From: Nikolay Sivov Subject: [v3 PATCH] d3dx10: Implement D3DX10UnsetAllDeviceObjects() Message-Id: <1461834724-19078-1-git-send-email-nsivov@codeweavers.com> Date: Thu, 28 Apr 2016 12:12:04 +0300 Signed-off-by: Nikolay Sivov --- v3: removed unrelated tests configure.ac | 1 + dlls/d3dx10_43/d3dx10_43_main.c | 46 ++- dlls/d3dx10_43/tests/Makefile.in | 5 + dlls/d3dx10_43/tests/d3dx10.c | 609 +++++++++++++++++++++++++++++++++++++++ 4 files changed, 659 insertions(+), 2 deletions(-) create mode 100644 dlls/d3dx10_43/tests/Makefile.in create mode 100644 dlls/d3dx10_43/tests/d3dx10.c diff --git a/configure.ac b/configure.ac index 597b84e..5179179 100644 --- a/configure.ac +++ b/configure.ac @@ -2840,6 +2840,7 @@ WINE_CONFIG_DLL(d3dx10_40) WINE_CONFIG_DLL(d3dx10_41) WINE_CONFIG_DLL(d3dx10_42) WINE_CONFIG_DLL(d3dx10_43,,[implib],[d3dx10]) +WINE_CONFIG_TEST(dlls/d3dx10_43/tests) WINE_CONFIG_DLL(d3dx11_42) WINE_CONFIG_DLL(d3dx11_43) WINE_CONFIG_DLL(d3dx9_24) diff --git a/dlls/d3dx10_43/d3dx10_43_main.c b/dlls/d3dx10_43/d3dx10_43_main.c index b28d562..a9e0816 100644 --- a/dlls/d3dx10_43/d3dx10_43_main.c +++ b/dlls/d3dx10_43/d3dx10_43_main.c @@ -119,9 +119,51 @@ HRESULT WINAPI D3DX10CreateEffectPoolFromMemory(const void *data, SIZE_T datasiz HRESULT WINAPI D3DX10UnsetAllDeviceObjects(ID3D10Device *device) { - FIXME("device %p stub.\n", device); + static ID3D10Buffer *buffers[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; + static ID3D10SamplerState *sampler_states[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]; + static ID3D10ShaderResourceView *views[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; + static ID3D10RenderTargetView *target_views[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; + static const UINT strides[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; + static const UINT offsets[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; + static const FLOAT blend_factors[4]; - return E_NOTIMPL; + TRACE("device %p.\n", device); + + if (!device) + return E_INVALIDARG; + + ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers); + ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers); + ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, buffers); + + ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states); + ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states); + ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler_states); + + ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views); + ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views); + ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, views); + + ID3D10Device_VSSetShader(device, NULL); + ID3D10Device_PSSetShader(device, NULL); + ID3D10Device_GSSetShader(device, NULL); + + ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, target_views, NULL); + + ID3D10Device_IASetIndexBuffer(device, NULL, DXGI_FORMAT_R32_UINT, 0); + ID3D10Device_IASetInputLayout(device, NULL); + ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffers, strides, offsets); + + ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, buffers, offsets); + + ID3D10Device_OMSetBlendState(device, NULL, blend_factors, 0); + ID3D10Device_OMSetDepthStencilState(device, NULL, 0); + + ID3D10Device_RSSetState(device, NULL); + + ID3D10Device_SetPredication(device, NULL, FALSE); + + return S_OK; } HRESULT WINAPI D3DX10CreateDevice(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type, diff --git a/dlls/d3dx10_43/tests/Makefile.in b/dlls/d3dx10_43/tests/Makefile.in new file mode 100644 index 0000000..d135a7a --- /dev/null +++ b/dlls/d3dx10_43/tests/Makefile.in @@ -0,0 +1,5 @@ +TESTDLL = d3dx10_43.dll +IMPORTS = d3dx10 d3d10 + +C_SRCS = \ + d3dx10.c diff --git a/dlls/d3dx10_43/tests/d3dx10.c b/dlls/d3dx10_43/tests/d3dx10.c new file mode 100644 index 0000000..336905a --- /dev/null +++ b/dlls/d3dx10_43/tests/d3dx10.c @@ -0,0 +1,609 @@ +/* + * Copyright 2016 Nikolay Sivov for CodeWeavers + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + */ + +#define COBJMACROS +#include "initguid.h" +#include "d3d10_1.h" +#include "d3dx10.h" +#include "wine/test.h" + +static BOOL compare_float(float f, float g, unsigned int ulps) +{ + int x = *(int *)&f; + int y = *(int *)&g; + + if (x < 0) + x = INT_MIN - x; + if (y < 0) + y = INT_MIN - y; + + if (abs(x - y) > ulps) + return FALSE; + + return TRUE; +} + +static ID3D10Device *create_device(void) +{ + ID3D10Device *device; + + if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &device))) + return device; + if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, D3D10_SDK_VERSION, &device))) + return device; + if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &device))) + return device; + + return NULL; +} + +static void test_D3DX10UnsetAllDeviceObjects(void) +{ + static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, + }; +#if 0 +float4 main(float4 pos : POSITION) : POSITION +{ + return pos; +} +#endif + static const DWORD simple_vs[] = + { + 0x43425844, 0x66689e7c, 