[PATCH 3/5] d3d8: Add some stateblock tests for device resources.

Henri Verbeet hverbeet at codeweavers.com
Tue Oct 13 03:38:02 CDT 2009


---
 dlls/d3d8/tests/stateblock.c |  319 +++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 316 insertions(+), 3 deletions(-)

diff --git a/dlls/d3d8/tests/stateblock.c b/dlls/d3d8/tests/stateblock.c
index 0e88ff4..f97f910 100644
--- a/dlls/d3d8/tests/stateblock.c
+++ b/dlls/d3d8/tests/stateblock.c
@@ -1540,6 +1540,312 @@ static void render_states_queue_test(struct state_test *test, const struct rende
     test->test_arg = test_arg;
 }
 
+/* resource tests */
+
+struct resource_test_arg
+{
+    DWORD vs_version;
+    DWORD ps_version;
+    UINT stream_count;
+    UINT tex_count;
+};
+
+struct resource_test_data
+{
+    DWORD vs;
+    DWORD ps;
+    IDirect3DIndexBuffer8 *ib;
+    IDirect3DVertexBuffer8 **vb;
+    IDirect3DTexture8 **tex;
+};
+
+struct resource_test_context
+{
+    struct resource_test_data default_data;
+    struct resource_test_data test_data_all;
+    struct resource_test_data test_data_vertex;
+    struct resource_test_data test_data_pixel;
+    struct resource_test_data poison_data;
+};
+
+static void resource_apply_data(IDirect3DDevice8 *device, const struct state_test *test, const void *data)
+{
+    const struct resource_test_arg *arg = test->test_arg;
+    const struct resource_test_data *d = data;
+    unsigned int i;
+    HRESULT hr;
+
+    hr = IDirect3DDevice8_SetVertexShader(device, d->vs);
+    ok(SUCCEEDED(hr), "SetVertexShader (%u) returned %#x.\n", d->vs, hr);
+
+    hr = IDirect3DDevice8_SetPixelShader(device, d->ps);
+    ok(SUCCEEDED(hr), "SetPixelShader (%u) returned %#x.\n", d->ps, hr);
+
+    hr = IDirect3DDevice8_SetIndices(device, d->ib, 0);
+    ok(SUCCEEDED(hr), "SetIndices (%p) returned %#x.\n", d->ib, hr);
+
+    for (i = 0; i < arg->stream_count; ++i)
+    {
+        hr = IDirect3DDevice8_SetStreamSource(device, i, d->vb[i], 64);
+        ok(SUCCEEDED(hr), "SetStreamSource (%u, %p, 64) returned %#x.\n",
+                i, d->vb[i], hr);
+    }
+
+    for (i = 0; i < arg->tex_count; ++i)
+    {
+        hr = IDirect3DDevice8_SetTexture(device, i, (IDirect3DBaseTexture8 *)d->tex[i]);
+        ok(SUCCEEDED(hr), "SetTexture (%u, %p) returned %#x.\n", i, d->tex[i], hr);
+    }
+}
+
+static void resource_check_data(IDirect3DDevice8 *device, const struct state_test *test,
+        const void *expected_data, unsigned int chain_stage)
+{
+    const struct resource_test_context *ctx = test->test_context;
+    const struct resource_test_data *poison = &ctx->poison_data;
+    const struct resource_test_arg *arg = test->test_arg;
+    const struct resource_test_data *d = expected_data;
+    unsigned int i;
+    HRESULT hr;
+    void *ptr;
+    DWORD v;
+
+    v = poison->vs;
+    hr = IDirect3DDevice8_GetVertexShader(device, &v);
+    ok(SUCCEEDED(hr), "GetVertexShader returned %#x.\n", hr);
+    ok(v == d->vs, "Chain stage %u, expected vertex shader %#x, received %#x.\n",
+            chain_stage, d->vs, v);
+
+    v = poison->ps;
+    hr = IDirect3DDevice8_GetPixelShader(device, &v);
+    ok(SUCCEEDED(hr), "GetPixelShader returned %#x.\n", hr);
+    ok(v == d->ps, "Chain stage %u, expected pixel shader %#x, received %#x.\n",
+            chain_stage, d->ps, v);
+
+    ptr = poison->ib;
+    hr = IDirect3DDevice8_GetIndices(device, (IDirect3DIndexBuffer8 **)&ptr, &v);
+    ok(SUCCEEDED(hr), "GetIndices returned %#x.\n", hr);
+    ok(ptr == d->ib, "Chain stage %u, expected index buffer %p, received %p.\n",
+            chain_stage, d->ib, ptr);
+    if (SUCCEEDED(hr) && ptr)
+    {
+        IDirect3DIndexBuffer8_Release((IDirect3DIndexBuffer8 *)ptr);
+    }
+
+    for (i = 0; i < arg->stream_count; ++i)
+    {
+        ptr = poison->vb[i];
+        hr = IDirect3DDevice8_GetStreamSource(device, i, (IDirect3DVertexBuffer8 **)&ptr, &v);
+        ok(SUCCEEDED(hr), "GetStreamSource (%u) returned %#x.\n", i, hr);
+        ok(ptr == d->vb[i], "Chain stage %u, stream %u, expected vertex buffer %p, received %p.\n",
+                chain_stage, i, d->vb[i], ptr);
+        if (SUCCEEDED(hr) && ptr)
+        {
