From: Henri Verbeet Subject: [PATCH 3/5] d3d10core/tests: Add a basic scissoring test. Message-Id: <1409568179-15097-3-git-send-email-hverbeet@codeweavers.com> Date: Mon, 1 Sep 2014 12:42:57 +0200 --- dlls/d3d10core/tests/Makefile.in | 2 +- dlls/d3d10core/tests/device.c | 285 ++++++++++++++++++++++++++++++++++++++ 2 files changed, 286 insertions(+), 1 deletion(-) diff --git a/dlls/d3d10core/tests/Makefile.in b/dlls/d3d10core/tests/Makefile.in index ca96a25..386840a 100644 --- a/dlls/d3d10core/tests/Makefile.in +++ b/dlls/d3d10core/tests/Makefile.in @@ -1,5 +1,5 @@ TESTDLL = d3d10core.dll -IMPORTS = d3d10 +IMPORTS = d3d10 user32 C_SRCS = \ device.c diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index d761dae..a335b47 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -27,6 +27,53 @@ static ULONG get_refcount(IUnknown *iface) return IUnknown_Release(iface); } +static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff) +{ + if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) + return FALSE; + c1 >>= 8; c2 >>= 8; + if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) + return FALSE; + c1 >>= 8; c2 >>= 8; + if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) + return FALSE; + c1 >>= 8; c2 >>= 8; + if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) + return FALSE; + return TRUE; +} + +static DWORD get_texture_color(ID3D10Texture2D *src_texture, unsigned int x, unsigned int y) +{ + D3D10_MAPPED_TEXTURE2D mapped_texture; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10Texture2D *dst_texture; + ID3D10Device *device; + DWORD color; + HRESULT hr; + + ID3D10Texture2D_GetDevice(src_texture, &device); + + ID3D10Texture2D_GetDesc(src_texture, &texture_desc); + texture_desc.Usage = D3D10_USAGE_STAGING; + texture_desc.BindFlags = 0; + texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ; + texture_desc.MiscFlags = 0; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &dst_texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + ID3D10Device_CopyResource(device, (ID3D10Resource *)dst_texture, (ID3D10Resource *)src_texture); + hr = ID3D10Texture2D_Map(dst_texture, 0, D3D10_MAP_READ, 0, &mapped_texture); + ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr); + color = *(DWORD *)(((BYTE *)mapped_texture.pData) + mapped_texture.RowPitch * y + x * 4); + ID3D10Texture2D_Unmap(dst_texture, 0); + + ID3D10Texture2D_Release(dst_texture); + ID3D10Device_Release(device); + + return color; +} + static ID3D10Device *create_device(void) { ID3D10Device *device; @@ -41,6 +88,47 @@ static ID3D10Device *create_device(void) return NULL; } +static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, BOOL windowed) +{ + IDXGISwapChain *swapchain; + DXGI_SWAP_CHAIN_DESC desc; + IDXGIDevice *dxgi_device; + IDXGIAdapter *adapter; + IDXGIFactory *factory; + HRESULT hr; + + hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); + ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr); + hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter); + ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr); + IDXGIDevice_Release(dxgi_device); + hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory); + ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr); + IDXGIAdapter_Release(adapter); + + desc.BufferDesc.Width = 640; + desc.BufferDesc.Height = 480; + desc.BufferDesc.RefreshRate.Numerator = 60; + desc.BufferDesc.RefreshRate.Denominator = 1; + desc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; + desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; + desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + desc.BufferCount = 1; + desc.OutputWindow = window; + desc.Windowed = windowed; + desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + desc.Flags = 0; + + hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &desc, &swapchain); + ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr); + IDXGIFactory_Release(factory); + + return swapchain; +} + static void test_create_texture2d(void) { ULONG refcount, expected_refcount; @@ -901,6 +989,202 @@ static void test_device_removed_reason(void) ok(!refcount, "Device has %u references left.\n", refcount); } +static void test_scissor(void) +{ + D3D10_SUBRESOURCE_DATA buffer_data; + ID3D10InputLayout *input_layout; + D3D10_RASTERIZER_DESC rs_desc; + D3D10_BUFFER_DESC buffer_desc; + ID3D10RenderTargetView *rtv; + ID3D10Texture2D *backbuffer; + unsigned int stride, offset; + ID3D10RasterizerState *rs; + IDXGISwapChain *swapchain; + D3D10_RECT scissor_rect; + ID3D10VertexShader *vs; + ID3D10PixelShader *ps; + ID3D10Device *device; + D3D10_VIEWPORT vp; + ID3D10Buffer *vb; + ULONG refcount; + DWORD color; + HWND window; + HRESULT hr; + + static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; + static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, + }; + static const DWORD vs_code[] = + { + /* float4 main(float4 position : POSITION) : SV_POSITION + * { + * return position; + * } */ + 0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005, + 0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000, + 