Signed-off-by: Nikolay Sivov <nsivov(a)codeweavers.com>
---
dlls/d3d10core/tests/device.c | 189 ++++++++++++++++++++++++++++++++++
1 file changed, 189 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index d64a892b4a..4b3f1081e5 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -15996,6 +15996,194 @@ done:
release_test_context(&test_context);
}
+static void test_multiple_viewports(void)
+{
+ struct
+ {
+ unsigned int draw_id;
+ unsigned int padding[3];
+ } constant;
+ struct d3d10core_test_context test_context;
+ D3D10_TEXTURE2D_DESC texture_desc;
+ ID3D10RenderTargetView *rtv;
+ ID3D10Texture2D *texture;
+ ID3D10GeometryShader *gs;
+ ID3D10PixelShader *ps;
+ ID3D10Device *device;
+ ID3D10Buffer *cb;
+ HRESULT hr;
+
+ static const DWORD gs_code[] =
+ {
+#if 0
+ struct gs_in
+ {
+ float4 pos : SV_Position;
+ };
+
+ struct gs_out
+ {
+ float4 pos : SV_Position;
+ uint viewport : SV_ViewportArrayIndex;
+ };
+
+ [maxvertexcount(6)]
+ void main(triangle gs_in vin[3], inout TriangleStream<gs_out> vout)
+ {
+ gs_out o;
+ for (uint instance_id = 0; instance_id < 2; ++instance_id)
+ {
+ o.viewport = instance_id;
+ for (uint i = 0; i < 3; ++i)
+ {
+ o.pos = vin[i].pos;
+ vout.Append(o);
+ }
+ vout.RestartStrip();
+ }
+ }
+#endif
+ 0x43425844, 0xabbb660f, 0x0729bf23, 0x14a9a104, 0x1b454917, 0x00000001, 0x0000021c, 0x00000003,
+ 0x0000002c, 0x00000060, 0x000000c4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000005c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000005, 0x00000001, 0x00000001, 0x00000e01,
+ 0x505f5653, 0x7469736f, 0x006e6f69, 0x565f5653, 0x70776569, 0x4174726f, 0x79617272, 0x65646e49,
+ 0xabab0078, 0x52444853, 0x00000150, 0x00020040, 0x00000054, 0x05000061, 0x002010f2, 0x00000003,
+ 0x00000000, 0x00000001, 0x02000068, 0x00000001, 0x0100185d, 0x0100285c, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x04000067, 0x00102012, 0x00000001, 0x00000005, 0x0200005e, 0x00000006,
+ 0x05000036, 0x00100012, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100022,
+ 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x03040003, 0x0010001a, 0x00000000,
+ 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000000, 0x01000030, 0x07000050, 0x00100042,
+ 0x00000000, 0x0010001a, 0x00000000, 0x00004001, 0x00000003, 0x03040003, 0x0010002a, 0x00000000,
+ 0x07000036, 0x001020f2, 0x00000000, 0x00a01e46, 0x0010001a, 0x00000000, 0x00000000, 0x05000036,
+ 0x00102012, 0x00000001, 0x0010000a, 0x00000000, 0x01000013, 0x0700001e, 0x00100022, 0x00000000,
+ 0x0010001a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x01000009, 0x0700001e, 0x00100012,
+ 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000001, 0x01000016, 0x0100003e,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ uint draw_id;
+
+ float4 main(in float4 pos : SV_Position,
+ in uint viewport : SV_ViewportArrayIndex) : SV_Target
+ {
+ return float4(viewport, draw_id, 0, 0);
+ }
+#endif
+ 0x43425844, 0x77334c0f, 0x5df3ca7a, 0xc53c00db, 0x3e6e5750, 0x00000001, 0x00000150, 0x00000003,
+ 0x0000002c, 0x00000090, 0x000000c4, 0x4e475349, 0x0000005c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000005,
+ 0x00000001, 0x00000001, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x565f5653, 0x70776569,
+ 0x4174726f, 0x79617272, 0x65646e49, 0xabab0078, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008,
+ 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261,
+ 0xabab0074, 0x52444853, 0x00000084, 0x00000040, 0x00000021, 0x04000059, 0x00208e46, 0x00000000,