+            IDirect3DIndexBuffer8_Release((IDirect3DVertexBuffer8 *)ptr);
+        }
+    }
+
+    for (i = 0; i < arg->tex_count; ++i)
+    {
+        ptr = poison->tex[i];
+        hr = IDirect3DDevice8_GetTexture(device, i, (IDirect3DBaseTexture8 **)&ptr);
+        ok(SUCCEEDED(hr), "SetTexture (%u) returned %#x.\n", i, hr);
+        ok(ptr == d->tex[i], "Chain stage %u, texture stage %u, expected texture %p, received %p.\n",
+                chain_stage, i, d->tex[i], ptr);
+        if (SUCCEEDED(hr) && ptr)
+        {
+            IDirect3DBaseTexture8_Release((IDirect3DBaseTexture8 *)ptr);
+        }
+    }
+}
+
+static void resource_default_data_init(struct resource_test_data *data, const struct resource_test_arg *arg)
+{
+    unsigned int i;
+
+    data->vs = 0;
+    data->ps = 0;
+    data->ib = NULL;
+    data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb));
+    for (i = 0; i < arg->stream_count; ++i)
+    {
+        data->vb[i] = NULL;
+    }
+    data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex));
+    for (i = 0; i < arg->tex_count; ++i)
+    {
+        data->tex[i] = NULL;
+    }
+}
+
+static void resource_test_data_init(IDirect3DDevice8 *device,
+        struct resource_test_data *data, const struct resource_test_arg *arg)
+{
+    static const DWORD vs_code[] =
+    {
+        0xfffe0101,                                                             /* vs_1_1                       */
+        0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000,                         /* dp4 oPos.x, v0, c0           */
+        0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001,                         /* dp4 oPos.y, v0, c1           */
+        0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002,                         /* dp4 oPos.z, v0, c2           */
+        0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003,                         /* dp4 oPos.w, v0, c3           */
+        0x0000ffff,                                                             /* END                          */
+    };
+    static const DWORD ps_code[] =
+    {
+        0xffff0101,                                                             /* ps_1_1                       */
+        0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0  */
+        0x00000042, 0xb00f0000,                                                 /* tex t0                       */
+        0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000,                         /* dp3 r0, c1, c0               */
+        0x00000005, 0x800f0000, 0x90e40000, 0x80e40000,                         /* mul r0, v0, r0               */
+        0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000,                         /* mul r0, t0, r0               */
+        0x0000ffff,                                                             /* END                          */
+    };
+    static const DWORD decl[] =
+    {
+        D3DVSD_STREAM(0),
+        D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
+        D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
+        D3DVSD_END(),
+    };
+
+    unsigned int i;
+    HRESULT hr;
+
+    if (arg->vs_version)
+    {
+        hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &data->vs, 0);
+        ok(SUCCEEDED(hr), "CreateVertexShader returned hr %#x.\n", hr);
+    }
+
+    if (arg->ps_version)
+    {
+        hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &data->ps);
+        ok(SUCCEEDED(hr), "CreatePixelShader returned hr %#x.\n", hr);
+    }
+
+    hr = IDirect3DDevice8_CreateIndexBuffer(device, 64, D3DUSAGE_DYNAMIC, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &data->ib);
+    ok(SUCCEEDED(hr), "CreateIndexBuffer returned hr %#x.\n", hr);
+
+    data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb));
+    for (i = 0; i < arg->stream_count; ++i)
+    {
+        hr = IDirect3DDevice8_CreateVertexBuffer(device, 64, D3DUSAGE_DYNAMIC,
+                0, D3DPOOL_DEFAULT, &data->vb[i]);
+        ok(SUCCEEDED(hr), "CreateVertexBuffer (%u) returned hr %#x.\n", i, hr);
+    }
+
+    data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex));
