From: Sven Hesse shesse@codeweavers.com
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/d3d10core/tests/device.c | 530 ++++++++++++++++++++++++++++++++++++++++- dlls/d3d11/d3d11_private.h | 3 + dlls/d3d11/tests/d3d11.c | 534 +++++++++++++++++++++++++++++++++++++++++- dlls/d3d11/texture.c | 89 ++++++- dlls/d3d11/utils.c | 8 + 5 files changed, 1155 insertions(+), 9 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index c4349395338..5cd4e5184aa 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -1313,6 +1313,7 @@ static void test_device_interfaces(void) static void test_create_texture1d(void) { ULONG refcount, expected_refcount; + D3D10_SUBRESOURCE_DATA data = {0}; ID3D10Device *device, *tmp; D3D10_TEXTURE1D_DESC desc; ID3D10Texture1D *texture; @@ -1334,6 +1335,9 @@ static void test_create_texture1d(void) desc.CPUAccessFlags = 0; desc.MiscFlags = 0;
+ hr = ID3D10Device_CreateTexture1D(device, &desc, &data, &texture); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateTexture1D(device, &desc, NULL, &texture); ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr); @@ -1381,8 +1385,7 @@ static void test_create_texture1d(void) desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture1D(device, &desc, NULL, (ID3D10Texture1D **)&texture); - todo_wine_if(!i) - ok(hr == (i ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == (i ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#x.\n", i, hr); if (SUCCEEDED(hr)) ID3D10Texture1D_Release(texture); } @@ -5550,6 +5553,528 @@ done: release_test_context(&test_context); }
+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; + D3D10_SUBRESOURCE_DATA data[3]; + }; + + struct d3d10core_test_context test_context; + D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; + const struct texture *current_texture; + D3D10_TEXTURE1D_DESC texture_desc; + D3D10_SAMPLER_DESC sampler_desc; + const struct shader *current_ps; + ID3D10ShaderResourceView *srv; + ID3D10SamplerState *sampler; + struct resource_readback rb; + ID3D10Texture1D *texture; + struct vec4 ps_constant; + ID3D10PixelShader *ps; + ID3D10Device *device; + unsigned int i, x; + ID3D10Buffer *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, 0x7b0c6359, 0x598178f6, 0xef2ddbdb, 0x88fc794c, 0x00000001, 0x000001ac, 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, 0x52444853, 0x00000110, 0x00000040, + 0x00000044, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001058, 0x00107000, 0x00000000, + 0x00005555, 0x04002064, 0x00101012, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, + 0x0700003d, 0x001000f2, 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, 0x0700002d, 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, 0x65a13d1e, 0x8a0bfc92, 0xa2f2708a, 0x0bafafb6, 0x00000001, 0x00000234, 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, 0x52444853, 0x00000198, 0x00000040, + 0x00000066, 0x04001058, 0x00107000, 0x00000000, 0x00003333, 0x04002064, 0x00101012, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, + 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100012, 0x00000001, + 0x0010100a, 0x00000000, 0x00004001, 0x3acccccd, 0x08000036, 0x001000e2, 0x00000001, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038, 0x001000f2, 0x00000000, 0x00100fc6, + 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x0700002d, 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, 0x35186c1f, 0x55bad4fd, 0xb7c97a57, 0x99c060e7, 0x00000001, 0x000001bc, 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, 0x52444853, 0x00000120, 0x00000040, + 0x00000048, 0x04001058, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101012, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, + 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100012, 0x00000001, + 0x0010100a, 0x00000000, 0x00004001, 0x3acccccd, 0x08000036, 0x001000e2, 