Signed-off-by: Sven Hesse shesse@codeweavers.com --- dlls/d3d11/tests/d3d11.c | 736 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 736 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 74c0488f06..cb952c9f44 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -1734,6 +1734,739 @@ static void test_get_immediate_context(void) ok(!refcount, "Device has %u references left.\n", refcount); }
+static void test_create_texture1d(void) +{ + ULONG refcount, expected_refcount; + D3D11_SUBRESOURCE_DATA data = {0}; + ID3D11Device *device, *tmp; + D3D11_TEXTURE1D_DESC desc; + ID3D11Texture1D *texture; + unsigned int i; + HRESULT hr; + + static const struct + { + DXGI_FORMAT format; + UINT array_size; + D3D11_BIND_FLAG bind_flags; + UINT misc_flags; + BOOL succeeds; + BOOL todo; + } + tests[] = + { + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 0, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 2, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 3, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + }; + + if (!(device = create_device(NULL))) + { + skip("Failed to create device.\n"); + return; + } + + desc.Width = 512; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + desc.MiscFlags = 0; + + hr = ID3D11Device_CreateTexture1D(device, &desc, &data, &texture); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + + expected_refcount = get_refcount(device) + 1; + hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr); + refcount = get_refcount(device); + ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); + tmp = NULL; + expected_refcount = refcount + 1; + ID3D11Texture1D_GetDevice(texture, &tmp); + ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); + refcount = get_refcount(device); + ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ID3D11Device_Release(tmp); + + check_interface(texture, &IID_IDXGISurface, TRUE, FALSE); + ID3D11Texture1D_Release(texture); + + desc.MipLevels = 0; + expected_refcount = get_refcount(device) + 1; + hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr); + refcount = get_refcount(device); + ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); + tmp = NULL; + expected_refcount = refcount + 1; + ID3D11Texture1D_GetDevice(texture, &tmp); + ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); + refcount = get_refcount(device); + ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ID3D11Device_Release(tmp); + + ID3D11Texture1D_GetDesc(texture, &desc); + ok(desc.Width == 512, "Got unexpected Width %u.\n", desc.Width); + ok(desc.MipLevels == 10, "Got unexpected MipLevels %u.\n", desc.MipLevels); + ok(desc.ArraySize == 1, "Got unexpected ArraySize %u.\n", desc.ArraySize); + ok(desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM, "Got unexpected Format %#x.\n", desc.Format); + ok(desc.Usage == D3D11_USAGE_DEFAULT, "Got unexpected Usage %u.\n", desc.Usage); + ok(desc.BindFlags == D3D11_BIND_SHADER_RESOURCE, "Got unexpected BindFlags %#x.\n", desc.BindFlags); + ok(desc.CPUAccessFlags == 0, "Got unexpected CPUAccessFlags %#x.\n", desc.CPUAccessFlags); + ok(desc.MiscFlags == 0, "Got unexpected MiscFlags %#x.\n", desc.MiscFlags); + + check_interface(texture, &IID_IDXGISurface, FALSE, FALSE); + ID3D11Texture1D_Release(texture); + + desc.MipLevels = 1; + desc.ArraySize = 2; + hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr); + + check_interface(texture, &IID_IDXGISurface, FALSE, FALSE); + ID3D11Texture1D_Release(texture); + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + HRESULT expected_hr = tests[i].succeeds ? S_OK : E_INVALIDARG; + BOOL todo = tests[i].todo; + + desc.ArraySize = tests[i].array_size; + desc.Format = tests[i].format; + desc.BindFlags = tests[i].bind_flags; + desc.MiscFlags = tests[i].misc_flags; + hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, (ID3D11Texture1D **)&texture); + + todo_wine_if(todo) + ok(hr == expected_hr, "Test %u: Got unexpected hr %#x (format %#x).