[PATCH 3/5] d3d11/tests: Add basic test for texturing on feature level 9.
Józef Kucia
jkucia at codeweavers.com
Wed Mar 15 06:00:06 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
We do not parse DX9 samplers mapping for Aon9 shaders yet, so more
complex shaders don't get proper resources bound to corresponding
samplers.
---
dlls/d3d11/tests/d3d11.c | 64 ++++++++++++++++++++++++++++++++++++++++++++++--
1 file changed, 62 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 2bcbec8..8523265 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -11826,7 +11826,11 @@ static void test_required_format_support(const D3D_FEATURE_LEVEL feature_level)
static void test_fl9_draw(const D3D_FEATURE_LEVEL feature_level)
{
struct d3d11_test_context test_context;
+ D3D11_SUBRESOURCE_DATA resource_data;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11ShaderResourceView *srv;
ID3D11DeviceContext *context;
+ ID3D11Texture2D *texture;
ID3D11PixelShader *ps;
ID3D11Device *device;
HRESULT hr;
@@ -11853,6 +11857,34 @@ static void test_fl9_draw(const D3D_FEATURE_LEVEL feature_level)
0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653,
0x45475241, 0xabab0054,
};
+ static const DWORD ps_texture_code[] =
+ {
+#if 0
+ Texture2D t;
+ SamplerState s;
+
+ float4 main() : SV_TARGET
+ {
+ return t.Sample(s, (float2)0);
+ }
+#endif
+ 0x43425844, 0xf876c2db, 0x13725f1f, 0xcb6d3d65, 0x9994473f, 0x00000001, 0x000001d4, 0x00000005,
+ 0x00000034, 0x000000a0, 0x00000124, 0x00000190, 0x000001a0, 0x53414e58, 0x00000064, 0x00000064,
+ 0xffff0200, 0x0000003c, 0x00000028, 0x00280000, 0x00280000, 0x00280000, 0x00240001, 0x00280000,
+ 0x00000000, 0xffff0200, 0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x0200001f, 0x90000000, 0xa00f0800, 0x03000042, 0x800f0800, 0xa0000000, 0xa0e40800, 0x0000ffff,
+ 0x396e6f41, 0x0000007c, 0x0000007c, 0xffff0200, 0x00000054, 0x00000028, 0x00280000, 0x00280000,
+ 0x00280000, 0x00240001, 0x00280000, 0x00000000, 0xffff0200, 0x05000051, 0xa00f0000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x0200001f, 0x90000000, 0xa00f0800, 0x02000001, 0x80030000,
+ 0xa0000000, 0x03000042, 0x800f0000, 0x80e40000, 0xa0e40800, 0x02000001, 0x800f0800, 0x80e40000,
+ 0x0000ffff, 0x52444853, 0x00000064, 0x00000040, 0x00000019, 0x0300005a, 0x00106000, 0x00000000,
+ 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x0c000045,
+ 0x001020f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46,
+ 0x00000000, 0x00106000, 0x00000000, 0x0100003e, 0x4e475349, 0x00000008, 0x00000000, 0x00000008,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054,
+ };
+ static const DWORD texture_data[] = {0xffffff00};
if (!init_test_context(&test_context, &feature_level))
return;
@@ -11860,9 +11892,27 @@ static void test_fl9_draw(const D3D_FEATURE_LEVEL feature_level)
device = test_context.device;
context = test_context.immediate_context;
+ texture_desc.Width = 1;
+ texture_desc.Height = 1;
+ texture_desc.MipLevels = 0;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+ resource_data.pSysMem = texture_data;
+ resource_data.SysMemPitch = sizeof(texture_data);
+ resource_data.SysMemSlicePitch = 0;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
+ ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
+ ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
+
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
- ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x, feature level %#x.\n",
- hr, feature_level);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x, feature level %#x.\n", hr, feature_level);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0x7f0000ff, 1);
@@ -11871,6 +11921,16 @@ static void test_fl9_draw(const D3D_FEATURE_LEVEL feature_level)
draw_color_quad(&test_context, &color);
todo_wine check_texture_color(test_context.backbuffer, 0xff004c33, 1);
+ hr = ID3D11Device_CreatePixelShader(device, ps_texture_code, sizeof(ps_texture_code), NULL, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x, feature level %#x.\n", hr, feature_level);
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+ ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+ draw_quad(&test_context);
+ check_texture_color(test_context.backbuffer, 0xffffff00, 1);
+ ID3D11PixelShader_Release(ps);
+
+ ID3D11ShaderResourceView_Release(srv);
+ ID3D11Texture2D_Release(texture);
release_test_context(&test_context);
}
--
2.10.2
More information about the wine-patches
mailing list