0x00000001, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038, 0x001000f2, 0x00000000, 0x00100fc6, + 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x0700002d, 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 DWORD ps_ld_array_code[] = + { +#if 0 + Texture1DArray t; + + float miplevel; + + float4 main(float4 position : SV_POSITION) : SV_TARGET + { + float3 p; + t.GetDimensions(miplevel, p.x, p.y, p.z); + p.y = 1; + p.z = miplevel; + p *= float3(position.x / 640.0f, 1.0f, 1.0f); + return t.Load(int3(p)); + } +#endif + 0x43425844, 0xbfccadc4, 0xc00ff13d, 0x2ba75365, 0xf747cbee, 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, 0x52444853, 0x00000124, 0x00000040, + 0x00000049, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04003858, 0x00107000, 0x00000000, + 0x00005555, 0x04002064, 0x00101012, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, + 0x0700003d, 0x001000f2, 0x00000000, 0x0010000a, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, + 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010100a, 0x00000000, 0x06000036, 0x001000c2, + 0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x0a000038, 0x00100072, 0x00000000, 0x00100386, + 0x00000000, 0x00004002, 0x3acccccd, 0x3f800000, 0x3f800000, 0x00000000, 0x0500001b, 0x001000d2, + 0x00000000, 0x00100906, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000001, + 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, + }; + static const struct shader ps_ld_array = {ps_ld_array_code, sizeof(ps_ld_array_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 DWORD array_data0[] = + { + 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, + }; + static const DWORD array_data1[] = + { + 0x00ffff00, 0xff000000, 0x00ff0000, 0x000000ff, + }; + static const DWORD array_data2[] = + { + 0x000000ff, 0xffff00ff, 0x0000ff00, 0xff000000, + }; + 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 struct texture array_texture = {4, 1, 3, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, + { + {array_data0, 4 * sizeof(*array_data0)}, + {array_data1, 4 * sizeof(*array_data1)}, + {array_data2, 4 * sizeof(*array_data2)}, + } + }; + + 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; + D3D10_FILTER filter; + float lod_bias; + float min_lod; + float max_lod; + float ps_constant; + const DWORD *expected_colors; + } + texture_tests[] = + { +#define POINT D3D10_FILTER_MIN_MAG_MIP_POINT +#define POINT_LINEAR D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR +#define MIP_MAX D3D10_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}, + {&ps_ld_array, &array_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, array_data1}, + }; +#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 D3D10_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)) + return; + + device = test_context.device; + + cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(ps_constant), NULL); + + ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb); + + texture_desc.Usage = D3D10_USAGE_DEFAULT; + texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + + sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; + sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; + sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; + sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; + sampler_desc.MipLODBias = 0.0f; + sampler_desc.MaxAnisotropy = 0; + sampler_desc.ComparisonFunc = D3D10_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 = D3D10_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) + ID3D10PixelShader_Release(ps); + + current_ps = test->ps; + + hr = ID3D10Device_CreatePixelShader(device, current_ps->code, current_ps->size, &ps); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + + ID3D10Device_PSSetShader(device, ps); + } + + if (current_texture != test->texture) + { + if (texture) + ID3D10Texture1D_Release(texture); + if (srv) + ID3D10ShaderResourceView_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 = ID3D10Device_CreateTexture1D(device, &texture_desc, current_texture->data, &texture); + ok(SUCCEEDED(hr), "Test %u: Failed to create 1d texture, hr %#x.