(); test_texture(); + test_multiple_render_targets(); test_private_data(); test_il_append_aligned(); test_fragment_coords();