Signed-off-by: Jan Sikorski <jsikorski(a)codeweavers.com>
---
v3: also test inputs without a corresponding entry in the input layout
---
dlls/d3d11/tests/d3d11.c | 100 +++++++++++++++++++++++++++++++++++++++
1 file changed, 100 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index bf8837ab52c..35fe6458ab7 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -17157,6 +17157,105 @@ static void test_shader_stage_input_output_matching(void)
release_test_context(&test_context);
}
+static void test_unbound_streams(void)
+{
+ struct d3d11_test_context test_context;
+ ID3D11DeviceContext *context;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ HRESULT hr;
+
+ static const DWORD vs_code[] =
+ {
+#if 0
+ struct vs_ps
+ {
+ float4 position : SV_POSITION;
+ float4 color : COLOR0;
+ };
+
+ vs_ps vs_main(float4 position : POSITION, float4 color : COLOR0)
+ {
+ vs_ps result;
+ result.position = position;
+ result.color = color;
+ result.color.w = 1.0;
+ return result;
+ }
+#endif
+ 0x43425844, 0x4a9efaec, 0xe2c6cdf5, 0x15dd28a7, 0xae68e320, 0x00000001, 0x00000154, 0x00000003,
+ 0x0000002c, 0x0000007c, 0x000000d0, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x0000070f, 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, 0x0000007c, 0x00010040, 0x0000001f,
+ 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101072, 0x00000001, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2, 0x00000000,
+ 0x00101e46, 0x00000000, 0x05000036, 0x00102072, 0x00000001, 0x00101246, 0x00000001, 0x05000036,
+ 0x00102082, 0x00000001, 0x00004001, 0x3f800000, 0x0100003e,
+ };
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ float4 ps_main(vs_ps input) : SV_TARGET
+ {
+ return input.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 float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const struct vec4 black = {0};
+
+ static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ /* Create default input layout */
+ draw_color_quad(&test_context, &black);
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+
+ /* Draw with default input layout */
+ draw_quad_vs(&test_context, vs_code, sizeof(vs_code));
+ check_texture_color(test_context.backbuffer, 0xff000000, 1);
+
+ ID3D11InputLayout_Release(test_context.input_layout);
+ hr = ID3D11Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
+ vs_code, sizeof(vs_code), &test_context.input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ /* Draw with matching input layout */
+ draw_quad_vs(&test_context, vs_code, sizeof(vs_code));
+ check_texture_color(test_context.backbuffer, 0xff000000, 1);
+
+ ID3D11PixelShader_Release(ps);
+ release_test_context(&test_context);
+}
+
static void test_shader_interstage_interface(void)
{
struct d3d11_test_context test_context;
@@ -32520,6 +32619,7 @@ START_TEST(d3d11)
queue_test(test_deferred_context_state);
queue_test(test_deferred_context_swap_state);
queue_test(test_deferred_context_rendering);
+ queue_test(test_unbound_streams);
run_queued_tests();
}
--
2.31.0