Signed-off-by: Nikolay Sivov nsivov@codeweavers.com --- dlls/d2d1/tests/d2d1.c | 228 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 228 insertions(+)
diff --git a/dlls/d2d1/tests/d2d1.c b/dlls/d2d1/tests/d2d1.c index a8b67f144b..5f448dc1a1 100644 --- a/dlls/d2d1/tests/d2d1.c +++ b/dlls/d2d1/tests/d2d1.c @@ -6529,6 +6529,233 @@ static void test_create_device(void) ok(!refcount, "Factory has %u references left.\n", refcount); }
+static void test_check_bitmap_surface(ID2D1Bitmap1 *bitmap, BOOL has_surface, DWORD expected_options) +{ + D2D1_BITMAP_OPTIONS options; + IDXGISurface *surface; + HRESULT hr; + + options = ID2D1Bitmap1_GetOptions(bitmap); + ok(options == expected_options, "Unexpected bitmap options %#x, expected %#x.\n", options, expected_options); + + surface = (void *)0xdeadbeef; + hr = ID2D1Bitmap1_GetSurface(bitmap, &surface); + if (has_surface) + { + D3D10_TEXTURE2D_DESC desc; + ID3D10Texture2D *texture; + + todo_wine + ok(SUCCEEDED(hr), "Failed to get bitmap surface, hr %#x.\n", hr); + ok(!!surface, "Expected surface instance.\n"); + + if (SUCCEEDED(hr)) + { + /* Correlate with resource configuration. */ + hr = IDXGISurface_QueryInterface(surface, &IID_ID3D10Texture2D, (void **)&texture); + ok(SUCCEEDED(hr), "Failed to get texture pointer, hr %#x.\n", hr); + + ID3D10Texture2D_GetDesc(texture, &desc); + ok(desc.Usage == 0, "Unexpected usage %#x.\n", desc.Usage); + ok(desc.BindFlags == (options & D2D1_BITMAP_OPTIONS_TARGET ? D3D10_BIND_RENDER_TARGET : D3D10_BIND_SHADER_RESOURCE), + "Unexpected bind flags %#x, bitmap options %#x.\n", desc.BindFlags, options); + ok(desc.CPUAccessFlags == 0, "Unexpected cpu access flags %#x.\n", desc.CPUAccessFlags); + ok(desc.MiscFlags == 0, "Unexpected misc flags %#x.\n", desc.MiscFlags); + + ID3D10Texture2D_Release(texture); + + IDXGISurface_Release(surface); + } + } + else + { + todo_wine { + ok(hr == D2DERR_INVALID_CALL, "Unexpected hr %#x.\n", hr); + ok(!surface, "Unexpected surface instance.\n"); + } + } +} + +static void test_check_rt_bitmap_surface(ID2D1RenderTarget *rt, BOOL has_surface, DWORD options) +{ + D2D1_BITMAP_PROPERTIES bitmap_desc; + ID2D1RenderTarget *compatible_rt; + ID2D1DeviceContext *context; + ID2D1Bitmap1 *bitmap1; + ID2D1Bitmap *bitmap; + D2D1_SIZE_U size; + HRESULT hr; + + static const DWORD bitmap_data[] = + { + 0x7f7f0000, + }; + + set_size_u(&size, 1, 1); + bitmap_desc.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM; + bitmap_desc.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE; + bitmap_desc.dpiX = 96.0f; + bitmap_desc.dpiY = 96.0f; + hr = ID2D1RenderTarget_CreateBitmap(rt, size, bitmap_data, sizeof(*bitmap_data), &bitmap_desc, &bitmap); + ok(SUCCEEDED(hr), "Failed to create bitmap, hr %#x.\n", hr); + + hr = ID2D1Bitmap_QueryInterface(bitmap, &IID_ID2D1Bitmap1, (void **)&bitmap1); + ok(SUCCEEDED(hr), "Failed to get ID2D1Bitmap1 interface, hr %#x.