+    for (i = 0; i < arg->tex_count; ++i)
+    {
+        hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 0, D3DUSAGE_DYNAMIC,
+                D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &data->tex[i]);
+        ok(SUCCEEDED(hr), "CreateTexture (%u) returned hr %#x.\n", i, hr);
+    }
+}
+
+static void resource_poison_data_init(struct resource_test_data *data, const struct resource_test_arg *arg)
+{
+    DWORD poison = 0xdeadbeef;
+    unsigned int i;
+
+    data->vs = poison++;
+    data->ps = poison++;
+    data->ib = (IDirect3DIndexBuffer8 *)poison++;
+    data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb));
+    for (i = 0; i < arg->stream_count; ++i)
+    {
+        data->vb[i] = (IDirect3DVertexBuffer8 *)poison++;
+    }
+    data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex));
+    for (i = 0; i < arg->tex_count; ++i)
+    {
+        data->tex[i] = (IDirect3DTexture8 *)poison++;
+    }
+}
+
+static HRESULT resource_test_init(IDirect3DDevice8 *device, struct state_test *test)
+{
+    const struct resource_test_arg *arg = test->test_arg;
+    struct resource_test_context *ctx;
+
+    ctx = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*ctx));
+    if (!ctx) return E_OUTOFMEMORY;
+
+    test->test_context = ctx;
+    test->test_data_in = &ctx->test_data_all;
+    test->test_data_out_all = &ctx->test_data_all;
+    test->test_data_out_vertex = &ctx->test_data_vertex;
+    test->test_data_out_pixel = &ctx->test_data_pixel;
+    test->default_data = &ctx->default_data;
+    test->initial_data = &ctx->default_data;
+
+    resource_default_data_init(&ctx->default_data, arg);
+    resource_test_data_init(device, &ctx->test_data_all, arg);
+    resource_default_data_init(&ctx->test_data_vertex, arg);
+    resource_default_data_init(&ctx->test_data_pixel, arg);
+    resource_poison_data_init(&ctx->poison_data, arg);
+
+    ctx->test_data_vertex.vs = ctx->test_data_all.vs;
+    ctx->test_data_pixel.ps = ctx->test_data_all.ps;
+
+    return D3D_OK;
+}
+
+static void resource_test_cleanup(IDirect3DDevice8 *device, struct state_test *test)
+{
+    struct resource_test_context *ctx = test->test_context;
+    const struct resource_test_arg *arg = test->test_arg;
+    unsigned int i;
+    HRESULT hr;
+
+    resource_apply_data(device, test, &ctx->default_data);
+
+    if (ctx->test_data_all.vs)
+    {
+        hr = IDirect3DDevice8_DeleteVertexShader(device, ctx->test_data_all.vs);
+        ok(SUCCEEDED(hr), "DeleteVertexShader (%u) returned %#x.\n", ctx->test_data_all.vs, hr);
+    }
+
+    if (ctx->test_data_all.ps)
+    {
+        hr = IDirect3DDevice8_DeletePixelShader(device, ctx->test_data_all.ps);
+        ok(SUCCEEDED(hr), "DeletePixelShader (%u) returned %#x.\n", ctx->test_data_all.ps, hr);
+    }
+
+    IDirect3DIndexBuffer8_Release(ctx->test_data_all.ib);
+    for (i = 0; i < arg->stream_count; ++i)
+    {
+        IDirect3DVertexBuffer8_Release(ctx->test_data_all.vb[i]);
+    }
+
+    for (i = 0; i < arg->tex_count; ++i)
+    {
+        hr = IDirect3DBaseTexture8_Release(ctx->test_data_all.tex[i]);
+    }
+
+    HeapFree(GetProcessHeap(), 0, ctx->default_data.vb);
+    HeapFree(GetProcessHeap(), 0, ctx->default_data.tex);
+    HeapFree(GetProcessHeap(), 0, ctx->test_data_all.vb);
+    HeapFree(GetProcessHeap(), 0, ctx->test_data_all.tex);
+    HeapFree(GetProcessHeap(), 0, ctx->test_data_vertex.vb);
+    HeapFree(GetProcessHeap(), 0, ctx->test_data_vertex.tex);
+    HeapFree(GetProcessHeap(), 0, ctx->test_data_pixel.vb);
+    HeapFree(GetProcessHeap(), 0, ctx->test_data_pixel.tex);
+    HeapFree(GetProcessHeap(), 0, ctx->poison_data.vb);
+    HeapFree(GetProcessHeap(), 0, ctx->poison_data.tex);
+    HeapFree(GetProcessHeap(), 0, ctx);
+}
+
+static void resource_test_queue(struct state_test *test, const struct resource_test_arg *test_arg)
+{
+    test->init = resource_test_init;
+    test->cleanup = resource_test_cleanup;
+    test->apply_data = resource_apply_data;
+    test->check_data = resource_check_data;
+    test->test_name = "set_get_resources";
+    test->test_arg = test_arg;
+}
+
 /* =================== Main state tests function =============================== */
 
