From: Matteo Bruni Subject: [PATCH v2 10/12] d3d11/tests: Add a geometry shader test. Message-Id: <1463766963-7734-10-git-send-email-mbruni@codeweavers.com> Date: Fri, 20 May 2016 19:56:01 +0200 In-Reply-To: <1463766963-7734-1-git-send-email-mbruni@codeweavers.com> References: <1463766963-7734-1-git-send-email-mbruni@codeweavers.com> Signed-off-by: Matteo Bruni --- v2: Update to use the new create_buffer() helper. dlls/d3d11/tests/d3d11.c | 218 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 218 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 4d676be..4e3ca60 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -6740,6 +6740,223 @@ static void test_getdc(void) ok(!refcount, "Device has %u references left.\n", refcount); } +static void test_geometry_shader(void) +{ + static const struct + { + struct vec4 position; + unsigned int color; + } + vertex[] = + { + {{0.0f, 0.0f, 1.0f, 1.0f}, 0xffffff00}, + }; + static const D3D11_INPUT_ELEMENT_DESC layout_desc[] = + { + {"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}, + }; +#if 0 +struct vs_data +{ + float4 pos : SV_POSITION; + float4 color : COLOR; +}; + +void main(in struct vs_data vs_input, out struct vs_data vs_output) +{ + vs_output.pos = vs_input.pos; + vs_output.color = vs_input.color; +} +#endif + static const DWORD vs_code[] = + { + 0x43425844, 0xd5b32785, 0x35332906, 0x4d05e031, 0xf66a58af, 0x00000001, 0x00000144, 0x00000003, + 0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, + 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040, + 0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067, + 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2, + 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001, + 0x0100003e, + }; +#if 0 +struct gs_data +{ + float4 pos : SV_POSITION; + float4 color : COLOR; +}; + +[maxvertexcount(4)] +void main(point struct gs_data vin[1], inout TriangleStream vout) +{ + float offset = 0.2 * vin[0].pos.w; + gs_data v; + + v.color = vin[0].color; + + v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0); + vout.Append(v); + v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0); + vout.Append(v); + v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0); + vout.Append(v); + v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0); + vout.Append(v); +} +#endif + static const DWORD gs_code[] = + { + 0x43425844, 0x5c14d638, 0x1089a334, 0x4103d097, 0x218e3173, 0x00000001, 0x00000428, 0x00000005, + 0x00000034, 0x0000008c, 0x000000e0, 0x00000134, 0x000003ac, 0x46454452, 0x00000050, 0x00000000, + 0x00000000, 0x00000000, 0x0000001c, 0x47530400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f, + 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x31207265, 0x2e302e30, + 0x31303031, 0x36312e31, 0x00343833, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, + 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000270, 0x00020040, + 0x0000009c, 0x05000061, 0x002010f2, 0x00000001, 0x00000000, 0x00000001, 0x0400005f, 0x002010f2, + 0x00000001, 0x00000001, 0x02000068, 0x00000001, 0x0100085d, 0x0100285c, 0x04000067, 0x001020f2, + 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032, + 0x00100032, 0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3e4ccccd, + 0x3e4ccccd, 0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032, + 0x00000000, 0x00100046, 0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0020102a, 0x00000000, + 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x001020f2, + 0x00000001, 0x00201e46, 0x00000000, 0x00000001, 0x01000013, 0x05000036, 0x00102012, 0x00000000, + 0x0010000a, 0x00000000, 0x0e000032, 0x00100052, 0x00000000, 0x00201ff6, 0x00000000, 0x00000000, + 0x00004002, 0x3e4ccccd, 0x00000000, 0x3e4ccccd, 0x00000000, 0x00201106, 0x00000000, 0x00000000, + 0x05000036, 0x00102022, 0x00000000, 0x0010002a, 0x00000000, 0x06000036, 0x00102042, 0x00000000, + 0x0020102a, 0x00000000, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, + 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000, 0x00000001, 0x01000013, 0x05000036, + 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, 0x00000000, 0x0010001a, + 0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0020102a, 0x00000000, 0x00000000, 0x05000036, + 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, + 0x00000000, 0x00000001, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, + 0x06000036, 0x00102042, 0x00000000, 0x0020102a, 0x00000000, 0x00000000, 0x05000036, 0x00102082, + 0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000, + 0x00000001, 0x01000013, 0x0100003e, 0x54415453, 0x00000074, 0x00000019, 0x00000001, 0x00000000, + 0x00000004, 0x00000002, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000005, 0x00000004, 0x00000000, + 0x00000000, 0x00000000, + }; +#if 0 +struct ps_data +{ + float4 pos : SV_POSITION; + float4 color : COLOR; +}; + +float4 main(struct ps_data ps_input) : SV_Target +{ + return ps_input.color; +} +#endif + static const DWORD ps_code[] = + { + 0x43425844, 0x89803e59, 0x3f798934, 0xf99181df, 0xf5556512, 0x00000001, 0x000000f4, 0x00000003, + 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, + 0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, + 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, + }; + static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; + struct d3d11_test_context test_context; + ID3D11InputLayout *input_layout; + D3D11_RASTERIZER_DESC rs_desc; + ID3D11DeviceContext *context; + unsigned int stride, offset; + struct texture_readback rb; + ID3D11RasterizerState *rs; + ID3D11GeometryShader *gs; + ID3D11VertexShader *vs; + ID3D11PixelShader *ps; + ID3D11Device *device; + RECT scissor_rect; + ID3D11Buffer *vb; + DWORD color; + HRESULT hr; + + if (!init_test_context(&test_context, NULL)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + hr = ID3D11Device_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); + + vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vertex), vertex); + + hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = ID3D11Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), NULL, &gs); + ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); + hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + rs_desc.FillMode = D3D11_FILL_SOLID; + rs_desc.CullMode = D3D11_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 = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + + ID3D11DeviceContext_IASetInputLayout(context, input_layout); + ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); + stride = sizeof(*vertex); + offset = 0; + ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset); + ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); + ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + scissor_rect.left = 160; + scissor_rect.top = 120; + scissor_rect.right = 480; + scissor_rect.bottom = 360; + ID3D11DeviceContext_RSSetScissorRects(context, 1, &scissor_rect); + + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red); + ID3D11DeviceContext_Draw(context, 1, 0); + + get_texture_readback(test_context.backbuffer, 0, &rb); + color = get_readback_color(&rb, 320, 190); + ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 255, 240); + ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 320, 240); + ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 385, 240); + ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color); + color = get_readback_color(&rb, 320, 290); + ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color); + release_texture_readback(&rb); + + ID3D11RasterizerState_Release(rs); + ID3D11PixelShader_Release(ps); + ID3D11GeometryShader_Release(gs); + ID3D11VertexShader_Release(vs); + ID3D11Buffer_Release(vb); + ID3D11InputLayout_Release(input_layout); + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -6780,4 +6997,5 @@ START_TEST(d3d11) test_draw_depth_only(); test_cb_relative_addressing(); test_getdc(); + test_geometry_shader(); } -- 2.7.3