\n", hr); + + test_check_bitmap_surface(bitmap1, has_surface, options); + + ID2D1Bitmap1_Release(bitmap1); + ID2D1Bitmap_Release(bitmap); + + if (FAILED(ID2D1RenderTarget_QueryInterface(rt, &IID_ID2D1DeviceContext, (void **)&context))) + { + /* Compatible target follows its parent. */ + hr = ID2D1RenderTarget_CreateCompatibleRenderTarget(rt, NULL, NULL, NULL, + D2D1_COMPATIBLE_RENDER_TARGET_OPTIONS_NONE, (ID2D1BitmapRenderTarget **)&compatible_rt); + ok(SUCCEEDED(hr), "Failed to create compatible render target, hr %#x.\n", hr); + + hr = ID2D1RenderTarget_CreateBitmap(compatible_rt, size, bitmap_data, sizeof(*bitmap_data), &bitmap_desc, &bitmap); + ok(SUCCEEDED(hr), "Failed to create bitmap, hr %#x.\n", hr); + + hr = ID2D1Bitmap_QueryInterface(bitmap, &IID_ID2D1Bitmap1, (void **)&bitmap1); + ok(SUCCEEDED(hr), "Failed to get ID2D1Bitmap1 interface, hr %#x.\n", hr); + + test_check_bitmap_surface(bitmap1, has_surface, options); + ID2D1RenderTarget_Release(compatible_rt); + + ID2D1Bitmap1_Release(bitmap1); + ID2D1Bitmap_Release(bitmap); + } + else + ID2D1DeviceContext_Release(context); +} + +static void test_bitmap_surface(void) +{ + D2D1_HWND_RENDER_TARGET_PROPERTIES hwnd_rt_desc; + D2D1_RENDER_TARGET_PROPERTIES rt_desc; + ID3D10Device1 *d3d_device; + IDXGISwapChain *swapchain; + IDXGIDevice *dxgi_device; + ID2D1Factory1 *factory; + ID2D1RenderTarget *rt; + IDXGISurface *surface; + ID2D1Device *device; + ID2D1DeviceContext *device_context; + D2D1_BITMAP_PROPERTIES1 bitmap_desc; + ID2D1Bitmap1 *bitmap; + HWND window; + HRESULT hr; + + IWICBitmap *wic_bitmap; + IWICImagingFactory *wic_factory; + + if (!(d3d_device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + + if (FAILED(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &IID_ID2D1Factory1, NULL, (void **)&factory))) + { + win_skip("ID2D1Factory1 is not supported.\n"); + ID3D10Device1_Release(d3d_device); + return; + } + + /* DXGI target */ + window = create_window(); + swapchain = create_swapchain(d3d_device, window, TRUE); + hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_IDXGISurface, (void **)&surface); + ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr); + rt = create_render_target(surface); + ok(!!rt, "Failed to create render target.\n"); + + test_check_rt_bitmap_surface(rt, TRUE, D2D1_BITMAP_OPTIONS_NONE); + ID2D1RenderTarget_Release(rt); + + /* Bitmap created from DXGI surface. */ + hr = ID3D10Device1_QueryInterface(d3d_device, &IID_IDXGIDevice, (void **)&dxgi_device); + ok(SUCCEEDED(hr), "Failed to get IDXGIDevice interface, hr %#x.\n", hr); + + hr = ID2D1Factory1_CreateDevice(factory, dxgi_device, &device); + ok(SUCCEEDED(hr), "Failed to get ID2D1Device, hr %#x.\n", hr); + + hr = ID2D1Device_CreateDeviceContext(device, D2D1_DEVICE_CONTEXT_OPTIONS_NONE, &device_context); +todo_wine + ok(SUCCEEDED(hr), "Failed to create device context, hr %#x.\n", hr); + +if (SUCCEEDED(hr)) +{ + memset(&bitmap_desc, 0, sizeof(bitmap_desc)); + bitmap_desc.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM; + bitmap_desc.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE; + bitmap_desc.dpiX = 96.0f; + bitmap_desc.dpiY = 96.0f; + hr = ID2D1DeviceContext_CreateBitmapFromDxgiSurface(device_context, surface, NULL, &bitmap); + ok(SUCCEEDED(hr), "Failed to create a bitmap, hr %#x.