 static void test_state_management(IDirect3DDevice8 *device, D3DPRESENT_PARAMETERS *device_pparams)
@@ -1551,13 +1857,14 @@ static void test_state_management(IDirect3DDevice8 *device, D3DPRESENT_PARAMETER
      *             1 for lights
      *             1 for transforms
      *             1 for render states
+     *             1 for resources
      */
-    const int max_tests = 5;
-    struct state_test tests[5];
+    struct state_test tests[6];
     unsigned int tcount = 0;
 
     struct shader_constant_arg pshader_constant_arg;
     struct shader_constant_arg vshader_constant_arg;
+    struct resource_test_arg resource_test_arg;
     struct render_state_arg render_state_arg;
     struct light_arg light_arg;
 
@@ -1568,7 +1875,7 @@ static void test_state_management(IDirect3DDevice8 *device, D3DPRESENT_PARAMETER
     texture_stages = caps.MaxTextureBlendStages;
 
     /* Zero test memory */
-    memset(tests, 0, max_tests * sizeof(*tests));
+    memset(tests, 0, sizeof(tests));
 
     if (caps.VertexShaderVersion & 0xffff)
     {
@@ -1593,6 +1900,12 @@ static void test_state_management(IDirect3DDevice8 *device, D3DPRESENT_PARAMETER
     render_state_arg.pointsize_max = caps.MaxPointSize;
     render_states_queue_test(&tests[tcount++], &render_state_arg);
 
+    resource_test_arg.vs_version = caps.VertexShaderVersion & 0xffff;
+    resource_test_arg.ps_version = caps.PixelShaderVersion & 0xffff;
+    resource_test_arg.stream_count = caps.MaxStreams;
+    resource_test_arg.tex_count = caps.MaxTextureBlendStages;
+    resource_test_queue(&tests[tcount++], &resource_test_arg);
+
     execute_test_chain_all(device, tests, tcount);
 }
 
-- 
1.6.4.4




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