+ 0x00000001, 0x04000864, 0x00101012, 0x00000001, 0x00000005, 0x03000065, 0x001020f2, 0x00000000,
+ 0x05000056, 0x00102012, 0x00000000, 0x0010100a, 0x00000001, 0x06000056, 0x00102022, 0x00000000,
+ 0x0020800a, 0x00000000, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x0100003e,
+ };
+ static const struct vec4 expected_values[] =
+ {
+ {0.0f, 1.0f}, {1.0f, 1.0f}, {0.0f, 2.0f}, {0.5f, 0.5f}, {0.5f, 0.5f},
+ };
+ static const float clear_color[] = {0.5f, 0.5f, 0.0f, 0.0f};
+ D3D10_VIEWPORT vp[2];
+ RECT rect;
+ int width;
+
+ if (!init_test_context(&test_context))
+ return;
+
+ device = test_context.device;
+
+ memset(&constant, 0, sizeof(constant));
+ cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(constant), &constant);
+ ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
+
+ hr = ID3D10Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), &gs);
+ ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr);
+ ID3D10Device_GSSetShader(device, gs);
+
+ hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ ID3D10Device_PSSetShader(device, ps);
+
+ texture_desc.Width = 32;
+ texture_desc.Height = 32;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_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 texture, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
+ ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
+ ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
+
+ width = texture_desc.Width / 2;
+
+ vp[0].TopLeftX = 0.0f;
+ vp[0].TopLeftY = 0.0f;
+ vp[0].Width = width;
+ vp[0].Height = texture_desc.Height;
+ vp[0].MinDepth = 0.0f;
+ vp[0].MaxDepth = 1.0f;
+
+ vp[1] = vp[0];
+ vp[1].TopLeftX = width;
+ vp[1].Width = width;
+ ID3D10Device_RSSetViewports(device, 2, vp);
+
+ constant.draw_id = 0;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
+ draw_quad(&test_context);
+ constant.draw_id = 1;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
+ draw_quad(&test_context);
+
+ SetRect(&rect, 0, 0, width - 1, texture_desc.Height - 1);
+ check_texture_sub_resource_vec4(texture, 0, &rect, &expected_values[0], 1);
+ SetRect(&rect, width, 0, 2 * width - 1, texture_desc.Height - 1);
+todo_wine
+ check_texture_sub_resource_vec4(texture, 0, &rect, &expected_values[1], 1);
+
+ /* One viewport. */
+ ID3D10Device_ClearRenderTargetView(device, rtv, clear_color);
+ ID3D10Device_RSSetViewports(device, 1, vp);
+ constant.draw_id = 2;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
+ draw_quad(&test_context);
+ SetRect(&rect, 0, 0, width - 1, texture_desc.Height - 1);
+ check_texture_sub_resource_vec4(texture, 0, &rect, &expected_values[2], 1);
+ SetRect(&rect, width, 0, 2 * width - 1, texture_desc.Height - 1);
+ check_texture_sub_resource_vec4(texture, 0, &rect, &expected_values[3], 1);
+
+ /* Reset viewports. */
+ ID3D10Device_ClearRenderTargetView(device, rtv, clear_color);
+ ID3D10Device_RSSetViewports(device, 0, NULL);
+ constant.draw_id = 3;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &constant, 0, 0);
+ draw_quad(&test_context);
+todo_wine
+ check_texture_sub_resource_vec4(texture, 0, NULL, &expected_values[4], 1);
+
+ ID3D10RenderTargetView_Release(rtv);
+ ID3D10Texture2D_Release(texture);
+
+ ID3D10Buffer_Release(cb);
+ ID3D10GeometryShader_Release(gs);
+ ID3D10PixelShader_Release(ps);
+ release_test_context(&test_context);
+}
+
START_TEST(device)
{
unsigned int argc, i;
@@ -16095,4 +16283,5 @@ START_TEST(device)
test_combined_clip_and_cull_distances();
test_generate_mips();
test_alpha_to_coverage();
+ test_multiple_viewports();
}
--
2.17.0