\n", + i, hr, desc.Format); + + if (SUCCEEDED(hr)) + ID3D11Texture1D_Release(texture); + } + + refcount = ID3D11Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + +static void test_texture1d_interfaces(void) +{ + ID3D10Texture1D *d3d10_texture; + D3D11_TEXTURE1D_DESC desc; + ID3D11Texture1D *texture; + ID3D11Device *device; + unsigned int i; + ULONG refcount; + HRESULT hr; + + static const struct test + { + BOOL implements_d3d10_interfaces; + UINT bind_flags; + UINT misc_flags; + UINT expected_bind_flags; + UINT expected_misc_flags; + } + desc_conversion_tests[] = + { + { + TRUE, + D3D11_BIND_SHADER_RESOURCE, 0, + D3D10_BIND_SHADER_RESOURCE, 0 + }, + { + TRUE, + D3D11_BIND_UNORDERED_ACCESS, 0, + D3D11_BIND_UNORDERED_ACCESS, 0 + }, + { + FALSE, + 0, D3D11_RESOURCE_MISC_RESOURCE_CLAMP, + 0, 0 + }, + { + TRUE, + 0, D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX, + 0, D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX + }, + }; + + if (!(device = create_device(NULL))) + { + skip("Failed to create ID3D11Device, skipping tests.\n"); + return; + } + + desc.Width = 512; + desc.MipLevels = 0; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_RENDER_TARGET; + desc.CPUAccessFlags = 0; + desc.MiscFlags = 0; + + hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr); + check_interface(texture, &IID_IDXGISurface, FALSE, FALSE); + hr = check_interface(texture, &IID_ID3D10Texture1D, TRUE, TRUE); /* Not available on all Windows versions. */ + ID3D11Texture1D_Release(texture); + if (FAILED(hr)) + { + win_skip("1D textures do not implement ID3D10Texture1D, skipping tests.\n"); + ID3D11Device_Release(device); + return; + } + + for (i = 0; i < ARRAY_SIZE(desc_conversion_tests); ++i) + { + const struct test *current = &desc_conversion_tests[i]; + D3D10_TEXTURE1D_DESC d3d10_desc; + ID3D10Device *d3d10_device; + + desc.Width = 512; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = current->bind_flags; + desc.CPUAccessFlags = 0; + desc.MiscFlags = current->misc_flags; + + hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, &texture); + /* Shared resources are not supported by REF and WARP devices. */ + ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY), + "Test %u: Failed to create a 1d texture, hr %#x.\n", i, hr); + if (FAILED(hr)) + { + win_skip("Failed to create ID3D11Texture1D, skipping test %u.\n", i); + continue; + } + + check_interface(texture, &IID_IDXGISurface, TRUE, FALSE); + + hr = ID3D11Texture1D_QueryInterface(texture, &IID_ID3D10Texture1D, (void **)&d3d10_texture); + ID3D11Texture1D_Release(texture); + + if (current->implements_d3d10_interfaces) + { + ok(SUCCEEDED(hr), "Test %u: Texture should implement ID3D10Texture1D.\n", i); + } + else + { + todo_wine ok(hr == E_NOINTERFACE, "Test %u: Texture should not implement ID3D10Texture1D.\n", i); + if (SUCCEEDED(hr)) ID3D10Texture1D_Release(d3d10_texture); + continue; + } + + ID3D10Texture1D_GetDesc(d3d10_texture, &d3d10_desc); + + ok(d3d10_desc.Width == desc.Width, + "Test %u: Got unexpected Width %u.\n", i, d3d10_desc.Width); + ok(d3d10_desc.MipLevels == desc.MipLevels, + "Test %u: Got unexpected MipLevels %u.\n", i, d3d10_desc.MipLevels); + ok(d3d10_desc.ArraySize == desc.ArraySize, + "Test %u: Got unexpected ArraySize %u.\n", i, d3d10_desc.ArraySize); + ok(d3d10_desc.Format == desc.Format, + "Test %u: Got unexpected Format %u.\n", i, d3d10_desc.Format); + ok(d3d10_desc.BindFlags == current->expected_bind_flags, + "Test %u: Got unexpected BindFlags %#x.\n", i, d3d10_desc.BindFlags); + ok(d3d10_desc.CPUAccessFlags == desc.CPUAccessFlags, + "Test %u: Got unexpected CPUAccessFlags %#x.\n", i, d3d10_desc.CPUAccessFlags); + ok(d3d10_desc.MiscFlags == current->expected_misc_flags, + "Test %u: Got unexpected MiscFlags %#x.\n", i, d3d10_desc.MiscFlags); + + d3d10_device = (ID3D10Device *)0xdeadbeef; + ID3D10Texture1D_GetDevice(d3d10_texture, &d3d10_device); + todo_wine ok(!d3d10_device, "Test %u: Got unexpected device pointer %p, expected NULL.