Signed-off-by: Zebediah Figura z.figura12@gmail.com --- v2: Fix test failures.
These tests pass on radeonsi and AMD Windows 10. They currently fail on llvmpipe due to a bug in llvmpipe, which I intend to fix as soon as possible.
dlls/d3d10core/tests/d3d10core.c | 175 +++++++++++++++++++++++++++++++ 1 file changed, 175 insertions(+)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c index ccddb401aed..6c0a1c04120 100644 --- a/dlls/d3d10core/tests/d3d10core.c +++ b/dlls/d3d10core/tests/d3d10core.c @@ -18907,6 +18907,180 @@ static void test_unbound_streams(void) release_test_context(&test_context); }
+static void test_multisample_draw(void) +{ + static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32B32_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 + float4 main() : sv_target + { + return float4(1.0, 1.0, 1.0, 1.0); + } +#endif + 0x43425844, 0x949557e7, 0x1480242b, 0x831e64fc, 0x7c0305d2, 0x00000001, 0x000000b0, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x745f7673, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, 0x0000000e, + 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, + 0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e, + }; + static const struct vec3 tri[] = + { + { 0.9f, -0.5f, 0.0f}, + {-0.8f, -0.9f, 0.0f}, + { 0.2f, 0.7f, 0.0f}, + }; + static const float black[] = {0.0f, 0.0f, 0.0f, 1.0f}; + struct d3d10core_test_context test_context; + D3D10_TEXTURE2D_DESC texture_desc; + D3D10_RASTERIZER_DESC rs_desc; + ID3D10RenderTargetView *rtv; + unsigned int stride, offset; + ID3D10RasterizerState *rs; + ID3D10Texture2D *texture; + ID3D10Device *device; + UINT quality_levels; + unsigned int i; + DWORD color; + HRESULT hr; + + static const struct + { + unsigned int x, y; + DWORD colour_tri, colour_line; + } + pixels[] = + { + {333, 407, 0xffffffff, 0xff000000}, + {334, 407, 0xffffffff, 0xff3f3f3f}, + {335, 407, 0xffffffff, 0xff3f3f3f}, + {336, 407, 0xffffffff, 0xffbfbfbf}, + {337, 407, 0xffbfbfbf, 0xffbfbfbf}, + {338, 407, 0xff7f7f7f, 0xffffffff}, + {339, 407, 0xff3f3f3f, 0xffbfbfbf}, + {340, 407, 0xff3f3f3f, 0xffbfbfbf}, + {341, 407, 0xff000000, 0xff7f7f7f}, + {342, 407, 0xff000000, 0xff3f3f3f}, + {343, 407, 0xff000000, 0xff3f3f3f}, + {344, 407, 0xff000000, 0xff000000}, + }; + + if (!init_test_context(&test_context)) + return; + device = test_context.device; + + if (is_warp_device(device)) + { + /* Line multisampling is broken on all versions of Windows up to at + * least Windows 10 2009; triangle multisampling is broken on 2008. + * Both cases render as if not multisampled. */ + win_skip("Multisampling is broken on WARP.\n"); + release_test_context(&test_context); + return; + } + + hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &quality_levels); + ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr); + if (!quality_levels) + { + skip("4xMSAA not supported.\n"); + release_test_context(&test_context); + return; + } + + ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + texture_desc.SampleDesc.Count = 4; + texture_desc.SampleDesc.Quality = 0; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); + ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr); + ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); + + hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs); + ok(hr == S_OK, "Failed to create vertex shader, hr %#x.\n", hr); + hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &test_context.ps); + ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), + vs_code, sizeof(vs_code), &test_context.input_layout); + ok(hr == S_OK, "Failed to create input layout, hr %#x.\n", hr); + test_context.vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(tri), tri); + + rs_desc.FillMode = D3D10_FILL_SOLID; + rs_desc.CullMode = D3D10_CULL_BACK; + rs_desc.FrontCounterClockwise = FALSE; + rs_desc.DepthBias = 0; + rs_desc.DepthBiasClamp = 0.0f; + rs_desc.SlopeScaledDepthBias = 0.0f; + rs_desc.DepthClipEnable = TRUE; + rs_desc.ScissorEnable = FALSE; + rs_desc.MultisampleEnable = FALSE; + rs_desc.AntialiasedLineEnable = FALSE; + hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs); + ok(hr == S_OK, "Failed to create rasterizer state, hr %#x.\n", hr); + + ID3D10Device_VSSetShader(device, test_context.vs); + ID3D10Device_PSSetShader(device, test_context.ps); + ID3D10Device_IASetInputLayout(device, test_context.input_layout); + stride = sizeof(*tri); + offset = 0; + ID3D10Device_IASetVertexBuffers(device, 0, 1, &test_context.vb, &stride, &offset); + ID3D10Device_RSSetState(device, rs); + + ID3D10Device_ClearRenderTargetView(device, rtv, black); + ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + ID3D10Device_Draw(device, 4, 0); + ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0, + (ID3D10Resource *)texture, 0, texture_desc.Format); + + for (i = 0; i < ARRAY_SIZE(pixels); ++i) + { + color = get_texture_color(test_context.backbuffer, pixels[i].x, pixels[i].y); + todo_wine_if (pixels[i].colour_tri != 0xff000000 && pixels[i].colour_tri != 0xffffffff) + ok(compare_color(color, pixels[i].colour_tri, 1), + "Got unexpected color 0x%08x at (%u, %u).\n", color, pixels[i].x, pixels[i].y); + } + + ID3D10Device_ClearRenderTargetView(device, rtv, black); + ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_LINELIST); + ID3D10Device_Draw(device, 4, 0); + ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0, + (ID3D10Resource *)texture, 0, texture_desc.Format); + + for (i = 0; i < ARRAY_SIZE(pixels); ++i) + { + color = get_texture_color(test_context.backbuffer, pixels[i].x, pixels[i].y); + todo_wine_if (pixels[i].colour_line != 0xff000000 && pixels[i].colour_line != 0xffffffff) + ok(compare_color(color, pixels[i].colour_line, 1), + "Got unexpected color 0x%08x at (%u, %u).\n", color, pixels[i].x, pixels[i].y); + } + + ID3D10RasterizerState_Release(rs); + ID3D10RenderTargetView_Release(rtv); + ID3D10Texture2D_Release(texture); + release_test_context(&test_context); +} + START_TEST(d3d10core) { unsigned int argc, i; @@ -19032,6 +19206,7 @@ START_TEST(d3d10core) queue_test(test_independent_blend); queue_test(test_dual_source_blend); queue_test(test_unbound_streams); + queue_test(test_multisample_draw);
run_queued_tests();