Signed-off-by: Connor McAdams conmanx360@gmail.com --- dlls/d3d10/tests/effect.c | 226 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 226 insertions(+)
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c index 7b9bcfb50d..289766af68 100644 --- a/dlls/d3d10/tests/effect.c +++ b/dlls/d3d10/tests/effect.c @@ -5359,6 +5359,231 @@ static void test_effect_matrix_variable(void) ok(!refcount, "Device has %u references left.\n", refcount); }
+/* + * test_effect_resource_variable + */ +#if 0 +Texture2D t0; +Texture2D t_a[2]; + +float4 VS( float4 Pos : POSITION ) : SV_POSITION { return float4(1.0f, 1.0f, 1.0f, 1.0f); } + +float4 PS( float4 Pos : SV_POSITION ) : SV_Target +{ + uint4 tmp; + + tmp = t0.Load(int3(0, 0, 0)); + tmp = t_a[0].Load(int4(0, 0, 0, 0)); + tmp = t_a[1].Load(int4(0, 0, 0, 0)); + return float4(1.0f, 1.0f, 0.0f, 1.0f) + tmp; +} + +technique10 rsrc_test +{ + pass p0 + { + SetVertexShader(CompileShader(vs_4_0, VS())); + SetPixelShader(CompileShader(ps_4_0, PS())); + } +} +#endif +static DWORD fx_test_resource_variable[] = +{ + 0x43425844, 0x767a8421, 0xdcbfffe6, 0x83df123d, 0x189ce72a, 0x00000001, 0x0000065a, 0x00000001, + 0x00000024, 0x30315846, 0x0000062e, 0xfeff1001, 0x00000000, 0x00000000, 0x00000002, 0x00000000, + 0x00000000, 0x00000000, 0x00000001, 0x00000582, 0x00000000, 0x00000003, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000002, 0x00000000, 0x74786554, + 0x32657275, 0x00040044, 0x00020000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000c0000, + 0x30740000, 0x00000400, 0x00000200, 0x00000200, 0x00000000, 0x00000000, 0x00000000, 0x00000c00, + 0x615f7400, 0x72737200, 0x65745f63, 0x70007473, 0x01b40030, 0x58440000, 0x338d4342, 0xc5a69f46, + 0x56883ae5, 0xa98fccc2, 0x00018ead, 0x01b40000, 0x00050000, 0x00340000, 0x008c0000, 0x00c00000, + 0x00f40000, 0x01380000, 0x44520000, 0x00504645, 0x00000000, 0x00000000, 0x00000000, 0x001c0000, + 0x04000000, 0x0100fffe, 0x001c0000, 0x694d0000, 0x736f7263, 0x2074666f, 0x20295228, 0x4c534c48, + 0x61685320, 0x20726564, 0x706d6f43, 0x72656c69, 0x322e3920, 0x35392e39, 0x31332e32, 0xab003131, + 0x5349abab, 0x002c4e47, 0x00010000, 0x00080000, 0x00200000, 0x00000000, 0x00000000, 0x00030000, + 0x00000000, 0x000f0000, 0x4f500000, 0x49544953, 0xab004e4f, 0x534fabab, 0x002c4e47, 0x00010000, + 0x00080000, 0x00200000, 0x00000000, 0x00010000, 0x00030000, 0x00000000, 0x000f0000, 0x56530000, + 0x534f505f, 0x4f495449, 0x4853004e, 0x003c5244, 0x00400000, 0x000f0001, 0x00670000, 0x20f20400, + 0x00000010, 0x00010000, 0x00360000, 0x20f20800, 0x00000010, 0x40020000, 0x00000000, 0x00003f80, + 0x00003f80, 0x00003f80, 0x003e3f80, 0x54530100, 0x00745441, 0x00020000, 0x00000000, 0x00000000, + 0x00010000, 0x00000000, 0x00000000, 0x00000000, 0x00010000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00010000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x005a0000, 0x00000000, 0x035c0000, 0x58440000, 0xe3754342, 0x3e477f40, + 0xed6f143f, 0xf16d26ce, 0x00010c3a, 0x035c0000, 0x00050000, 0x00340000, 0x00d00000, 0x01040000, + 0x01380000, 0x02e00000, 0x44520000, 0x00944645, 0x00000000, 0x00000000, 0x00020000, 0x001c0000, + 0x04000000, 0x0100ffff, 0x00630000, 0x005c0000, 0x00020000, 0x00050000, 0x00040000, 0xffff0000, + 0x0000ffff, 0x00010000, 0x000c0000, 0x005f0000, 0x00020000, 0x00050000, 0x00040000, 0xffff0000, + 0x0001ffff, 0x00020000, 0x000c0000, 0x30740000, 0x615f7400, 0x63694d00, 0x6f736f72, 0x28207466, + 0x48202952, 0x204c534c, 0x64616853, 0x43207265, 0x69706d6f, 0x2072656c, 0x39322e39, 0x3235392e, + 0x3131332e, 0x53490031, 0x002c4e47, 0x00010000, 0x00080000, 0x00200000, 0x00000000, 0x00010000, + 0x00030000, 