\n", i, hr); + + hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + } + else + { + texture = NULL; + srv = NULL; + } + + ID3D10Device_PSSetShaderResources(device, 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) + ID3D10SamplerState_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 = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); + ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr); + + ID3D10Device_PSSetSamplers(device, 0, 1, &sampler); + } + + ps_constant.x = test->ps_constant; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &ps_constant, 0, 0); + + ID3D10Device_ClearRenderTargetView(device, 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) + ID3D10ShaderResourceView_Release(srv); + ID3D10SamplerState_Release(sampler); + if (texture) + ID3D10Texture1D_Release(texture); + ID3D10PixelShader_Release(ps); + + if (is_warp_device(device) && !is_d3d11_interface_available(device)) + { + win_skip("SRV tests are broken on WARP.\n"); + ID3D10Buffer_Release(cb); + release_test_context(&test_context); + return; + } + + sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; + sampler_desc.MipLODBias = 0.0f; + sampler_desc.MinLOD = 0.0f; + sampler_desc.MaxLOD = D3D10_FLOAT32_MAX; + + hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + + ID3D10Device_PSSetSamplers(device, 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) + ID3D10PixelShader_Release(ps); + + current_ps = test->ps; + + hr = ID3D10Device_CreatePixelShader(device, current_ps->code, current_ps->size, &ps); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + + ID3D10Device_PSSetShader(device, ps); + } + + if (current_texture != test->texture) + { + if (texture) + ID3D10Texture1D_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 = ID3D10Device_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) + ID3D10ShaderResourceView_Release(srv); + + get_srv_desc(&srv_desc, &test->srv_desc); + hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &srv); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + + ID3D10Device_PSSetShaderResources(device, 0, 1, &srv); + + ps_constant.x = test->ps_constant; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &ps_constant, 0, 0); + + ID3D10Device_ClearRenderTargetView(device, 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); + } + ID3D10PixelShader_Release(ps); + ID3D10Texture1D_Release(texture); + ID3D10ShaderResourceView_Release(srv); + ID3D10SamplerState_Release(sampler); + + ID3D10Buffer_Release(cb); + release_test_context(&test_context); +} + static void test_texture(void) { struct shader @@ -15040,6 +15565,7 @@ START_TEST(device) test_scissor(); test_clear_state(); test_blend(); + test_texture1d(); test_texture(); test_cube_maps(); test_depth_stencil_sampling(); diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h index 68e56d76092..1921299faf8 100644 --- a/dlls/d3d11/d3d11_private.h +++ b/dlls/d3d11/d3d11_private.h @@ -120,12 +120,15 @@ struct d3d_texture1d LONG refcount;
struct wined3d_private_store private_store; + struct wined3d_texture *wined3d_texture; D3D11_TEXTURE1D_DESC desc; ID3D11Device *device; };
HRESULT d3d_texture1d_create(struct d3d_device *device, const D3D11_TEXTURE1D_DESC *desc, const D3D11_SUBRESOURCE_DATA *data, struct d3d_texture1d **texture) DECLSPEC_HIDDEN; +struct d3d_texture1d *unsafe_impl_from_ID3D11Texture1D(ID3D11Texture1D *iface) DECLSPEC_HIDDEN; +struct d3d_texture1d *unsafe_impl_from_ID3D10Texture1D(ID3D10Texture1D *iface) DECLSPEC_HIDDEN;
