Module: wine Branch: master Commit: 5571158ed5e57a58b8e15df51e82f0d5f590b94e URL: http://source.winehq.org/git/wine.git/?a=commit;h=5571158ed5e57a58b8e15df51e...
Author: Matteo Bruni mbruni@codeweavers.com Date: Tue Feb 16 20:48:04 2016 +0100
d3d10core/tests: Test relative addressing in constant buffers.
Signed-off-by: Matteo Bruni mbruni@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/d3d10core/tests/device.c | 234 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 234 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index f1c2b8c..e2c1683 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -5224,6 +5224,239 @@ done: ok(!refcount, "Device has %u references left.\n", refcount); }
+static void test_cb_relative_addressing(void) +{ + ID3D10Buffer *vb, *colors_cb, *index_cb; + ID3D10RenderTargetView *backbuffer_rtv; + D3D10_SUBRESOURCE_DATA resource_data; + ID3D10InputLayout *input_layout; + unsigned int i, index[4] = {0}; + D3D10_BUFFER_DESC buffer_desc; + ID3D10Texture2D *backbuffer; + unsigned int stride, offset; + IDXGISwapChain *swapchain; + ID3D10VertexShader *vs; + ID3D10PixelShader *ps; + ID3D10Device *device; + D3D10_VIEWPORT vp; + 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 +int color_index; + +cbuffer colors +{ + float4 colors[8]; +}; + +struct vs_in +{ + float4 position : POSITION; +}; + +struct vs_out +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +vs_out main(const vs_in v) +{ + vs_out o; + + o.position = v.position; + o.color = colors[color_index]; + + return o; +} +#endif + 0x43425844, 0xcecf6d7c, 0xe418097c, 0x47902dd0, 0x9500abc2, 0x00000001, 0x00000160, 0x00000003, + 0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000a4, 0x00010040, + 0x00000029, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000859, 0x00208e46, 0x00000001, + 0x00000008, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, + 0x00101e46, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, + 0x07000036, 0x001020f2, 0x00000001, 0x04208e46, 0x00000001, 0x0010000a, 0x00000000, 0x0100003e, + }; + static const DWORD ps_code[] = + { +#if 0 +struct ps_in +{ + float4 position : SV_POSITION; + float4 color : COLOR; +}; + +float4 main(const ps_in v) : SV_TARGET +{ + return v.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 vec2 position; + } + quad[] = + { + {{-1.0f, -1.0f}}, + {{-1.0f, 1.0f}}, + {{ 1.0f, -1.0f}}, + {{ 1.0f, 1.0f}}, + }; + static const struct + { + float color[4]; + } + colors[10] = + { + {{0.0f, 0.0f, 0.0f, 1.0f}}, + {{0.0f, 0.0f, 1.0f, 0.0f}}, + {{0.0f, 0.0f, 1.0f, 1.0f}}, + {{0.0f, 1.0f, 0.0f, 0.0f}}, + {{0.0f, 1.0f, 0.0f, 1.0f}}, + {{0.0f, 1.0f, 1.0f, 0.0f}}, + {{0.0f, 1.0f, 1.0f, 1.0f}}, + {{1.0f, 0.0f, 0.0f, 0.0f}}, + {{1.0f, 0.0f, 0.0f, 1.0f}}, + {{1.0f, 0.0f, 1.0f, 0.0f}}, + }; + static const struct + { + int index; + DWORD expected; + } + test_data[] = + { + { 0, 0xff000000}, + { 1, 0x00ff0000}, + { 2, 0xffff0000}, + { 3, 0x0000ff00}, + { 4, 0xff00ff00}, + { 5, 0x00ffff00}, + { 6, 0xffffff00}, + { 7, 0x000000ff}, + + { 8, 0xff0000ff}, + { 9, 0x00ff00ff}, + }; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + + if (!(device = create_device())) + { + skip("Failed to create device.\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); + + buffer_desc.ByteWidth = sizeof(colors); + buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + resource_data.pSysMem = &colors; + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &colors_cb); + ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); + + buffer_desc.ByteWidth = sizeof(index); + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &index_cb); + ok(SUCCEEDED(hr), "Failed to create constant 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); + + 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_VSSetConstantBuffers(device, 0, 1, &index_cb); + ID3D10Device_VSSetConstantBuffers(device, 1, 1, &colors_cb); + ID3D10Device_PSSetShader(device, ps); + + vp.TopLeftX = 0.0f; + vp.TopLeftY = 0.0f; + vp.Width = 640.0f; + vp.Height = 480.0f; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + ID3D10Device_RSSetViewports(device, 1, &vp); + + for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) + { + ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, white); + + index[0] = test_data[i].index; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)index_cb, 0, NULL, index, 0, 0); + + ID3D10Device_Draw(device, 4, 0); + + color = get_texture_color(backbuffer, 319, 239); + ok(compare_color(color, test_data[i].expected, 1), + "Got unexpected color 0x%08x for index %d.\n", color, test_data[i].index); + } + + ID3D10Buffer_Release(index_cb); + ID3D10Buffer_Release(colors_cb); + + ID3D10PixelShader_Release(ps); + ID3D10VertexShader_Release(vs); + ID3D10Buffer_Release(vb); + ID3D10InputLayout_Release(input_layout); + ID3D10RenderTargetView_Release(backbuffer_rtv); + ID3D10Texture2D_Release(backbuffer); + IDXGISwapChain_Release(swapchain); + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + DestroyWindow(window); +} + START_TEST(device) { test_feature_level(); @@ -5254,4 +5487,5 @@ START_TEST(device) test_copy_subresource_region(); test_multisample_init(); test_check_multisample_quality_levels(); + test_cb_relative_addressing(); }