0x00000000, 0x000f0000, 0x56530000, 0x534f505f, 0x4f495449, 0x534f004e, 0x002c4e47, + 0x00010000, 0x00080000, 0x00200000, 0x00000000, 0x00000000, 0x00030000, 0x00000000, 0x000f0000, + 0x56530000, 0x7261545f, 0x00746567, 0x4853abab, 0x01a05244, 0x00400000, 0x00680000, 0x18580000, + 0x70000400, 0x00000010, 0x55550000, 0x18580000, 0x70000400, 0x00010010, 0x55550000, 0x18580000, + 0x70000400, 0x00020010, 0x55550000, 0x00650000, 0x20f20300, 0x00000010, 0x00680000, 0x00020200, + 0x002d0000, 0x00f20a00, 0x00000010, 0x40020000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x7e460000, 0x00000010, 0x001c0000, 0x00f20500, 0x00000010, 0x0e460000, 0x00000010, 0x00560000, + 0x00f20500, 0x00000010, 0x0e460000, 0x00000010, 0x002d0000, 0x00f20a00, 0x00010010, 0x40020000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x7e460000, 0x00010010, 0x00000000, 0x00f20700, + 0x00000010, 0x0e460000, 0x00000010, 0x0e460000, 0x00010010, 0x001c0000, 0x00f20500, 0x00000010, + 0x0e460000, 0x00000010, 0x00560000, 0x00f20500, 0x00000010, 0x0e460000, 0x00000010, 0x002d0000, + 0x00f20a00, 0x00010010, 0x40020000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x7e460000, + 0x00020010, 0x00000000, 0x00f20700, 0x00000010, 0x0e460000, 0x00000010, 0x0e460000, 0x00010010, + 0x001c0000, 0x00f20500, 0x00000010, 0x0e460000, 0x00000010, 0x00560000, 0x00f20500, 0x00000010, + 0x0e460000, 0x00000010, 0x00000000, 0x20f20a00, 0x00000010, 0x0e460000, 0x00000010, 0x40020000, + 0x00000000, 0x00003f80, 0x00003f80, 0x00000000, 0x003e3f80, 0x54530100, 0x00745441, 0x000d0000, + 0x00020000, 0x00000000, 0x00010000, 0x00030000, 0x00000000, 0x00000000, 0x00010000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00060000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x021a0000, 0x00000000, 0x002a0000, 0x000e0000, + 0x00000000, 0xffff0000, 0x0000ffff, 0x00490000, 0x002d0000, 0x00000000, 0xffff0000, 0x0000ffff, + 0x004d0000, 0x00010000, 0x00000000, 0x00570000, 0x00020000, 0x00000000, 0x00060000, 0x00000000, + 0x00070000, 0x02120000, 0x00070000, 0x00000000, 0x00070000, 0x057a0000, 0x00000000, +}; + +static void create_effect_texture_resource(ID3D10Device *device, ID3D10ShaderResourceView **srv, + ID3D10Texture2D **tex) +{ + D3D10_TEXTURE2D_DESC tex_desc; + HRESULT hr; + + tex_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + tex_desc.Width = 8; + tex_desc.Height = 8; + tex_desc.ArraySize = 1; + tex_desc.MipLevels = 0; + tex_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + tex_desc.Usage = D3D10_USAGE_DEFAULT; + tex_desc.CPUAccessFlags = 0; + tex_desc.SampleDesc.Count = 1; + tex_desc.SampleDesc.Quality = 0; + tex_desc.MiscFlags = 0; + + hr = ID3D10Device_CreateTexture2D(device, &tex_desc, NULL, tex); + ok(SUCCEEDED(hr), "Failed to create a 2D texture, hr %#x.\n", hr); + hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)*tex, NULL, srv); + ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x.\n", hr); +} + +static void get_effect_shader_resource_variable(ID3D10EffectVariable *var, + ID3D10EffectShaderResourceVariable **srv) +{ + D3D10_EFFECT_TYPE_DESC type_desc; + ID3D10EffectType *type; + HRESULT hr; + + type = var->lpVtbl->GetType(var); + hr = type->lpVtbl->GetDesc(type, &type_desc); + ok(SUCCEEDED(hr), "GetDesc failed (%x).\n", hr); + ok(type_desc.Type == D3D10_SVT_TEXTURE2D, "Type is %x, expected %x.