/* ID3D11Texture2D, ID3D10Texture2D */ struct d3d_texture2d diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 146509dd05e..e8408c0a0a4 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -1828,6 +1828,7 @@ static void test_get_immediate_context(void) static void test_create_texture1d(void) { ULONG refcount, expected_refcount; + D3D11_SUBRESOURCE_DATA data = {0}; ID3D11Device *device, *tmp; D3D11_TEXTURE1D_DESC desc; ID3D11Texture1D *texture; @@ -1849,6 +1850,9 @@ static void test_create_texture1d(void) 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); @@ -1906,8 +1910,7 @@ static void test_create_texture1d(void) desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.MiscFlags = 0; hr = ID3D11Device_CreateTexture1D(device, &desc, NULL, (ID3D11Texture1D **)&texture); - todo_wine_if(!i) - ok(hr == (i ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == (i ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#x.\n", i, hr); if (SUCCEEDED(hr)) ID3D11Texture1D_Release(texture); } @@ -6032,6 +6035,532 @@ done: release_test_context(&test_context); }
+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, 0x7b0c6359, 0x598178f6, 0xef2ddbdb, 0x88fc794c, 0x00000001, 0x000001ac, 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, 0x52444853, 0x00000110, 0x00000040, + 0x00000044, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04001058, 0x00107000, 0x00000000, + 0x00005555, 0x04002064, 0x00101012, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, + 0x0700003d, 0x001000f2, 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, 0x0700002d, 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, 0x65a13d1e, 0x8a0bfc92, 0xa2f2708a, 0x0bafafb6, 0x00000001, 0x00000234, 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, 0x52444853, 0x00000198, 0x00000040, + 0x00000066, 0x04001058, 0x00107000, 0x00000000, 0x00003333, 0x04002064, 0x00101012, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, + 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100012, 0x00000001, + 0x0010100a, 0x00000000, 0x00004001, 0x3acccccd, 0x08000036, 0x001000e2, 0x00000001, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038, 0x001000f2, 0x00000000, 0x00100fc6, + 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x0700002d, 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, 0x35186c1f, 0x55bad4fd, 0xb7c97a57, 0x99c060e7, 0x00000001, 0x000001bc, 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, 0x52444853, 0x00000120, 0x00000040, + 0x00000048, 0x04001058, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101012, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, + 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100012, 0x00000001, + 0x0010100a, 0x00000000, 0x00004001, 0x3acccccd, 0x08000036, 0x001000e2, 0x00000001, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038, 0x001000f2, 0x00000000, 0x00100fc6, + 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x0700002d, 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 DWORD ps_ld_array_code[] = + { +#if 0 + Texture1DArray t; + + float miplevel; + + float4 main(float4 position : SV_POSITION) : SV_TARGET + { + float3 p; + t.GetDimensions(miplevel, p.x, p.y, p.z); + p.y = 1; + p.z = miplevel; + p *= float3(position.x / 640.0f, 1.0f, 1.0f); + return t.Load(int3(p)); + } +#endif + 0x43425844, 0xbfccadc4, 0xc00ff13d, 0x2ba75365, 0xf747cbee, 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, 0x52444853, 0x00000124, 0x00000040, + 0x00000049, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04003858, 0x00107000, 0x00000000, + 0x00005555, 0x04002064, 0x00101012, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, + 0x02000068, 0x00000001, 0x0600001c, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, + 0x0700003d, 0x001000f2, 0x00000000, 0x0010000a, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, + 0x00100012, 0x00000000, 0x0010000a, 0x00000000, 