\n", i, d3d10_device); + if (d3d10_device) ID3D10Device_Release(d3d10_device); + + ID3D10Texture1D_Release(d3d10_texture); + } + + refcount = ID3D11Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + +static void test_texture1d(void) +{ + struct shader + { + const DWORD *code; + size_t size; + }; + struct texture + { + UINT width; + UINT miplevel_count; + UINT array_size; + DXGI_FORMAT format; + D3D11_SUBRESOURCE_DATA data[3]; + }; + + D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc; + struct d3d11_test_context test_context; + const struct texture *current_texture; + D3D11_TEXTURE1D_DESC texture_desc; + D3D11_SAMPLER_DESC sampler_desc; + const struct shader *current_ps; + D3D_FEATURE_LEVEL feature_level; + ID3D11ShaderResourceView *srv; + ID3D11DeviceContext *context; + ID3D11SamplerState *sampler; + struct resource_readback rb; + ID3D11Texture1D *texture; + struct vec4 ps_constant; + ID3D11PixelShader *ps; + ID3D11Device *device; + unsigned int i, x; + ID3D11Buffer *cb; + DWORD color; + HRESULT hr; + + static const DWORD ps_ld_code[] = + { +#if 0 + Texture1D t; + + float miplevel; + + float4 main(float4 position : SV_POSITION) : SV_TARGET + { + float2 p; + t.GetDimensions(miplevel, p.x, p.y); + p.y = miplevel; + p *= float2(position.x / 640.0f, 1.0f); + return t.Load(int2(p)); + } +#endif + 0x43425844, 0x579c6589, 0xf28966f8, 0x99641244, 0x52580a7e, 0x00000001, 0x000001c0, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x00000124, 0x00000050, + 0x00000049, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001058, 0x00107000, + 0x00000000, 0x00005555, 0x04002064, 0x00101012, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, + 0x00000000, 0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, + 0x00000000, 0x8900003d, 0x80000082, 0x00155543, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, + 0x00107e46, 0x00000000, 0x07000038, 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010100a, + 0x00000000, 0x06000036, 0x001000e2, 0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x0a000038, + 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3acccccd, 0x3f800000, 0x3f800000, + 0x3f800000, 0x0500001b, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x8900002d, 0x80000082, + 0x00155543, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, + }; + static const struct shader ps_ld = {ps_ld_code, sizeof(ps_ld_code)}; + static const DWORD ps_ld_sint8_code[] = + { +#if 0 + Texture1D<int4> t; + + float4 main(float4 position : SV_POSITION) : SV_TARGET + { + float2 p, s; + int4 c; + + p = float2(position.x / 640.0f, 0.0f); + t.GetDimensions(0, s.x, s.y); + p *= s; + + c = t.Load(int2(p)); + return (max(c / (float4)127, (float4)-1) + (float4)1) / 2.0f; + } +#endif + 0x43425844, 0xe2a1928f, 0xfe443971, 0xe2fac20c, 0x0cb04dc8, 0x00000001, 0x00000248, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x000001ac, 0x00000050, + 0x0000006b, 0x0100086a, 0x04001058, 0x00107000, 0x00000000, 0x00003333, 0x04002064, 0x00101012, + 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x8900003d, + 0x80000082, 0x000cccc3, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x001079c6, 0x00000000, + 0x07000038, 0x00100012, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x3acccccd, 0x08000036, + 0x001000e2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038, + 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2, + 0x00000000, 0x00100e46, 0x00000000, 0x8900002d, 0x80000082, 0x000cccc3, 0x001000f2, 0x00000000, + 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0500002b, 0x001000f2, 0x00000000, 0x00100e46, + 0x00000000, 0x0a000038, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3c010204, + 0x3c010204, 0x3c010204, 0x3c010204, 0x0a000034, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x00004002, 0xbf800000, 0xbf800000, 0xbf800000, 0xbf800000, 0x0a000000, 