[PATCH 4/5] d3d10core/tests: Port the d3d9 vPos test to d3d10.
Henri Verbeet
hverbeet at codeweavers.com
Tue Mar 31 03:24:59 CDT 2015
---
dlls/d3d10core/tests/device.c | 217 +++++++++++++++++++++++++++++++++++++++++
dlls/d3d9/tests/visual.c | 4 +-
2 files changed, 219 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 36a4ab0..0b03285 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -2934,6 +2934,222 @@ static void test_il_append_aligned(void)
DestroyWindow(window);
}
+static void test_fragment_coords(void)
+{
+ ID3D10RenderTargetView *backbuffer_rtv;
+ D3D10_SUBRESOURCE_DATA resource_data;
+ ID3D10InputLayout *input_layout;
+ ID3D10PixelShader *ps, *ps_frac;
+ D3D10_BUFFER_DESC buffer_desc;
+ ID3D10Texture2D *backbuffer;
+ unsigned int stride, offset;
+ IDXGISwapChain *swapchain;
+ ID3D10Buffer *vb, *ps_cb;
+ ID3D10VertexShader *vs;
+ ID3D10Device *device;
+ D3D10_VIEWPORT vp;
+ ULONG refcount;
+ DWORD color;
+ HWND window;
+ HRESULT hr;
+
+ static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ };
+ static const DWORD vs_code[] =
+ {
+#if 0
+ float4 main(float4 position : POSITION) : SV_POSITION
+ {
+ return position;
+ }
+#endif
+ 0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 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,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ float2 cutoff;
+
+ float4 main(float4 position : SV_POSITION) : SV_TARGET
+ {
+ float4 ret = float4(0.0, 0.0, 0.0, 1.0);
+
+ if (position.x > cutoff.x)
+ ret.y = 1.0;
+ if (position.y > cutoff.y)
+ ret.z = 1.0;
+
+ return ret;
+ }
+#endif
+ 0x43425844, 0x49fc9e51, 0x8068867d, 0xf20cfa39, 0xb8099e6b, 0x00000001, 0x00000144, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000000a8, 0x00000040,
+ 0x0000002a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04002064, 0x00101032, 0x00000000,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x08000031, 0x00100032,
+ 0x00000000, 0x00208046, 0x00000000, 0x00000000, 0x00101046, 0x00000000, 0x0a000001, 0x00102062,
+ 0x00000000, 0x00100106, 0x00000000, 0x00004002, 0x00000000, 0x3f800000, 0x3f800000, 0x00000000,
+ 0x08000036, 0x00102092, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000,
+ 0x0100003e,
+ };
+ static const DWORD ps_frac_code[] =
+ {
+#if 0
+ float4 main(float4 position : SV_POSITION) : SV_TARGET
+ {
+ return float4(frac(position.xy), 0.0, 1.0);
+ }
+#endif
+ 0x43425844, 0x86d9d78a, 0x190b72c2, 0x50841fd6, 0xdc24022e, 0x00000001, 0x000000f8, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000005c, 0x00000040,
+ 0x00000017, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+ 0x0500001a, 0x00102032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000,
+ 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
+ };
+ static const struct
+ {
+ struct vec2 position;
+ }
+ quad[] =
+ {
+ {{-1.0f, -1.0f}},
+ {{-1.0f, 1.0f}},
+ {{ 1.0f, -1.0f}},
+ {{ 1.0f, 1.0f}},
+ };
+ static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+ struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f};
+
+ if (!(device = create_device()))
+ {
+ skip("Failed to create device, skipping tests.\n");
+ return;
+ }
+ window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ swapchain = create_swapchain(device, window, TRUE);
+ hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
+ ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
+ vs_code, sizeof(vs_code), &input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ buffer_desc.ByteWidth = sizeof(quad);
+ buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+ buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+
+ resource_data.pSysMem = quad;
+ resource_data.SysMemPitch = 0;
+ resource_data.SysMemSlicePitch = 0;
+
+ hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
+ ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+
+ buffer_desc.ByteWidth = sizeof(cutoff);
+ buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+
+ resource_data.pSysMem = &cutoff;
+
+ hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
+ ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+
+ 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);
+ hr = ID3D10Device_CreatePixelShader(device, ps_frac_code, sizeof(ps_frac_code), &ps_frac);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
+ ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+ ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
+ ID3D10Device_IASetInputLayout(device, input_layout);
+ ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ stride = sizeof(*quad);
+ offset = 0;
+ ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
+ ID3D10Device_VSSetShader(device, vs);
+ ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
+ ID3D10Device_PSSetShader(device, ps);
+
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ vp.Width = 640;
+ vp.Height = 480;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ ID3D10Device_RSSetViewports(device, 1, &vp);
+
+ ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
+
+ ID3D10Device_Draw(device, 4, 0);
+
+ color = get_texture_color(backbuffer, 319, 239);
+ ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_texture_color(backbuffer, 320, 239);
+ ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_texture_color(backbuffer, 319, 240);
+ ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_texture_color(backbuffer, 320, 240);
+ ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ ID3D10Buffer_Release(ps_cb);
+ cutoff.x = 16.0f;
+ cutoff.y = 16.0f;
+ hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
+ ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+ ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
+
+ ID3D10Device_Draw(device, 4, 0);
+
+ color = get_texture_color(backbuffer, 14, 14);
+ ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_texture_color(backbuffer, 18, 14);
+ ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_texture_color(backbuffer, 14, 18);
+ ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_texture_color(backbuffer, 18, 18);
+ ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ ID3D10Device_PSSetShader(device, ps_frac);
+ ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
+
+ ID3D10Device_Draw(device, 4, 0);
+
+ color = get_texture_color(backbuffer, 14, 14);
+ ok(compare_color(color, 0xff008080, 1), "Got unexpected color 0x%08x.\n", color);
+
+ ID3D10Buffer_Release(ps_cb);
+ ID3D10PixelShader_Release(ps_frac);
+ ID3D10PixelShader_Release(ps);
+ ID3D10VertexShader_Release(vs);
+ ID3D10Buffer_Release(vb);
+ ID3D10InputLayout_Release(input_layout);
+ ID3D10RenderTargetView_Release(backbuffer_rtv);
+ ID3D10Texture2D_Release(backbuffer);
+ IDXGISwapChain_Release(swapchain);
+ refcount = ID3D10Device_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ DestroyWindow(window);
+}
+
START_TEST(device)
{
test_create_texture2d();
@@ -2954,4 +3170,5 @@ START_TEST(device)
test_texture();
test_private_data();
test_il_append_aligned();
+ test_fragment_coords();
}
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 51e8753..518a48a 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -9511,7 +9511,7 @@ cleanup:
DestroyWindow(window);
}
-static void vpos_register_test(void)
+static void test_fragment_coords(void)
{
IDirect3DSurface9 *surface = NULL, *backbuffer;
IDirect3DPixelShader9 *shader, *shader_frac;
@@ -18050,7 +18050,7 @@ START_TEST(visual)
nested_loop_test();
pretransformed_varying_test();
vface_register_test();
- vpos_register_test();
+ test_fragment_coords();
multiple_rendertargets_test();
texop_test();
texop_range_test();
--
1.7.10.4
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