\n", type_desc.Type, D3D10_SVT_TEXTURE2D); + *srv = var->lpVtbl->AsShaderResource(var); +} + +static void test_effect_resource_variable(void) +{ + ID3D10ShaderResourceView *srv0, *srv_a[2], *srv_tmp[2]; + ID3D10EffectShaderResourceVariable *t0, *t_a, *t_a_0; + ID3D10EffectTechnique *technique; + ID3D10Texture2D *tex0, *tex_a[2]; + ID3D10EffectVariable *var; + ID3D10EffectPass *pass; + ID3D10Device *device; + ID3D10Effect *effect; + unsigned int i; + ULONG refcount; + HRESULT hr; + + if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + + hr = create_effect(fx_test_resource_variable, 0, device, NULL, &effect); + ok(SUCCEEDED(hr), "D3D10CreateEffectFromMemory failed (%x).\n", hr); + + var = effect->lpVtbl->GetVariableByName(effect, "t0"); + get_effect_shader_resource_variable(var, &t0); + create_effect_texture_resource(device, &srv0, &tex0); + hr = t0->lpVtbl->SetResource(t0, srv0); + ok(hr == S_OK, "Failed to SetResource, hr %#x.\n", hr); + + var = effect->lpVtbl->GetVariableByName(effect, "t_a"); + get_effect_shader_resource_variable(var, &t_a); + for (i = 0; i < 2; ++i) + create_effect_texture_resource(device, &srv_a[i], &tex_a[i]); + hr = t_a->lpVtbl->SetResourceArray(t_a, srv_a, 0, 2); + ok(hr == S_OK, "Failed to SetResourceArray, hr %#x.\n", hr); + + /* Apply the pass to bind the resource to the shader. */ + technique = effect->lpVtbl->GetTechniqueByName(effect, "rsrc_test"); + ok(!!technique, "Failed to get technique.\n"); + pass = technique->lpVtbl->GetPassByName(technique, "p0"); + ok(!!pass, "Failed to get pass.\n"); + hr = pass->lpVtbl->Apply(pass, 0); + ok(SUCCEEDED(hr), "Failed to apply pass, hr %#x.\n", hr); + + ID3D10Device_PSGetShaderResources(device, 0, 1, &srv_tmp[0]); + ok(srv0 == srv_tmp[0], "Shader resource view was not bound to the shader.\n"); + ID3D10ShaderResourceView_Release(srv_tmp[0]); + + ID3D10Device_PSGetShaderResources(device, 1, 2, srv_tmp); + for (i = 0; i < 2; ++i) + { + ok(srv_a[i] == srv_tmp[i], "Shader resource view was not bound to the shader.\n"); + ID3D10ShaderResourceView_Release(srv_tmp[i]); + } + + /* Test individual array element variable SetResource. */ + var = t_a->lpVtbl->GetElement(t_a, 1); + get_effect_shader_resource_variable(var, &t_a_0); + hr = t_a_0->lpVtbl->SetResource(t_a_0, srv0); + ok(hr == S_OK, "Failed to SetResource, hr %#x.\n", hr); + + hr = pass->lpVtbl->Apply(pass, 0); + ok(SUCCEEDED(hr), "Failed to apply pass, hr %#x.\n", hr); + + ID3D10Device_PSGetShaderResources(device, 1, 2, srv_tmp); + ok(srv0 == srv_tmp[1], "Shader resource view was not bound to the shader.\n"); + for (i = 0; i < 2; ++i) + ID3D10ShaderResourceView_Release(srv_tmp[i]); + + /* Test offset. */ + hr = t_a->lpVtbl->SetResourceArray(t_a, srv_a, 1, 1); + ok(hr == S_OK, "Failed to SetResourceArray, hr %#x.\n", hr); + + hr = pass->lpVtbl->Apply(pass, 0); + ok(SUCCEEDED(hr), "Failed to apply pass, hr %#x.\n", hr); + + ID3D10Device_PSGetShaderResources(device, 1, 2, srv_tmp); + ok(srv_a[0] == srv_tmp[1], "Shader resource view was not bound to the shader.\n"); + for (i = 0; i < 2; ++i) + ID3D10ShaderResourceView_Release(srv_tmp[i]); + + /* If the offset or write size is larger than the element size of the + * texture, due to there being no bounds checking, an access violation + * occurs. */ + if (0) + { + hr = t_a->lpVtbl->SetResourceArray(t_a, srv_a, 2, 2); + ok(hr == S_OK, "Failed to SetResourceArray, hr %#x.\n", hr); + } + + ID3D10ShaderResourceView_Release(srv0); + ID3D10Texture2D_Release(tex0); + for (i = 0; i < 2; ++i) + { + ID3D10ShaderResourceView_Release(srv_a[i]); + ID3D10Texture2D_Release(tex_a[i]); + } + + effect->lpVtbl->Release(effect); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + START_TEST(effect) { test_effect_constant_buffer_type(); @@ -5374,4 +5599,5 @@ START_TEST(effect) test_effect_scalar_variable(); test_effect_vector_variable(); test_effect_matrix_variable(); + test_effect_resource_variable(); }