0x643f0971, 0xb7f67ff4, 0xabc48688, 0x00000001, 0x000000d4, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x49534f50, 0x4e4f4954, 0xababab00, 0x52444853, 0x00000038, 0x00010040, + 0x0000000e, 0x0300005f, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, + 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, + }; + +#if 0 +struct gs_out +{ + float4 pos : SV_POSITION; +}; + +[maxvertexcount(4)] +void main(point float4 vin[1] : POSITION, inout TriangleStream vout) +{ + float offset = 0.1 * vin[0].w; + gs_out v; + + v.pos = float4(vin[0].x - offset, vin[0].y - offset, vin[0].z, vin[0].w); + vout.Append(v); + v.pos = float4(vin[0].x - offset, vin[0].y + offset, vin[0].z, vin[0].w); + vout.Append(v); + v.pos = float4(vin[0].x + offset, vin[0].y - offset, vin[0].z, vin[0].w); + vout.Append(v); + v.pos = float4(vin[0].x + offset, vin[0].y + offset, vin[0].z, vin[0].w); + vout.Append(v); +} +#endif + static const DWORD simple_gs[] = + { + 0x43425844, 0x000ee786, 0xc624c269, 0x885a5cbe, 0x444b3b1f, 0x00000001, 0x0000023c, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 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, 0x000001a0, 0x00020040, + 0x00000068, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x02000068, 0x00000001, 0x0100085d, + 0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032, + 0x00100032, 0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, + 0x3dcccccd, 0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032, + 0x00000000, 0x00100046, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, + 0x00000000, 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0e000032, + 0x00100052, 0x00000000, 0x00201ff6, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x00000000, + 0x3dcccccd, 0x00000000, 0x00201106, 0x00000000, 0x00000000, 0x05000036, 0x00102022, 0x00000000, + 0x0010002a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, + 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, + 0x00000000, 0x0010001a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, + 0x00000000, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036, + 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e, + }; + +#if 0 +float4 main(float4 color : COLOR) : SV_TARGET +{ + return color; +} +#endif + static const DWORD simple_ps[] = + { + 0x43425844, 0x08c2b568, 0x17d33120, 0xb7d82948, 0x13a570fb, 0x00000001, 0x000000d0, 0x00000003, + 0x0000002c, 0x0000005c, 0x00000090, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e, + 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, + 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, + }; + + D3D10_VIEWPORT tmp_viewport[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D10ShaderResourceView *tmp_srv[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; + ID3D10ShaderResourceView *srv[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; + ID3D10RenderTargetView *tmp_rtv[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; + RECT tmp_rect[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D10SamplerState *tmp_sampler[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]; + ID3D10RenderTargetView *rtv[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; + ID3D10Texture2D *rt_texture[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; + ID3D10Buffer *cb[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; + ID3D10Buffer *tmp_buffer[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; + ID3D10SamplerState *sampler[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]; + ID3D10Buffer *buffer[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; + UINT offset[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; + UINT stride[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; + ID3D10Buffer *so_buffer[D3D10_SO_BUFFER_SLOT_COUNT]; + ID3D10InputLayout *tmp_input_layout, *input_layout; + ID3D10DepthStencilState *tmp_ds_state, *ds_state; + ID3D10BlendState *tmp_blend_state, *blend_state; + ID3D10RasterizerState *tmp_rs_state, *rs_state; + ID3D10Predicate *tmp_predicate, *predicate; + D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; + ID3D10DepthStencilView *tmp_dsv, *dsv; + D3D10_PRIMITIVE_TOPOLOGY topology; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10GeometryShader *tmp_gs, *gs; + D3D10_DEPTH_STENCIL_DESC ds_desc; + ID3D10VertexShader *tmp_vs, *vs; + D3D10_SAMPLER_DESC sampler_desc; + D3D10_QUERY_DESC predicate_desc; + ID3D10PixelShader *tmp_ps, *ps; + D3D10_RASTERIZER_DESC rs_desc; + D3D10_BUFFER_DESC buffer_desc; + D3D10_BLEND_DESC blend_desc; + ID3D10Texture2D *ds_texture; + float blend_factor[4]; + ID3D10Device *device; + BOOL predicate_value; + DXGI_FORMAT format; + UINT sample_mask; + UINT stencil_ref; + ULONG refcount; + UINT count, i; + HRESULT hr; + + if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + + /* Create resources. */ + + buffer_desc.ByteWidth = 1024; + buffer_desc.Usage = D3D10_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = 0; + + for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) + { + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb[i]); + ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); + } + + buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_INDEX_BUFFER | D3D10_BIND_SHADER_RESOURCE; + + for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer[i]); + ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); + + stride[i] = (i + 1) * 4; + offset[i] = (i + 1) * 16; + } + + buffer_desc.BindFlags = D3D10_BIND_STREAM_OUTPUT; + + for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i) + { + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &so_buffer[i]); + ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); + } + + srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; + srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER; + U(srv_desc).Buffer.ElementOffset = 0; + U(srv_desc).Buffer.ElementWidth = 64; + + for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + hr = ID3D10Device_CreateShaderResourceView(device, + (ID3D10Resource *)buffer[i % D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT], &srv_desc, &srv[i]); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + } + + sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + 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 = 16; + 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 = 16.0f; + + for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) + { + sampler_desc.MinLOD = (float)i; + + hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler[i]); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + } + + hr = ID3D10Device_CreateVertexShader(device, simple_vs, sizeof(simple_vs), &vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + + hr = ID3D10Device_CreateGeometryShader(device, simple_gs, sizeof(simple_gs), &gs); + ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); + + hr = ID3D10Device_CreatePixelShader(device, simple_ps, sizeof(simple_ps), &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + simple_vs, sizeof(simple_vs), &input_layout); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + + blend_desc.AlphaToCoverageEnable = FALSE; + blend_desc.BlendEnable[0] = FALSE; + blend_desc.BlendEnable[1] = FALSE; + blend_desc.BlendEnable[2] = FALSE; + blend_desc.BlendEnable[3] = FALSE; + blend_desc.BlendEnable[4] = FALSE; + blend_desc.BlendEnable[5] = FALSE; + blend_desc.BlendEnable[6] = FALSE; + blend_desc.BlendEnable[7] = FALSE; + blend_desc.SrcBlend = D3D10_BLEND_ONE; + blend_desc.DestBlend = D3D10_BLEND_ZERO; + blend_desc.BlendOp = D3D10_BLEND_OP_ADD; + blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE; + blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO; + blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; + blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; + blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_ALL; + blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_ALL; + blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_ALL; + blend_desc.RenderTargetWriteMask[4] = D3D10_COLOR_WRITE_ENABLE_ALL; + blend_desc.RenderTargetWriteMask[5] = D3D10_COLOR_WRITE_ENABLE_ALL; + blend_desc.RenderTargetWriteMask[6] = D3D10_COLOR_WRITE_ENABLE_ALL; + blend_desc.RenderTargetWriteMask[7] = D3D10_COLOR_WRITE_ENABLE_ALL; + + hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + + ds_desc.DepthEnable = TRUE; + ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; + ds_desc.DepthFunc = D3D10_COMPARISON_LESS; + ds_desc.StencilEnable = FALSE; + ds_desc.StencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK; + ds_desc.StencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK; + ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; + ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; + ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; + ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; + ds_desc.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; + ds_desc.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; + ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; + ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS; + + hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + + texture_desc.Width = 512; + texture_desc.Height = 512; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D10_USAGE_DEFAULT; + texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + + for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) + { + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture[i]); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + } + + texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; + texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; + + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &ds_texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) + { + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture[i], NULL, &rtv[i]); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + } + + hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)ds_texture, NULL, &dsv); + ok(SUCCEEDED(hr), "Failed to create depthstencil view, hr %#x.