\n", hr); + + test_check_bitmap_surface(bitmap, TRUE, D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW); + test_check_rt_bitmap_surface((ID2D1RenderTarget *)device_context, TRUE, D2D1_BITMAP_OPTIONS_NONE); + + ID2D1DeviceContext_Release(device_context); +} + ID2D1Device_Release(device); + IDXGIDevice_Release(dxgi_device); + IDXGISurface_Release(surface); + + /* DC target */ + rt_desc.type = D2D1_RENDER_TARGET_TYPE_DEFAULT; + rt_desc.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM; + rt_desc.pixelFormat.alphaMode = D2D1_ALPHA_MODE_PREMULTIPLIED; + rt_desc.dpiX = 96.0f; + rt_desc.dpiY = 96.0f; + rt_desc.usage = D2D1_RENDER_TARGET_USAGE_NONE; + rt_desc.minLevel = D2D1_FEATURE_LEVEL_DEFAULT; + hr = ID2D1Factory1_CreateDCRenderTarget(factory, &rt_desc, (ID2D1DCRenderTarget **)&rt); + ok(SUCCEEDED(hr), "Failed to create target, hr %#x.\n", hr); + + test_check_rt_bitmap_surface(rt, FALSE, D2D1_BITMAP_OPTIONS_NONE); + ID2D1RenderTarget_Release(rt); + + /* HWND target */ + hwnd_rt_desc.hwnd = NULL; + hwnd_rt_desc.pixelSize.width = 64; + hwnd_rt_desc.pixelSize.height = 64; + hwnd_rt_desc.presentOptions = D2D1_PRESENT_OPTIONS_NONE; + hwnd_rt_desc.hwnd = CreateWindowA("static", "d2d_test", 0, 0, 0, 0, 0, 0, 0, 0, 0); + ok(!!hwnd_rt_desc.hwnd, "Failed to create target window.\n"); + + hr = ID2D1Factory1_CreateHwndRenderTarget(factory, &rt_desc, &hwnd_rt_desc, (ID2D1HwndRenderTarget **)&rt); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + + test_check_rt_bitmap_surface(rt, FALSE, D2D1_BITMAP_OPTIONS_NONE); + ID2D1RenderTarget_Release(rt); + DestroyWindow(hwnd_rt_desc.hwnd); + + /* WIC target */ + CoInitializeEx(NULL, COINIT_APARTMENTTHREADED); + + hr = CoCreateInstance(&CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, + &IID_IWICImagingFactory, (void **)&wic_factory); + ok(SUCCEEDED(hr), "Failed to create WIC imaging factory, hr %#x.\n", hr); + hr = IWICImagingFactory_CreateBitmap(wic_factory, 16, 16, + &GUID_WICPixelFormat32bppPBGRA, WICBitmapCacheOnDemand, &wic_bitmap); + ok(SUCCEEDED(hr), "Failed to create bitmap, hr %#x.\n", hr); + IWICImagingFactory_Release(wic_factory); + + hr = ID2D1Factory1_CreateWicBitmapRenderTarget(factory, wic_bitmap, &rt_desc, &rt); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + + test_check_rt_bitmap_surface(rt, FALSE, D2D1_BITMAP_OPTIONS_NONE); + ID2D1RenderTarget_Release(rt); + + CoUninitialize(); + + ID2D1Factory1_Release(factory); + ID3D10Device1_Release(d3d_device); +} + START_TEST(d2d1) { unsigned int argc, i; @@ -6568,6 +6795,7 @@ START_TEST(d2d1) queue_test(test_layer); queue_test(test_bezier_intersect); queue_test(test_create_device); + queue_test(test_bitmap_surface);
run_queued_tests(); }
On 19 August 2018 at 17:18, Nikolay Sivov nsivov@codeweavers.com wrote:
+static void test_check_bitmap_surface(ID2D1Bitmap1 *bitmap, BOOL has_surface, DWORD expected_options) +{
- D2D1_BITMAP_OPTIONS options;
- IDXGISurface *surface;
- HRESULT hr;
- options = ID2D1Bitmap1_GetOptions(bitmap);
- ok(options == expected_options, "Unexpected bitmap options %#x, expected %#x.\n", options, expected_options);
- surface = (void *)0xdeadbeef;