0x0010100a, 0x00000000, 0x06000036, 0x001000c2, + 0x00000000, 0x00208006, 0x00000000, 0x00000000, 0x0a000038, 0x00100072, 0x00000000, 0x00100386, + 0x00000000, 0x00004002, 0x3acccccd, 0x3f800000, 0x3f800000, 0x00000000, 0x0500001b, 0x001000d2, + 0x00000000, 0x00100906, 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x00004001, 0x00000001, + 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, + }; + static const struct shader ps_ld_array = {ps_ld_array_code, sizeof(ps_ld_array_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 DWORD array_data0[] = + { + 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, + }; + static const DWORD array_data1[] = + { + 0x00ffff00, 0xff000000, 0x00ff0000, 0x000000ff, + }; + static const DWORD array_data2[] = + { + 0x000000ff, 0xffff00ff, 0x0000ff00, 0xff000000, + }; + 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 struct texture array_texture = {4, 1, 3, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, + { + {array_data0, 4 * sizeof(*array_data0)}, + {array_data1, 4 * sizeof(*array_data1)}, + {array_data2, 4 * sizeof(*array_data2)}, + } + }; + + 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}, + {&ps_ld_array, &array_texture, POINT, 0.0f, 0.0f, 0.0f, 0.0f, array_data1}, + }; +#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_texture(void) { struct shader @@ -25229,6 +25758,7 @@ START_TEST(d3d11) run_for_each_feature_level(test_state_refcounting); test_device_context_state(); test_blend(); + test_texture1d(); test_texture(); test_cube_maps(); test_depth_stencil_sampling(); diff --git a/dlls/d3d11/texture.c b/dlls/d3d11/texture.c index 8c7a54956a7..66328b7724c 100644 --- a/dlls/d3d11/texture.c +++ b/dlls/d3d11/texture.c @@ -70,6 +70,14 @@ static ULONG STDMETHODCALLTYPE d3d11_texture1d_AddRef(ID3D11Texture1D *iface)
TRACE("%p increasing refcount to %u.\n", texture, refcount);
+ if (refcount == 1) + { + ID3D11Device_AddRef(texture->device); + wined3d_mutex_lock(); + wined3d_texture_incref(texture->wined3d_texture); + wined3d_mutex_unlock(); + } + return refcount; }
@@ -82,9 +90,14 @@ static ULONG STDMETHODCALLTYPE d3d11_texture1d_Release(ID3D11Texture1D *iface)
if (!refcount) { - wined3d_private_store_cleanup(&texture->private_store); - ID3D11Device_Release(texture->device); - heap_free(texture); + ID3D11Device *device = texture->device; + + wined3d_mutex_lock(); + wined3d_texture_decref(texture->wined3d_texture); + wined3d_mutex_unlock(); + /* Release the device last, it may cause the wined3d device to be + * destroyed. */ + ID3D11Device_Release(device); }
return refcount; @@ -178,6 +191,14 @@ static const struct ID3D11Texture1DVtbl d3d11_texture1d_vtbl = d3d11_texture1d_GetDesc, };
+struct d3d_texture1d *unsafe_impl_from_ID3D11Texture1D(ID3D11Texture1D *iface) +{ + if (!iface) + return NULL; + assert(iface->lpVtbl == &d3d11_texture1d_vtbl); + return CONTAINING_RECORD(iface, struct d3d_texture1d, ID3D11Texture1D_iface); +} + static inline struct d3d_texture1d *impl_from_ID3D10Texture1D(ID3D10Texture1D *iface) { return CONTAINING_RECORD(iface, struct d3d_texture1d, ID3D10Texture1D_iface); @@ -203,6 +224,14 @@ static ULONG STDMETHODCALLTYPE d3d10_texture1d_AddRef(ID3D10Texture1D *iface) return d3d11_texture1d_AddRef(&texture->ID3D11Texture1D_iface); }
+static void STDMETHODCALLTYPE d3d_texture1d_wined3d_object_released(void *parent) +{ + struct d3d_texture1d *texture = parent; + + wined3d_private_store_cleanup(&texture->private_store); + heap_free(texture); +} + static ULONG STDMETHODCALLTYPE d3d10_texture1d_Release(ID3D10Texture1D *iface) { struct d3d_texture1d *texture = impl_from_ID3D10Texture1D(iface); @@ -317,10 +346,27 @@ static const struct ID3D10Texture1DVtbl d3d10_texture1d_vtbl = d3d10_texture1d_GetDesc, };
