From: Andrew Wesie Subject: [v2 2/3] d3d10core/tests: Add test for nointerpolation support. Message-Id: <1479663383-9886-2-git-send-email-awesie@gmail.com> Date: Sun, 20 Nov 2016 11:36:22 -0600 In-Reply-To: <1479663383-9886-1-git-send-email-awesie@gmail.com> References: <1479663383-9886-1-git-send-email-awesie@gmail.com> Signed-off-by: Andrew Wesie --- dlls/d3d10core/tests/device.c | 125 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 125 insertions(+) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 1952a87..730f515 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -9602,6 +9602,130 @@ float4 main(struct ps_data ps_input) : SV_Target release_test_context(&test_context); } +static void test_nointerpolation(void) +{ + HRESULT hr; + ID3D10Buffer *vb; + ID3D10Device *device; + ID3D10InputLayout *layout; + ID3D10PixelShader *ps; + ID3D10VertexShader *vs; + UINT stride, offset; + struct d3d10core_test_context test_context; + + static const DWORD vs_code[] = + { +#if 0 + struct VertexOut + { + float4 pos : SV_POSITION; + nointerpolation float4 color : COLOR0; + }; + + void main(float4 pos : POSITION, out VertexOut vo) + { + if (pos.x < 0) + vo.color = float4(0.0f, 0.0f, 1.0f, 1.0f); + else + vo.color = float4(1.0f, 0.0f, 0.0f, 1.0f); + vo.pos = pos; + } +#endif + 0x43425844, 0x27846ba6, 0xd14f79cc, 0xc27a566f, 0xe83b028c, 0x00000001, 0x00000240, 0x00000005, + 0x00000034, 0x0000008c, 0x000000c0, 0x00000114, 0x000001c4, 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, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, + 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, + 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000a8, 0x00010040, + 0x0000002a, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, + 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x05000036, 0x001020f2, 0x00000000, + 0x00101e46, 0x00000000, 0x07000031, 0x00100012, 0x00000000, 0x0010100a, 0x00000000, 0x00004001, + 0x00000000, 0x0f000037, 0x001020f2, 0x00000001, 0x00100006, 0x00000000, 0x00004002, 0x00000000, + 0x00000000, 0x3f800000, 0x3f800000, 0x00004002, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, + 0x0100003e, 0x54415453, 0x00000074, 0x00000004, 0x00000001, 0x00000000, 0x00000003, 0x00000001, + 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000 + }; + + static const DWORD ps_code[] = + { +#if 0 + struct VertexOut + { + float4 pos : SV_POSITION; + nointerpolation float4 color : COLOR0; + }; + + float4 main(VertexOut vo) : SV_TARGET + { + return vo.color; + } +#endif + 0x43425844, 0xa5e06729, 0xf7bbdf03, 0x0cf78a59, 0x21e027c8, 0x00000001, 0x000001d0, 0x00000005, + 0x00000034, 0x0000008c, 0x000000e0, 0x00000114, 0x00000154, 0x46454452, 0x00000050, 0x00000000, + 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f, + 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x36207265, 0x392e332e, + 0x2e303036, 0x38333631, 0xabab0034, 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, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, + 0x0000000e, 0x03000862, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, + 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 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 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 }, + }; + + if (!init_test_context(&test_context)) + return; + + device = test_context.device; + + 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); + + 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_Draw(device, 4, 0); + check_texture_color(test_context.backbuffer, 0xffff0000, 1); + + 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 +9779,5 @@ START_TEST(device) test_line_antialiasing_blending(); test_required_format_support(); test_ddy(); + test_nointerpolation(); } -- 2.7.4