0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f, + 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e, + 0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040, + 0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, + 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + }; + static const DWORD ps_code[] = + { + /* float4 main(float4 position : SV_POSITION) : SV_Target + * { + * return float4(0.0, 1.0, 0.0, 1.0); + * } */ + 0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005, + 0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000, + 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f, + 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e, + 0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, + 0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, + 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002, + 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, + }; + static const struct + { + float x, y; + } + quad[] = + { + {-1.0f, -1.0f}, + {-1.0f, 1.0f}, + { 1.0f, -1.0f}, + { 1.0f, 1.0f}, + }; + + if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + window = CreateWindowA("static", "d2d1_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, + 0, 0, 640, 480, NULL, NULL, NULL, NULL); + swapchain = create_swapchain(device, window, TRUE); + hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer); + ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr); + + hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + vs_code, sizeof(vs_code), &input_layout); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + + buffer_desc.ByteWidth = sizeof(quad); + buffer_desc.Usage = D3D10_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = 0; + + buffer_data.pSysMem = quad; + buffer_data.SysMemPitch = 0; + buffer_data.SysMemSlicePitch = 0; + + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + rs_desc.FillMode = D3D10_FILL_SOLID; + rs_desc.CullMode = D3D10_CULL_BACK; + rs_desc.FrontCounterClockwise = FALSE; + rs_desc.DepthBias = 0; + rs_desc.DepthBiasClamp = 0.0f; + rs_desc.SlopeScaledDepthBias = 0.0f; + rs_desc.DepthClipEnable = TRUE; + rs_desc.ScissorEnable = TRUE; + rs_desc.MultisampleEnable = FALSE; + rs_desc.AntialiasedLineEnable = FALSE; + hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + + ID3D10Device_IASetInputLayout(device, input_layout); + ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + stride = sizeof(*quad); + offset = 0; + ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset); + ID3D10Device_VSSetShader(device, vs); + ID3D10Device_PSSetShader(device, ps); + + vp.TopLeftX = 0; + vp.TopLeftY = 0; + vp.Width = 640; + vp.Height = 480; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + ID3D10Device_RSSetViewports(device, 1, &vp); + + scissor_rect.left = 160; + scissor_rect.top = 120; + scissor_rect.right = 480; + scissor_rect.bottom = 360; + ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect); + + ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); + + ID3D10Device_ClearRenderTargetView(device, rtv, red); + color = get_texture_color(backbuffer, 320, 240); + ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color); + + ID3D10Device_Draw(device, 4, 0); + color = get_texture_color(backbuffer, 320, 60); + ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color); + color = get_texture_color(backbuffer, 80, 240); + ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color); + color = get_texture_color(backbuffer, 320, 240); + ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color); + color = get_texture_color(backbuffer, 560, 240); + ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color); + color = get_texture_color(backbuffer, 320, 420); + ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color); + + ID3D10Device_ClearRenderTargetView(device, rtv, red); + ID3D10Device_RSSetState(device, rs); + ID3D10Device_Draw(device, 4, 0); + color = get_texture_color(backbuffer, 320, 60); + ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color); + color = get_texture_color(backbuffer, 80, 240); + ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color); + color = get_texture_color(backbuffer, 320, 240); + ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color); + color = get_texture_color(backbuffer, 560, 240); + ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color); + color = get_texture_color(backbuffer, 320, 420); + ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color); + + ID3D10RenderTargetView_Release(rtv); + ID3D10RasterizerState_Release(rs); + ID3D10PixelShader_Release(ps); + ID3D10VertexShader_Release(vs); + ID3D10Buffer_Release(vb); + ID3D10InputLayout_Release(input_layout); + ID3D10Texture2D_Release(backbuffer); + IDXGISwapChain_Release(swapchain); + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + DestroyWindow(window); +} + START_TEST(device) { test_create_texture2d(); @@ -915,4 +1199,5 @@ START_TEST(device) test_create_rasterizer_state(); test_create_predicate(); test_device_removed_reason(); + test_scissor(); } -- 1.7.10.4