From: Józef Kucia Subject: [PATCH 08/11] d3d11/tests: Add test for primitive restart. Message-Id: <1481110985-1006-8-git-send-email-jkucia@codeweavers.com> Date: Wed, 7 Dec 2016 12:43:02 +0100 In-Reply-To: <1481110985-1006-1-git-send-email-jkucia@codeweavers.com> References: <1481110985-1006-1-git-send-email-jkucia@codeweavers.com> From: Andrew Wesie Signed-off-by: Józef Kucia --- dlls/d3d11/tests/d3d11.c | 161 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 161 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 7c6e875..0b3cb10 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -11774,6 +11774,166 @@ static void test_sm4_ret_instruction(void) release_test_context(&test_context); } +static void test_primitive_restart(void) +{ + struct d3d11_test_context test_context; + unsigned int stride, offset, x, y; + ID3D11Buffer *ib32, *ib16, *vb; + ID3D11DeviceContext *context; + struct resource_readback rb; + ID3D11InputLayout *layout; + ID3D11VertexShader *vs; + ID3D11PixelShader *ps; + ID3D11Device *device; + unsigned int i; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + struct vs_out + { + float4 position : SV_Position; + float4 color : color; + }; + + float4 main(vs_out 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 DWORD vs_code[] = + { +#if 0 + struct vs_out + { + float4 position : SV_Position; + float4 color : color; + }; + + void main(float4 position : POSITION, uint vertex_id : SV_VertexID, out vs_out output) + { + output.position = position; + output.color = vertex_id < 4 ? float4(0.0, 1.0, 1.0, 1.0) : float4(1.0, 0.0, 0.0, 1.0); + } +#endif + 0x43425844, 0x2fa57573, 0xdb71c15f, 0x2641b028, 0xa8f87ccc, 0x00000001, 0x00000198, 0x00000003, + 0x0000002c, 0x00000084, 0x000000d8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000006, + 0x00000001, 0x00000001, 0x00000101, 0x49534f50, 0x4e4f4954, 0x5f565300, 0x74726556, 0x44497865, + 0xababab00, 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 D3D11_INPUT_ELEMENT_DESC layout_desc[] = + { + {"position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + }; + static const struct vec2 vertices[] = + { + {-1.00f, -1.0f}, + {-1.00f, 1.0f}, + {-0.25f, -1.0f}, + {-0.25f, 1.0f}, + { 0.25f, -1.0f}, + { 0.25f, 1.0f}, + { 1.00f, -1.0f}, + { 1.00f, 1.0f}, + }; + static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f}; + static const unsigned short indices16[] = + { + 0, 1, 2, 3, 0xffff, 4, 5, 6, 7 + }; + static const unsigned int indices32[] = + { + 0, 1, 2, 3, 0xffffffff, 4, 5, 6, 7 + }; + + 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 return pixel shader, hr %#x.\n", hr); + + ib16 = create_buffer(device, D3D11_BIND_INDEX_BUFFER, sizeof(indices16), indices16); + ib32 = create_buffer(device, D3D11_BIND_INDEX_BUFFER, sizeof(indices32), indices32); + + hr = ID3D11Device_CreateInputLayout(device, layout_desc, + sizeof(layout_desc) / sizeof(*layout_desc), + vs_code, sizeof(vs_code), &layout); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + + vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vertices), vertices); + + ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + ID3D11DeviceContext_IASetInputLayout(context, layout); + ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + stride = sizeof(*vertices); + offset = 0; + ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset); + + for (i = 0; i < 2; ++i) + { + if (!i) + ID3D11DeviceContext_IASetIndexBuffer(context, ib32, DXGI_FORMAT_R32_UINT, 0); + else + ID3D11DeviceContext_IASetIndexBuffer(context, ib16, DXGI_FORMAT_R16_UINT, 0); + + ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, black); + ID3D11DeviceContext_DrawIndexed(context, 9, 0, 0); + get_texture_readback(test_context.backbuffer, 0, &rb); + for (y = 0; y < 480; ++y) + { + for (x = 0; x < 640; ++x) + { + DWORD color = get_readback_color(&rb, x, y); + DWORD expected_color; + if (x < 240) + expected_color = 0xffffff00; + else if (x >= 640 - 240) + expected_color = 0xff0000ff; + else + expected_color = 0x00000000; + ok(compare_color(color, expected_color, 1), + "Test %u: Got 0x%08x, expected 0x%08x at (%u, %u).\n", + i, color, expected_color, x, y); + } + } + release_resource_readback(&rb); + } + + ID3D11Buffer_Release(ib16); + ID3D11Buffer_Release(ib32); + ID3D11Buffer_Release(vb); + ID3D11InputLayout_Release(layout); + ID3D11PixelShader_Release(ps); + ID3D11VertexShader_Release(vs); + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -11839,4 +11999,5 @@ START_TEST(d3d11) test_stencil_separate(); test_uav_load(); test_sm4_ret_instruction(); + test_primitive_restart(); } -- 2.7.3