From: Andrew Wesie Subject: [v2 3/4] d3d10core/tests: Add test for tbuffer support. Message-Id: <1479662192-31139-3-git-send-email-awesie@gmail.com> Date: Sun, 20 Nov 2016 11:16:31 -0600 In-Reply-To: <1479662192-31139-1-git-send-email-awesie@gmail.com> References: <1479662192-31139-1-git-send-email-awesie@gmail.com> Signed-off-by: Andrew Wesie --- dlls/d3d10core/tests/device.c | 134 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 134 insertions(+) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 1952a87..07964ba 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -9602,6 +9602,139 @@ float4 main(struct ps_data ps_input) : SV_Target release_test_context(&test_context); } +static void test_tbuffer(void) +{ + D3D10_SHADER_RESOURCE_VIEW_DESC view_desc; + HRESULT hr; + ID3D10Buffer *vb, *tb; + ID3D10Device *device; + ID3D10InputLayout *layout; + ID3D10PixelShader *ps; + ID3D10ShaderResourceView *tb_view; + ID3D10VertexShader *vs; + UINT stride, offset; + struct d3d10core_test_context test_context; + + static const DWORD vs_code[] = + { +#if 0 + float4 main(float4 pos : POSITION) : SV_POSITION + { + return pos; + } +#endif + 0x43425844, 0x77f030d7, 0x18f13b6b, 0x47fff01f, 0x97ead6d3, 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, 0x36207265, 0x392e332e, + 0x2e303036, 0x38333631, 0xabab0034, 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, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000 + }; + + static const DWORD ps_code[] = + { +#if 0 + tbuffer buf : register(t0) + { + float4 color; + }; + + float4 main() : SV_TARGET + { + return color; + } +#endif + 0x43425844, 0x921b0266, 0x0d6e2f9c, 0x7e3b529c, 0xab5ab054, 0x00000001, 0x0000022c, 0x00000005, + 0x00000034, 0x000000f8, 0x00000108, 0x0000013c, 0x000001b0, 0x46454452, 0x000000bc, 0x00000001, + 0x00000040, 0x00000001, 0x0000001c, 0xffff0400, 0x00000100, 0x00000088, 0x0000003c, 0x00000001, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x00667562, 0x0000003c, + 0x00000001, 0x00000058, 0x00000010, 0x00000000, 0x00000001, 0x00000070, 0x00000000, 0x00000010, + 0x00000002, 0x00000078, 0x00000000, 0x6f6c6f63, 0xabab0072, 0x00030001, 0x00040001, 0x00000000, + 0x00000000, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, + 0x6c69706d, 0x36207265, 0x392e332e, 0x2e303036, 0x38333631, 0xabab0034, 0x4e475349, 0x00000008, + 0x00000000, 0x00000008, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, + 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, + 0x0000006c, 0x00000040, 0x0000001b, 0x04000858, 0x00107000, 0x00000000, 0x00006666, 0x03000065, + 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a00002d, 0x001000f2, 0x00000000, 0x00004002, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46, 0x00000000, 0x05000036, 0x001020f2, + 0x00000000, 0x00100e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074, 0x00000003, 0x00000001, + 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, + 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000 + }; + + static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, + }; + + static const struct vec2 quad[] = + { + { -1.0f, -1.0f }, + { -1.0f, 1.0f }, + { 1.0f, -1.0f }, + { 1.0f, 1.0f }, + }; + + static const struct vec4 color[] = + { + { 1.0f, 1.0f, 0.0f, 1.0f }, + }; + static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; + + if (!init_test_context(&test_context)) + return; + + device = test_context.device; + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red); + + hr = ID3D10Device_CreateInputLayout(device, layout_desc, 1, vs_code, sizeof(vs_code), &layout); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad); + 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); + + tb = create_buffer(device, D3D10_BIND_SHADER_RESOURCE, sizeof(color), color); + view_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; + view_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER; + view_desc.Buffer.ElementOffset = 0; + view_desc.Buffer.ElementWidth = 1; + hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource*)tb, &view_desc, &tb_view); + ok(SUCCEEDED(hr), "Failed to create texture buffer view, hr %#x.\n", hr); + + ID3D10Device_IASetInputLayout(device, layout); + ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + stride = sizeof(quad[0]); + offset = 0; + ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset); + ID3D10Device_VSSetShader(device, vs); + ID3D10Device_PSSetShader(device, ps); + + ID3D10Device_PSSetShaderResources(device, 0, 1, &tb_view); + + ID3D10Device_Draw(device, 4, 0); + check_texture_color(test_context.backbuffer, 0xff00ffff, 1); + + ID3D10ShaderResourceView_Release(tb_view); + ID3D10Buffer_Release(tb); + ID3D10Buffer_Release(vb); + ID3D10InputLayout_Release(layout); + ID3D10PixelShader_Release(ps); + ID3D10VertexShader_Release(vs); + release_test_context(&test_context); +} + START_TEST(device) { test_feature_level(); @@ -9655,4 +9788,5 @@ START_TEST(device) test_line_antialiasing_blending(); test_required_format_support(); test_ddy(); + test_tbuffer(); } -- 2.7.4