[PATCH 1/3] d3d10core/tests: Port test_primitive_restart() from d3d11.
Józef Kucia
jkucia at codeweavers.com
Tue Dec 13 06:10:36 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 159 ++++++++++++++++++++++++++++++++++++++++++
1 file changed, 159 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 009442f..e3d170a 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -10065,6 +10065,164 @@ static void test_sm4_ret_instruction(void)
release_test_context(&test_context);
}
+static void test_primitive_restart(void)
+{
+ struct d3d10core_test_context test_context;
+ unsigned int stride, offset, x, y;
+ ID3D10Buffer *ib32, *ib16, *vb;
+ struct resource_readback rb;
+ ID3D10InputLayout *layout;
+ ID3D10VertexShader *vs;
+ ID3D10PixelShader *ps;
+ ID3D10Device *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 D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_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))
+ return;
+
+ device = test_context.device;
+
+ 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 return pixel shader, hr %#x.\n", hr);
+
+ ib16 = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices16), indices16);
+ ib32 = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices32), indices32);
+
+ hr = ID3D10Device_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, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
+
+ ID3D10Device_VSSetShader(device, vs);
+ ID3D10Device_PSSetShader(device, ps);
+
+ ID3D10Device_IASetInputLayout(device, layout);
+ ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ stride = sizeof(*vertices);
+ offset = 0;
+ ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
+
+ for (i = 0; i < 2; ++i)
+ {
+ if (!i)
+ ID3D10Device_IASetIndexBuffer(device, ib32, DXGI_FORMAT_R32_UINT, 0);
+ else
+ ID3D10Device_IASetIndexBuffer(device, ib16, DXGI_FORMAT_R16_UINT, 0);
+
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, black);
+ ID3D10Device_DrawIndexed(device, 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);
+ }
+
+ ID3D10Buffer_Release(ib16);
+ ID3D10Buffer_Release(ib32);
+ ID3D10Buffer_Release(vb);
+ ID3D10InputLayout_Release(layout);
+ ID3D10PixelShader_Release(ps);
+ ID3D10VertexShader_Release(vs);
+ release_test_context(&test_context);
+}
+
START_TEST(device)
{
test_feature_level();
@@ -10122,4 +10280,5 @@ START_TEST(device)
test_shader_input_registers_limits();
test_stencil_separate();
test_sm4_ret_instruction();
+ test_primitive_restart();
}
--
2.7.3
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