[v2 2/2] d3d11/tests: Add test of SV_VertexID.
Andrew Wesie
awesie at gmail.com
Thu Nov 17 23:06:51 CST 2016
Signed-off-by: Andrew Wesie <awesie at gmail.com>
---
dlls/d3d11/tests/d3d11.c | 146 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 146 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 123676d..fd5bdd1 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -10906,6 +10906,151 @@ float4 main(struct ps_data ps_input) : SV_Target
release_test_context(&test_context);
}
+static void test_sm4_vertexid(void)
+{
+ struct d3d11_test_context test_context;
+ ID3D11PixelShader *ps;
+ ID3D11DeviceContext *context;
+ ID3D11Device *device;
+ DWORD expected_color;
+ ID3D11Buffer *ib;
+ HRESULT hr;
+ unsigned int stride, offset;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+struct VSOut
+{
+ float4 pos : SV_Position;
+ float4 color : color;
+};
+
+float4 main(VSOut 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 D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ { "SV_Position", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "SV_VertexID", 0, DXGI_FORMAT_R32_UINT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+ static const DWORD vs_code[] =
+ {
+#if 0
+struct VSIn
+{
+ float4 pos : SV_Position;
+ uint vertexid : SV_VertexID;
+};
+
+struct VSOut
+{
+ float4 pos : SV_Position;
+ float4 color : color;
+};
+
+VSOut main(VSIn input)
+{
+ VSOut output;
+ if (input.vertexid < 4)
+ output.color = float4(0.0, 1.0, 1.0, 1.0);
+ else
+ output.color = float4(1.0, 0.0, 0.0, 1.0);
+ output.pos = input.pos;
+ return output;
+}
+#endif
+ 0x43425844, 0xcbc9ab23, 0x3f01a208, 0x1df619da, 0xe93cc736, 0x00000001, 0x00000198, 0x00000003,
+ 0x0000002c, 0x00000084, 0x000000d8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000006,
+ 0x00000001, 0x00000001, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x565f5653, 0x65747265,
+ 0x00444978, 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 struct vec2 vertices[] =
+ {
+ { 0.0f, 0.0f },
+ { 0.0f, 0.0f },
+ { 0.0f, 0.0f },
+ { 0.0f, 0.0f },
+ { -1.0f, -1.0f },
+ { -1.0f, 1.0f },
+ { 1.0f, -1.0f },
+ { 1.0f, 1.0f },
+ };
+ static const unsigned int indices[] =
+ {
+ 0, 0, 0, 0, 0, 1, 2, 3
+ };
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+ ok(SUCCEEDED(hr), "Failed to create return pixel shader, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+ expected_color = 0xffffff00;
+
+ ib = create_buffer(device, D3D11_BIND_INDEX_BUFFER, sizeof(indices), indices);
+
+ hr = ID3D11Device_CreateInputLayout(device, layout_desc,
+ sizeof(layout_desc) / sizeof(*layout_desc),
+ vs_code, sizeof(vs_code), &test_context.input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ test_context.vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
+
+ hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_IASetInputLayout(test_context.immediate_context, test_context.input_layout);
+ ID3D11DeviceContext_IASetPrimitiveTopology(test_context.immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+ stride = sizeof(*vertices);
+ offset = 0;
+ ID3D11DeviceContext_IASetVertexBuffers(test_context.immediate_context, 0, 1, &test_context.vb, &stride, &offset);
+ ID3D11DeviceContext_IASetIndexBuffer(test_context.immediate_context, ib, DXGI_FORMAT_R32_UINT, 0);
+ ID3D11DeviceContext_VSSetShader(test_context.immediate_context, test_context.vs, NULL, 0);
+
+ ID3D11DeviceContext_Draw(test_context.immediate_context, 4, 4);
+ check_texture_color(test_context.backbuffer, expected_color, 0);
+
+ ID3D11DeviceContext_DrawIndexed(test_context.immediate_context, 4, 4, 4);
+ check_texture_color(test_context.backbuffer, expected_color, 0);
+
+ ID3D11DeviceContext_DrawInstanced(test_context.immediate_context, 4, 1, 4, 0);
+ check_texture_color(test_context.backbuffer, expected_color, 0);
+
+ ID3D11DeviceContext_DrawIndexedInstanced(test_context.immediate_context, 4, 1, 4, 4, 0);
+ check_texture_color(test_context.backbuffer, expected_color, 0);
+
+ ID3D11Buffer_Release(ib);
+ ID3D11PixelShader_Release(ps);
+
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -10965,4 +11110,5 @@ START_TEST(d3d11)
run_for_each_feature_level(test_required_format_support);
run_for_each_9_x_feature_level(test_fl9_draw);
test_ddy();
+ test_sm4_vertexid();
}
--
2.7.4
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