0x001000f2, 0x00000000, + 0x00100e46, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0a000038, + 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x3f000000, + 0x3f000000, 0x0100003e, + }; + static const struct shader ps_ld_sint8 = {ps_ld_sint8_code, sizeof(ps_ld_sint8_code)}; + static const DWORD ps_ld_uint8_code[] = + { +#if 0 + Texture1D<uint4> t; + + float4 main(float4 position : SV_POSITION) : SV_TARGET + { + float2 p, s; + + p = float2(position.x / 640.0f, 0.0f); + t.GetDimensions(0, s.x, s.y); + p *= s; + + return t.Load(int2(p)) / (float4)255; + } +#endif + 0x43425844, 0x16fec83c, 0x8c02e71f, 0x16c59598, 0x1ab966a2, 0x00000001, 0x000001d0, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000010f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x58454853, 0x00000134, 0x00000050, + 0x0000004d, 0x0100086a, 0x04001058, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101012, + 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x8900003d, + 0x80000082, 0x00111103, 0x00100032, 0x00000000, 0x00004001, 0x00000000, 0x001079c6, 0x00000000, + 0x07000038, 0x00100012, 0x00000001, 0x0010100a, 0x00000000, 0x00004001, 0x3acccccd, 0x08000036, + 0x001000e2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038, + 0x001000f2, 0x00000000, 0x00100546, 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2, + 0x00000000, 0x00100e46, 0x00000000, 0x8900002d, 0x80000082, 0x00111103, 0x001000f2, 0x00000000, + 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x05000056, 0x001000f2, 0x00000000, 0x00100e46, + 0x00000000, 0x0a000038, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3b808081, + 0x3b808081, 0x3b808081, 0x3b808081, 0x0100003e, + }; + static const struct shader ps_ld_uint8 = {ps_ld_uint8_code, sizeof(ps_ld_uint8_code)}; + + static const DWORD rgba_level_0[] = + { + 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, + }; + static const DWORD rgba_level_1[] = + { + 0xffffffff, 0xff0000ff, + }; + static const DWORD rgba_level_2[] = + { + 0xffff0000, + }; + static const DWORD srgb_data[] = + { + 0x00000000, 0xffffffff, 0xff000000, 0x7f7f7f7f, + }; + static const DWORD r32_uint[] = + { + 0, 1, 2, 3, + }; + static const DWORD r9g9b9e5_data[] = + { + 0x80000100, 0x80020000, 0x84000000, 0x84000100, + }; + static const struct texture rgba_texture = + { + 4, 3, 1, DXGI_FORMAT_R8G8B8A8_UNORM, + { + {rgba_level_0, 4 * sizeof(*rgba_level_0), 0}, + {rgba_level_1, 2 * sizeof(*rgba_level_1), 0}, + {rgba_level_2, sizeof(*rgba_level_2), 0}, + } + }; + static const struct texture srgb_texture = {4, 1, 1, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, + {{srgb_data, 4 * sizeof(*srgb_data)}}}; + static const struct texture sint8_texture = {4, 1, 1, DXGI_FORMAT_R8G8B8A8_SINT, + {{rgba_level_0, 4 * sizeof(*rgba_level_0)}}}; + static const struct texture uint8_texture = {4, 1, 1, DXGI_FORMAT_R8G8B8A8_UINT, + {{rgba_level_0, 4 * sizeof(*rgba_level_0)}}}; + static const struct texture r32u_typeless = {4, 1, 1, DXGI_FORMAT_R32_TYPELESS, + {{r32_uint, 4 * sizeof(*r32_uint)}}}; + static const struct texture r9g9b9e5_texture = {4, 1, 1, DXGI_FORMAT_R9G9B9E5_SHAREDEXP, + {{r9g9b9e5_data, 4 * sizeof(*r9g9b9e5_data)}}}; + + static const DWORD level_1_colors[] = + { + 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff, + }; + static const DWORD level_2_colors[] = + { + 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, + }; + static const DWORD srgb_colors[] = + { + 0x00000001, 0xffffffff, 0xff000000, 0x7f363636, + }; + static const DWORD sint8_colors[] = + { + 0x7e80807e, 0x7e807e7e, 0x7e807e80, 0x7e7e7e80, + }; + static const DWORD r32u_colors[4] = + { + 0x01000000, 0x01000001, 0x01000002, 0x01000003, + }; + static const DWORD r9g9b9e5_colors[4] = + { + 0xff0000ff, 0xff00ff00, 0xffff0000, 0xffff00ff, + }; + static const DWORD zero_colors[4] = {0}; + static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; + static const struct texture_test + { + const struct shader *ps; + const struct texture *texture; + D3D11_FILTER filter; + float lod_bias; + float min_lod; + float max_lod; + float ps_constant; + const DWORD *expected_colors; + } + texture_tests[] = + { +#define POINT D3D11_FILTER_MIN_MAG_MIP_POINT +#define POINT_LINEAR D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR +#define MIP_MAX D3D11_FLOAT32_MAX + {&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0}, + {&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 1.0f, level_1_colors}, + {&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 2.0f, level_2_colors}, + {&ps_ld, &rgba_texture, POINT, 0.0f, 0.0f, 0.0f, 3.0f, zero_colors}, + {&ps_ld, &srgb_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, srgb_colors}, + {&ps_ld, &r9g9b9e5_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, r9g9b9e5_colors}, + {&ps_ld, NULL, POINT, 0.0f, 0.0f, 0.0f, 0.0f, zero_colors}, + {&ps_ld, NULL, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, zero_colors}, + {&ps_ld_sint8, &sint8_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, sint8_colors}, + {&ps_ld_uint8, &uint8_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0}, + }; +#undef POINT +#undef POINT_LINEAR +#undef MIP_MAX + static const struct srv_test + { + const struct shader *ps; + const struct texture *texture; + struct srv_desc srv_desc; + float ps_constant; + const DWORD *expected_colors; + } + srv_tests[] = + { +#define TEX_1D D3D11_SRV_DIMENSION_TEXTURE1D +#define R32_UINT DXGI_FORMAT_R32_UINT + {&ps_ld_uint8, &r32u_typeless, {R32_UINT, TEX_1D, 0, 1}, 0.0f, r32u_colors}, +#undef TEX_1D +#undef R32_UINT +#undef FMT_UNKNOWN + }; + + if (!init_test_context(&test_context, NULL)) + return; + + device = test_context.device; + context = test_context.immediate_context; + feature_level = ID3D11Device_GetFeatureLevel(device); + + cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(ps_constant), NULL); + + ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); + + texture_desc.Usage = D3D11_USAGE_DEFAULT; + texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + + sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + sampler_desc.MipLODBias = 0.0f; + sampler_desc.MaxAnisotropy = 0; + sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER; + sampler_desc.BorderColor[0] = 0.0f; + sampler_desc.BorderColor[1] = 0.0f; + sampler_desc.BorderColor[2] = 0.0f; + sampler_desc.BorderColor[3] = 0.0f; + sampler_desc.MinLOD = 0.0f; + sampler_desc.MaxLOD = D3D11_FLOAT32_MAX; + + ps = NULL; + srv = NULL; + sampler = NULL; + texture = NULL; + current_ps = NULL; + current_texture = NULL; + for (i = 0; i < ARRAY_SIZE(texture_tests); ++i) + { + const struct texture_test *test = &texture_tests[i]; + + if (current_ps != test->ps) + { + if (ps) + ID3D11PixelShader_Release(ps); + + current_ps = test->ps; + + hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + } + + if (current_texture != test->texture) + { + if (texture) + ID3D11Texture1D_Release(texture); + if (srv) + ID3D11ShaderResourceView_Release(srv); + + current_texture = test->texture; + + if (current_texture) + { + texture_desc.Width = current_texture->width; + texture_desc.MipLevels = current_texture->miplevel_count; + texture_desc.ArraySize = current_texture->array_size; + texture_desc.Format = current_texture->format; + + hr = ID3D11Device_CreateTexture1D(device, &texture_desc, current_texture->data, &texture); + ok(SUCCEEDED(hr), "Test %u: Failed to create 1d texture, hr %#x.