From: Józef Kucia Subject: [PATCH 4/5] d3d11/tests: Add test showing that inputs aren't matched with outputs. Message-Id: <1464077871-16140-4-git-send-email-jkucia@codeweavers.com> Date: Tue, 24 May 2016 10:17:50 +0200 In-Reply-To: <1464077871-16140-1-git-send-email-jkucia@codeweavers.com> References: <1464077871-16140-1-git-send-email-jkucia@codeweavers.com> Signed-off-by: Józef Kucia --- The output signature and the input signature from the test: // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // SV_PoSiTion 0 xyzw 0 POS float xyzw // COLOR 0 xyzw 1 NONE float xyzw // COLOR 1 xyzw 2 NONE float xyzw // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // SV_PoSiTiOn 0 xyzw 0 POS float // COLOR 1 xyzw 1 NONE float xyzw // COLOR 0 xyzw 2 NONE float xyzw --- dlls/d3d11/tests/d3d11.c | 120 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 120 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index a959c0b..85ec201 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -6756,6 +6756,125 @@ static void test_getdc(void) ok(!refcount, "Device has %u references left.\n", refcount); } +static void test_shader_stage_input_output_matching(void) +{ + struct d3d11_test_context test_context; + D3D11_TEXTURE2D_DESC texture_desc; + ID3D11Texture2D *render_target; + ID3D11RenderTargetView *rtv[2]; + ID3D11DeviceContext *context; + ID3D11VertexShader *vs; + ID3D11PixelShader *ps; + ID3D11Device *device; + HRESULT hr; + + static const DWORD vs_code[] = + { +#if 0 + struct output + { + float4 position : SV_PoSiTion; + float4 color0 : COLOR0; + float4 color1 : COLOR1; + }; + + void main(uint id : SV_VertexID, out output o) + { + float2 coords = float2((id << 1) & 2, id & 2); + o.position = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); + o.color0 = float4(1.0f, 0.0f, 0.0f, 1.0f); + o.color1 = float4(0.0f, 1.0f, 0.0f, 1.0f); + } +#endif + 0x43425844, 0x93c216a1, 0xbaa7e8d4, 0xd5368c6a, 0x4e889e07, 0x00000001, 0x00000224, 0x00000003, + 0x0000002c, 0x00000060, 0x000000cc, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, + 0x4e47534f, 0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x505f5653, 0x5469536f, + 0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000150, 0x00010040, 0x00000054, 0x04000060, + 0x00101012, 0x00000000, 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, + 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000001, 0x07000029, + 0x00100012, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, 0x00000001, 0x07000001, 0x00100012, + 0x00000000, 0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x07000001, 0x00100042, 0x00000000, + 0x0010100a, 0x00000000, 0x00004001, 0x00000002, 0x05000056, 0x00100032, 0x00000000, 0x00100086, + 0x00000000, 0x0f000032, 0x00102032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x40000000, + 0xc0000000, 0x00000000, 0x00000000, 0x00004002, 0xbf800000, 0x3f800000, 0x00000000, 0x00000000, + 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, + 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, + 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, + 0x0100003e, + }; + static const DWORD ps_code[] = + { +#if 0 + struct input + { + float4 position : SV_PoSiTiOn; + float4 color1 : COLOR1; + float4 color0 : COLOR0; + }; + + struct output + { + float4 target0 : SV_Target0; + float4 target1 : SV_Target1; + }; + + void main(const in input i, out output o) + { + o.target0 = i.color0; + o.target1 = i.color1; + } +#endif + 0x43425844, 0x620ef963, 0xed8f19fe, 0x7b3a0a53, 0x126ce021, 0x00000001, 0x00000150, 0x00000003, + 0x0000002c, 0x00000098, 0x000000e4, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000001, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000002, + 0x00000f0f, 0x505f5653, 0x5469536f, 0x006e4f69, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x00000044, + 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, + 0x00000038, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x545f5653, 0x65677261, + 0xabab0074, 0x52444853, 0x00000064, 0x00000040, 0x00000019, 0x03001062, 0x001010f2, 0x00000001, + 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, + 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002, 0x05000036, 0x001020f2, + 0x00000001, 0x00101e46, 0x00000001, 0x0100003e, + }; + + if (!init_test_context(&test_context, NULL)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + 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_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &render_target); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + rtv[0] = test_context.backbuffer_rtv; + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)render_target, NULL, &rtv[1]); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + + ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D11DeviceContext_OMSetRenderTargets(context, 2, rtv, NULL); + ID3D11DeviceContext_Draw(context, 3, 0); + + check_texture_color(test_context.backbuffer, 0xff00ff00, 0); + check_texture_color(render_target, 0xff0000ff, 0); + + ID3D11RenderTargetView_Release(rtv[1]); + ID3D11Texture2D_Release(render_target); + ID3D11PixelShader_Release(ps); + ID3D11VertexShader_Release(vs); + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -6796,4 +6915,5 @@ START_TEST(d3d11) test_draw_depth_only(); test_cb_relative_addressing(); test_getdc(); + test_shader_stage_input_output_matching(); } -- 2.7.3