\n", hr); + + for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i) + { + tmp_rect[i].left = i; + tmp_rect[i].top = i * 2; + tmp_rect[i].right = i + 1; + tmp_rect[i].bottom = (i + 1) * 2; + + tmp_viewport[i].TopLeftX = i * 3; + tmp_viewport[i].TopLeftY = i * 4; + tmp_viewport[i].Width = 3; + tmp_viewport[i].Height = 4; + tmp_viewport[i].MinDepth = i * 0.01f; + tmp_viewport[i].MaxDepth = (i + 1) * 0.01f; + } + + 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 = FALSE; + rs_desc.MultisampleEnable = FALSE; + rs_desc.AntialiasedLineEnable = FALSE; + + hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs_state); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + + predicate_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE; + predicate_desc.MiscFlags = 0; + + hr = ID3D10Device_CreatePredicate(device, &predicate_desc, &predicate); + ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr); + + /* Setup state. */ + + ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb); + ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv); + ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler); + ID3D10Device_VSSetShader(device, vs); + + ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb); + ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv); + ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler); + ID3D10Device_GSSetShader(device, gs); + + ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb); + ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv); + ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler); + ID3D10Device_PSSetShader(device, ps); + + ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffer, stride, offset); + ID3D10Device_IASetIndexBuffer(device, buffer[0], DXGI_FORMAT_R32_UINT, offset[0]); + ID3D10Device_IASetInputLayout(device, input_layout); + ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + + blend_factor[0] = 0.1f; + blend_factor[1] = 0.2f; + blend_factor[2] = 0.3f; + blend_factor[3] = 0.4f; + ID3D10Device_OMSetBlendState(device, blend_state, blend_factor, 0xff00ff00); + ID3D10Device_OMSetDepthStencilState(device, ds_state, 3); + ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, rtv, dsv); + + ID3D10Device_RSSetScissorRects(device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, tmp_rect); + ID3D10Device_RSSetViewports(device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, tmp_viewport); + ID3D10Device_RSSetState(device, rs_state); + + ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, so_buffer, offset); + + ID3D10Device_SetPredication(device, predicate, TRUE); + + /* Verify D3DX10UnsetAllDeviceObjects(). */ + + hr = D3DX10UnsetAllDeviceObjects(device); + ok(SUCCEEDED(hr), "D3DX10UnsetAllDeviceObjects() failed, %#x\n", hr); + + ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); + for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) + { + ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i); + } + ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv); + for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i); + } + ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler); + for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) + { + ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); + } + ID3D10Device_VSGetShader(device, &tmp_vs); + ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs); + + ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); + for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) + { + ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i); + } + ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv); + for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i); + } + ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler); + for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) + { + ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); + } + ID3D10Device_GSGetShader(device, &tmp_gs); + ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs); + + ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); + for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) + { + ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i); + } + ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv); + for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i); + } + ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler); + for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) + { + ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); + } + ID3D10Device_PSGetShader(device, &tmp_ps); + ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps); + + ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset); + for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + ok(!tmp_buffer[i], "Got unexpected vertex buffer %p in slot %u.\n", tmp_buffer[i], i); + todo_wine ok(!stride[i], "Got unexpected stride %u in slot %u.\n", stride[i], i); + todo_wine ok(!offset[i], "Got unexpected offset %u in slot %u.