[PATCH 8/8] d3d11/tests: Add basic test for ID3D11InputLayout.
Józef Kucia
jkucia at codeweavers.com
Mon Sep 14 18:37:45 CDT 2015
---
dlls/d3d11/tests/d3d11.c | 58 ++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 58 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index c75adf6..411885b 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -1264,6 +1264,63 @@ static void test_create_shader_resource_view(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_create_input_layout(void)
+{
+ ID3D11InputLayout *input_layout;
+ ID3D11Device *device;
+ IUnknown *iface;
+ ULONG refcount;
+ HRESULT hr;
+
+ static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+ static const DWORD vs_code[] =
+ {
+#if 0
+ float4 main(float4 position : POSITION) : SV_POSITION
+ {
+ return position;
+ }
+#endif
+ 0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 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, 0x39207265, 0x2e30332e,
+ 0x30303239, 0x3336312e, 0xab003438, 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, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ };
+
+ if (!(device = create_device(NULL)))
+ {
+ skip("Failed to create device.\n");
+ return;
+ }
+
+ hr = ID3D11Device_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);
+
+ hr = ID3D11InputLayout_QueryInterface(input_layout, &IID_ID3D10InputLayout, (void **)&iface);
+ ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
+ "Input layout should implement ID3D10InputLayout.\n");
+ if (SUCCEEDED(hr)) IUnknown_Release(iface);
+
+ ID3D11InputLayout_Release(input_layout);
+
+ refcount = ID3D11Device_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -1277,4 +1334,5 @@ START_TEST(d3d11)
test_depthstencil_view_interfaces();
test_create_rendertarget_view();
test_create_shader_resource_view();
+ test_create_input_layout();
}
--
2.4.6
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