- hr = ID2D1Bitmap1_GetSurface(bitmap, &surface);
- if (has_surface)
- {
D3D10_TEXTURE2D_DESC desc;
ID3D10Texture2D *texture;
- todo_wine
ok(SUCCEEDED(hr), "Failed to get bitmap surface, hr %#x.\n", hr);
ok(!!surface, "Expected surface instance.\n");
- if (SUCCEEDED(hr))
- {
/* Correlate with resource configuration. */
hr = IDXGISurface_QueryInterface(surface, &IID_ID3D10Texture2D, (void **)&texture);
ok(SUCCEEDED(hr), "Failed to get texture pointer, hr %#x.\n", hr);
ID3D10Texture2D_GetDesc(texture, &desc);
ok(desc.Usage == 0, "Unexpected usage %#x.\n", desc.Usage);
ok(desc.BindFlags == (options & D2D1_BITMAP_OPTIONS_TARGET ? D3D10_BIND_RENDER_TARGET : D3D10_BIND_SHADER_RESOURCE),
"Unexpected bind flags %#x, bitmap options %#x.\n", desc.BindFlags, options);
ok(desc.CPUAccessFlags == 0, "Unexpected cpu access flags %#x.\n", desc.CPUAccessFlags);
ok(desc.MiscFlags == 0, "Unexpected misc flags %#x.\n", desc.MiscFlags);
ID3D10Texture2D_Release(texture);
IDXGISurface_Release(surface);
- }
- }
- else
- {
- todo_wine {
ok(hr == D2DERR_INVALID_CALL, "Unexpected hr %#x.\n", hr);
ok(!surface, "Unexpected surface instance.\n");
- }
- }
+}
That's going to be a bit of a pain to trace back to the test if it fails. Would something along the lines of e.g. check_texture_color() in the d3d11 tests work?
On 08/21/2018 02:10 PM, Henri Verbeet wrote:
On 19 August 2018 at 17:18, Nikolay Sivov nsivov@codeweavers.com wrote:
+static void test_check_bitmap_surface(ID2D1Bitmap1 *bitmap, BOOL has_surface, DWORD expected_options) +{
- D2D1_BITMAP_OPTIONS options;
- IDXGISurface *surface;
- HRESULT hr;
- options = ID2D1Bitmap1_GetOptions(bitmap);
- ok(options == expected_options, "Unexpected bitmap options %#x, expected %#x.\n", options, expected_options);
- surface = (void *)0xdeadbeef;
- hr = ID2D1Bitmap1_GetSurface(bitmap, &surface);
- if (has_surface)
- {
D3D10_TEXTURE2D_DESC desc;
ID3D10Texture2D *texture;
- todo_wine
ok(SUCCEEDED(hr), "Failed to get bitmap surface, hr %#x.\n", hr);
ok(!!surface, "Expected surface instance.\n");
- if (SUCCEEDED(hr))
- {
/* Correlate with resource configuration. */
hr = IDXGISurface_QueryInterface(surface, &IID_ID3D10Texture2D, (void **)&texture);
ok(SUCCEEDED(hr), "Failed to get texture pointer, hr %#x.\n", hr);
ID3D10Texture2D_GetDesc(texture, &desc);
ok(desc.Usage == 0, "Unexpected usage %#x.\n", desc.Usage);
ok(desc.BindFlags == (options & D2D1_BITMAP_OPTIONS_TARGET ? D3D10_BIND_RENDER_TARGET : D3D10_BIND_SHADER_RESOURCE),
"Unexpected bind flags %#x, bitmap options %#x.\n", desc.BindFlags, options);
ok(desc.CPUAccessFlags == 0, "Unexpected cpu access flags %#x.\n", desc.CPUAccessFlags);
ok(desc.MiscFlags == 0, "Unexpected misc flags %#x.\n", desc.MiscFlags);
ID3D10Texture2D_Release(texture);
IDXGISurface_Release(surface);
- }
- }
- else
- {
- todo_wine {
ok(hr == D2DERR_INVALID_CALL, "Unexpected hr %#x.\n", hr);
ok(!surface, "Unexpected surface instance.\n");
- }
- }
+}
That's going to be a bit of a pain to trace back to the test if it fails. Would something along the lines of e.g. check_texture_color() in the d3d11 tests work?
Sure, makes sense.