+struct d3d_texture1d *unsafe_impl_from_ID3D10Texture1D(ID3D10Texture1D *iface) +{ + if (!iface) + return NULL; + assert(iface->lpVtbl == &d3d10_texture1d_vtbl); + return CONTAINING_RECORD(iface, struct d3d_texture1d, ID3D10Texture1D_iface); +} + +static const struct wined3d_parent_ops d3d_texture1d_wined3d_parent_ops = +{ + d3d_texture1d_wined3d_object_released, +}; + HRESULT d3d_texture1d_create(struct d3d_device *device, const D3D11_TEXTURE1D_DESC *desc, const D3D11_SUBRESOURCE_DATA *data, struct d3d_texture1d **out) { + struct wined3d_resource_desc wined3d_desc; struct d3d_texture1d *texture; + unsigned int levels; + DWORD flags = 0; + HRESULT hr;
if (!(texture = heap_alloc_zero(sizeof(*texture)))) return E_OUTOFMEMORY; @@ -328,10 +374,43 @@ HRESULT d3d_texture1d_create(struct d3d_device *device, const D3D11_TEXTURE1D_DE texture->ID3D11Texture1D_iface.lpVtbl = &d3d11_texture1d_vtbl; texture->ID3D10Texture1D_iface.lpVtbl = &d3d10_texture1d_vtbl; texture->refcount = 1; - wined3d_private_store_init(&texture->private_store); texture->desc = *desc; - texture->desc.MipLevels = desc->MipLevels ? desc->MipLevels : wined3d_log2i(desc->Width) + 1; + levels = desc->MipLevels ? desc->MipLevels : wined3d_log2i(desc->Width) + 1; + texture->desc.MipLevels = levels; + + wined3d_desc.resource_type = WINED3D_RTYPE_TEXTURE_1D; + wined3d_desc.format = wined3dformat_from_dxgi_format(desc->Format); + wined3d_desc.multisample_type = WINED3D_MULTISAMPLE_NONE; + wined3d_desc.multisample_quality = 0; + wined3d_desc.usage = wined3d_usage_from_d3d11(desc->BindFlags, desc->Usage); + wined3d_desc.access = wined3d_access_from_d3d11(desc->Usage, + desc->Usage == D3D11_USAGE_DEFAULT ? 0 : desc->CPUAccessFlags); + wined3d_desc.width = desc->Width; + wined3d_desc.height = 1; + wined3d_desc.depth = 1; + wined3d_desc.size = 0; + + if (desc->MiscFlags & D3D11_RESOURCE_MISC_GDI_COMPATIBLE) + flags |= WINED3D_TEXTURE_CREATE_GET_DC; + if (desc->MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS) + flags |= WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS; + + wined3d_mutex_lock(); + hr = wined3d_texture_create(device->wined3d_device, &wined3d_desc, + desc->ArraySize, levels, flags, (struct wined3d_sub_resource_data *)data, + texture, &d3d_texture1d_wined3d_parent_ops, &texture->wined3d_texture); + wined3d_mutex_unlock(); + if (FAILED(hr)) + { + WARN("Failed to create wined3d texture, hr %#x.\n", hr); + wined3d_private_store_cleanup(&texture->private_store); + heap_free(texture); + if (hr == WINED3DERR_NOTAVAILABLE || hr == WINED3DERR_INVALIDCALL) + hr = E_INVALIDARG; + return hr; + } + texture->device = &device->ID3D11Device_iface; ID3D11Device_AddRef(texture->device);
diff --git a/dlls/d3d11/utils.c b/dlls/d3d11/utils.c index cd226b21fb8..8fdb00518ff 100644 --- a/dlls/d3d11/utils.c +++ b/dlls/d3d11/utils.c @@ -713,6 +713,10 @@ struct wined3d_resource *wined3d_resource_from_d3d11_resource(ID3D11Resource *re return wined3d_buffer_get_resource(unsafe_impl_from_ID3D11Buffer( (ID3D11Buffer *)resource)->wined3d_buffer);
+ case D3D11_RESOURCE_DIMENSION_TEXTURE1D: + return wined3d_texture_get_resource(unsafe_impl_from_ID3D11Texture1D( + (ID3D11Texture1D *)resource)->wined3d_texture); + case D3D11_RESOURCE_DIMENSION_TEXTURE2D: return wined3d_texture_get_resource(unsafe_impl_from_ID3D11Texture2D( (ID3D11Texture2D *)resource)->wined3d_texture); @@ -739,6 +743,10 @@ struct wined3d_resource *wined3d_resource_from_d3d10_resource(ID3D10Resource *re return wined3d_buffer_get_resource(unsafe_impl_from_ID3D10Buffer( (ID3D10Buffer *)resource)->wined3d_buffer);
+ case D3D10_RESOURCE_DIMENSION_TEXTURE1D: + return wined3d_texture_get_resource(unsafe_impl_from_ID3D10Texture1D( + (ID3D10Texture1D *)resource)->wined3d_texture); + case D3D10_RESOURCE_DIMENSION_TEXTURE2D: return wined3d_texture_get_resource(unsafe_impl_from_ID3D10Texture2D( (ID3D10Texture2D *)resource)->wined3d_texture);