From: Andrew Wesie Subject: [v2 2/2] d3d11/tests: Add test of SV_VertexID. Message-Id: <1479445611-11329-2-git-send-email-awesie@gmail.com> Date: Thu, 17 Nov 2016 23:06:51 -0600 In-Reply-To: <1479445611-11329-1-git-send-email-awesie@gmail.com> References: <1479445611-11329-1-git-send-email-awesie@gmail.com> Signed-off-by: Andrew Wesie --- dlls/d3d11/tests/d3d11.c | 146 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 146 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 123676d..fd5bdd1 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -10906,6 +10906,151 @@ float4 main(struct ps_data ps_input) : SV_Target release_test_context(&test_context); } +static void test_sm4_vertexid(void) +{ + struct d3d11_test_context test_context; + ID3D11PixelShader *ps; + ID3D11DeviceContext *context; + ID3D11Device *device; + DWORD expected_color; + ID3D11Buffer *ib; + HRESULT hr; + unsigned int stride, offset; + + static const DWORD ps_code[] = + { +#if 0 +struct VSOut +{ + float4 pos : SV_Position; + float4 color : color; +}; + +float4 main(VSOut input) : SV_TARGET +{ + return input.color; +} +#endif + 0x43425844, 0x119e48d1, 0x468aecb3, 0x0a405be5, 0x4e203b82, 0x00000001, 0x000000f4, 0x00000003, + 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f63, 0xabab0072, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, + 0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, + 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e + }; + static const D3D11_INPUT_ELEMENT_DESC layout_desc[] = + { + { "SV_Position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "SV_VertexID", 0, DXGI_FORMAT_R32_UINT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + static const DWORD vs_code[] = + { +#if 0 +struct VSIn +{ + float4 pos : SV_Position; + uint vertexid : SV_VertexID; +}; + +struct VSOut +{ + float4 pos : SV_Position; + float4 color : color; +}; + +VSOut main(VSIn input) +{ + VSOut output; + if (input.vertexid < 4) + output.color = float4(0.0, 1.0, 1.0, 1.0); + else + output.color = float4(1.0, 0.0, 0.0, 1.0); + output.pos = input.pos; + return output; +} +#endif + 0x43425844, 0xcbc9ab23, 0x3f01a208, 0x1df619da, 0xe93cc736, 0x00000001, 0x00000198, 0x00000003, + 0x0000002c, 0x00000084, 0x000000d8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000006, + 0x00000001, 0x00000001, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x565f5653, 0x65747265, + 0x00444978, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, + 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, + 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x6f6c6f63, 0xabab0072, 0x52444853, 0x000000b8, + 0x00010040, 0x0000002e, 0x0300005f, 0x001010f2, 0x00000000, 0x04000060, 0x00101012, 0x00000001, + 0x00000006, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, + 0x02000068, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0700004f, + 0x00100012, 0x00000000, 0x0010100a, 0x00000001, 0x00004001, 0x00000004, 0x0f000037, 0x001020f2, + 0x00000001, 0x00100006, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, + 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e + }; + static const struct vec2 vertices[] = + { + { 0.0f, 0.0f }, + { 0.0f, 0.0f }, + { 0.0f, 0.0f }, + { 0.0f, 0.0f }, + { -1.0f, -1.0f }, + { -1.0f, 1.0f }, + { 1.0f, -1.0f }, + { 1.0f, 1.0f }, + }; + static const unsigned int indices[] = + { + 0, 0, 0, 0, 0, 1, 2, 3 + }; + + if (!init_test_context(&test_context, NULL)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create return pixel shader, hr %#x.\n", hr); + + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + expected_color = 0xffffff00; + + ib = create_buffer(device, D3D11_BIND_INDEX_BUFFER, sizeof(indices), indices); + + hr = ID3D11Device_CreateInputLayout(device, layout_desc, + sizeof(layout_desc) / sizeof(*layout_desc), + vs_code, sizeof(vs_code), &test_context.input_layout); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + + test_context.vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vertices), vertices); + + hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + + ID3D11DeviceContext_IASetInputLayout(test_context.immediate_context, test_context.input_layout); + ID3D11DeviceContext_IASetPrimitiveTopology(test_context.immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + stride = sizeof(*vertices); + offset = 0; + ID3D11DeviceContext_IASetVertexBuffers(test_context.immediate_context, 0, 1, &test_context.vb, &stride, &offset); + ID3D11DeviceContext_IASetIndexBuffer(test_context.immediate_context, ib, DXGI_FORMAT_R32_UINT, 0); + ID3D11DeviceContext_VSSetShader(test_context.immediate_context, test_context.vs, NULL, 0); + + ID3D11DeviceContext_Draw(test_context.immediate_context, 4, 4); + check_texture_color(test_context.backbuffer, expected_color, 0); + + ID3D11DeviceContext_DrawIndexed(test_context.immediate_context, 4, 4, 4); + check_texture_color(test_context.backbuffer, expected_color, 0); + + ID3D11DeviceContext_DrawInstanced(test_context.immediate_context, 4, 1, 4, 0); + check_texture_color(test_context.backbuffer, expected_color, 0); + + ID3D11DeviceContext_DrawIndexedInstanced(test_context.immediate_context, 4, 1, 4, 4, 0); + check_texture_color(test_context.backbuffer, expected_color, 0); + + ID3D11Buffer_Release(ib); + ID3D11PixelShader_Release(ps); + + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -10965,4 +11110,5 @@ START_TEST(d3d11) run_for_each_feature_level(test_required_format_support); run_for_each_9_x_feature_level(test_fl9_draw); test_ddy(); + test_sm4_vertexid(); } -- 2.7.4