Signed-off-by: Nikolay Sivov nsivov@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(); }