\n", i, hr); + + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + } + else + { + texture = NULL; + srv = NULL; + } + + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); + } + + if (!sampler || (sampler_desc.Filter != test->filter + || sampler_desc.MipLODBias != test->lod_bias + || sampler_desc.MinLOD != test->min_lod + || sampler_desc.MaxLOD != test->max_lod)) + { + if (sampler) + ID3D11SamplerState_Release(sampler); + + sampler_desc.Filter = test->filter; + sampler_desc.MipLODBias = test->lod_bias; + sampler_desc.MinLOD = test->min_lod; + sampler_desc.MaxLOD = test->max_lod; + + hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler); + ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr); + + ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler); + } + + ps_constant.x = test->ps_constant; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &ps_constant, 0, 0); + + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red); + + draw_quad(&test_context); + + get_texture_readback(test_context.backbuffer, 0, &rb); + for (x = 0; x < 4; ++x) + { + color = get_readback_color(&rb, 80 + x * 160, 0); + ok(compare_color(color, test->expected_colors[x], 2), + "Test %u: Got unexpected color 0x%08x at (%u).\n", i, color, x); + } + release_resource_readback(&rb); + } + if (srv) + ID3D11ShaderResourceView_Release(srv); + ID3D11SamplerState_Release(sampler); + if (texture) + ID3D11Texture1D_Release(texture); + ID3D11PixelShader_Release(ps); + + if (is_warp_device(device) && feature_level < D3D_FEATURE_LEVEL_11_0) + { + win_skip("SRV tests are broken on WARP.\n"); + ID3D11Buffer_Release(cb); + release_test_context(&test_context); + return; + } + + sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + sampler_desc.MipLODBias = 0.0f; + sampler_desc.MinLOD = 0.0f; + sampler_desc.MaxLOD = D3D11_FLOAT32_MAX; + + hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + + ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler); + + ps = NULL; + srv = NULL; + texture = NULL; + current_ps = NULL; + current_texture = NULL; + for (i = 0; i < ARRAY_SIZE(srv_tests); ++i) + { + const struct srv_test *test = &srv_tests[i]; + + if (current_ps != test->ps) + { + if (ps) + ID3D11PixelShader_Release(ps); + + current_ps = test->ps; + + hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + } + + if (current_texture != test->texture) + { + if (texture) + ID3D11Texture1D_Release(texture); + + current_texture = test->texture; + + texture_desc.Width = current_texture->width; + texture_desc.MipLevels = current_texture->miplevel_count; + texture_desc.ArraySize = current_texture->array_size; + texture_desc.Format = current_texture->format; + + hr = ID3D11Device_CreateTexture1D(device, &texture_desc, current_texture->data, &texture); + ok(SUCCEEDED(hr), "Test %u: Failed to create 1d texture, hr %#x.\n", i, hr); + } + + if (srv) + ID3D11ShaderResourceView_Release(srv); + + get_srv_desc(&srv_desc, &test->srv_desc); + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, &srv_desc, &srv); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); + + ps_constant.x = test->ps_constant; + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &ps_constant, 0, 0); + + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red); + + draw_quad(&test_context); + + get_texture_readback(test_context.backbuffer, 0, &rb); + for (x = 0; x < 4; ++x) + { + color = get_readback_color(&rb, 80 + x * 160, 0); + ok(compare_color(color, test->expected_colors[x], 1), + "Test %u: Got unexpected color 0x%08x at (%u).\n", i, color, x); + } + release_resource_readback(&rb); + } + ID3D11PixelShader_Release(ps); + ID3D11Texture1D_Release(texture); + ID3D11ShaderResourceView_Release(srv); + ID3D11SamplerState_Release(sampler); + + ID3D11Buffer_Release(cb); + release_test_context(&test_context); +} + static void test_create_texture2d(void) { ULONG refcount, expected_refcount; @@ -24385,6 +25118,8 @@ START_TEST(d3d11) test_create_device(); run_for_each_feature_level(test_device_interfaces); test_get_immediate_context(); + test_create_texture1d(); + test_texture1d_interfaces(); test_create_texture2d(); test_texture2d_interfaces(); test_create_texture3d(); @@ -24409,6 +25144,7 @@ START_TEST(d3d11) test_device_context_state(); test_blend(); test_texture(); + test_texture1d(); test_cube_maps(); test_depth_stencil_sampling(); test_sample_c_lz();