\n", offset[i], i); + } + ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset); + ok(!tmp_buffer[0], "Got unexpected index buffer %p.\n", tmp_buffer[0]); + ok(format == DXGI_FORMAT_R32_UINT, "Got unexpected index buffer format %#x.\n", format); + ok(!offset[0], "Got unexpected index buffer offset %u.\n", offset[0]); + ID3D10Device_IAGetInputLayout(device, &tmp_input_layout); + ok(!tmp_input_layout, "Got unexpected input layout %p.\n", tmp_input_layout); + ID3D10Device_IAGetPrimitiveTopology(device, &topology); + ok(topology == D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, "Got unexpected primitive topology %#x.\n", topology); + + ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask); + ok(!tmp_blend_state, "Got unexpected blend state %p.\n", tmp_blend_state); + ok(blend_factor[0] == 0.0f && blend_factor[1] == 0.0f + && blend_factor[2] == 0.0f && blend_factor[3] == 0.0f, + "Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n", + blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]); + ok(sample_mask == 0, "Got unexpected sample mask %#x.\n", sample_mask); + ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref); + ok(!tmp_ds_state, "Got unexpected depth stencil state %p.\n", tmp_ds_state); + ok(!stencil_ref, "Got unexpected stencil ref %u.\n", stencil_ref); + ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv); + for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) + { + ok(!tmp_rtv[i], "Got unexpected render target view %p in slot %u.\n", tmp_rtv[i], i); + } + ok(!tmp_dsv, "Got unexpected depth stencil view %p.\n", tmp_dsv); + + ID3D10Device_RSGetScissorRects(device, &count, NULL); + ok(count == D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, "Got unexpected scissor rect count %u.\n", count); + memset(tmp_rect, 0x55, sizeof(tmp_rect)); + count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + ID3D10Device_RSGetScissorRects(device, &count, tmp_rect); + for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i) + { + ok(tmp_rect[i].left == i + && tmp_rect[i].top == i * 2 + && tmp_rect[i].right == i + 1 + && tmp_rect[i].bottom == (i + 1) * 2, + "Got unexpected scissor rect {%d, %d, %d, %d} in slot %u.\n", + tmp_rect[i].left, tmp_rect[i].top, tmp_rect[i].right, tmp_rect[i].bottom, i); + } + ID3D10Device_RSGetViewports(device, &count, NULL); + ok(count == D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, "Got unexpected scissor rect count %u.\n", count); + memset(tmp_viewport, 0x55, sizeof(tmp_viewport)); + count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + ID3D10Device_RSGetViewports(device, &count, tmp_viewport); + for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i) + { + ok(tmp_viewport[i].TopLeftX == i * 3 + && tmp_viewport[i].TopLeftY == i * 4 + && tmp_viewport[i].Width == 3 + && tmp_viewport[i].Height == 4 + && compare_float(tmp_viewport[i].MinDepth, i * 0.01f, 16) + && compare_float(tmp_viewport[i].MaxDepth, (i + 1) * 0.01f, 16), + "Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n", + tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width, + tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i); + } + ID3D10Device_RSGetState(device, &tmp_rs_state); + ok(!tmp_rs_state, "Got unexpected rasterizer state %p.\n", tmp_rs_state); + + ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset); + for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i) + { + ok(!tmp_buffer[i], "Got unexpected stream output %p in slot %u.\n", tmp_buffer[i], i); + ok(offset[i] == ~0u, "Got unexpected stream output offset %u in slot %u.\n", offset[i], i); + } + + ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value); + ok(!tmp_predicate, "Got unexpected predicate %p.\n", tmp_predicate); + ok(!predicate_value, "Got unexpected predicate value %#x.\n", predicate_value); + + /* Cleanup. */ + + ID3D10Predicate_Release(predicate); + ID3D10RasterizerState_Release(rs_state); + ID3D10DepthStencilView_Release(dsv); + ID3D10Texture2D_Release(ds_texture); + + for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) + { + ID3D10RenderTargetView_Release(rtv[i]); + ID3D10Texture2D_Release(rt_texture[i]); + } + + ID3D10DepthStencilState_Release(ds_state); + ID3D10BlendState_Release(blend_state); + ID3D10InputLayout_Release(input_layout); + ID3D10VertexShader_Release(vs); + ID3D10GeometryShader_Release(gs); + ID3D10PixelShader_Release(ps); + + for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) + { + ID3D10SamplerState_Release(sampler[i]); + } + + for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + ID3D10ShaderResourceView_Release(srv[i]); + } + + for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i) + { + ID3D10Buffer_Release(so_buffer[i]); + } + + for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) + { + ID3D10Buffer_Release(buffer[i]); + } + + for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) + { + ID3D10Buffer_Release(cb[i]); + } + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + +START_TEST(d3dx10) +{ + test_D3DX10UnsetAllDeviceObjects(); +} -- 2.8.0.rc3