Henri Verbeet : d3d10core/tests: Add a basic texturing test.

Alexandre Julliard julliard at wine.codeweavers.com
Mon Jan 19 16:00:06 CST 2015


Module: wine
Branch: master
Commit: 6b4623008f885e25e77b1b367e0949b1b5b13ca1
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=6b4623008f885e25e77b1b367e0949b1b5b13ca1

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Mon Jan 19 13:44:10 2015 +0100

d3d10core/tests: Add a basic texturing test.

---

 dlls/d3d10core/tests/device.c | 215 ++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 215 insertions(+)

diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 76830a4..8b51cda 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -2305,6 +2305,220 @@ done:
     DestroyWindow(window);
 }
 
+static void test_texture(void)
+{
+    ID3D10RenderTargetView *backbuffer_rtv;
+    D3D10_SUBRESOURCE_DATA resource_data;
+    D3D10_TEXTURE2D_DESC texture_desc;
+    ID3D10SamplerState *sampler_state;
+    ID3D10ShaderResourceView *ps_srv;
+    D3D10_SAMPLER_DESC sampler_desc;
+    ID3D10InputLayout *input_layout;
+    D3D10_BUFFER_DESC buffer_desc;
+    ID3D10Texture2D *backbuffer;
+    unsigned int stride, offset;
+    IDXGISwapChain *swapchain;
+    ID3D10Texture2D *texture;
+    ID3D10VertexShader *vs;
+    ID3D10PixelShader *ps;
+    ID3D10Device *device;
+    D3D10_VIEWPORT vp;
+    unsigned int i, j;
+    ID3D10Buffer *vb;
+    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
+        Texture2D t;
+        SamplerState s;
+
+        float4 main(float4 position : SV_POSITION) : SV_Target
+        {
+            float2 p;
+
+            p.x = position.x / 640.0f;
+            p.y = position.y / 480.0f;
+            return t.Sample(s, p);
+        }
+#endif
+        0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 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, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
+        0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
+        0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+        0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
+        0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
+        0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
+    };
+    static const struct
+    {
+        float x, y;
+    }
+    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};
+    static const DWORD bitmap_data[] =
+    {
+        0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
+        0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
+        0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
+        0xffffffff, 0xff000000, 0xff000000, 0xff000000,
+    };
+
+    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);
+
+    texture_desc.Width = 4;
+    texture_desc.Height = 4;
+    texture_desc.MipLevels = 1;
+    texture_desc.ArraySize = 1;
+    texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    texture_desc.SampleDesc.Count = 1;
+    texture_desc.SampleDesc.Quality = 0;
+    texture_desc.Usage = D3D10_USAGE_DEFAULT;
+    texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+    texture_desc.CPUAccessFlags = 0;
+    texture_desc.MiscFlags = 0;
+
+    resource_data.pSysMem = bitmap_data;
+    resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
+
+    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
+    ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
+
+    hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv);
+    ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr);
+
+    sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
+    sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
+    sampler_desc.MipLODBias = 0.0f;
+    sampler_desc.MaxAnisotropy = 0;
+    sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
+    sampler_desc.BorderColor[0] = 0.0f;
+    sampler_desc.BorderColor[1] = 0.0f;
+    sampler_desc.BorderColor[2] = 0.0f;
+    sampler_desc.BorderColor[3] = 0.0f;
+    sampler_desc.MinLOD = 0.0f;
+    sampler_desc.MaxLOD = 0.0f;
+
+    hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
+    ok(SUCCEEDED(hr), "Failed to create sampler state, 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_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_PSSetShaderResources(device, 0, 1, &ps_srv);
+    ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
+    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);
+
+    for (i = 0; i < 4; ++i)
+    {
+        for (j = 0; j < 4; ++j)
+        {
+            color = get_texture_color(backbuffer,  80 + j * 160, 60 + i * 120);
+            ok(compare_color(color, bitmap_data[j + i * 4], 1),
+                    "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
+                    color, j, i, bitmap_data[j + i * 4]);
+        }
+    }
+
+    ID3D10PixelShader_Release(ps);
+    ID3D10VertexShader_Release(vs);
+    ID3D10SamplerState_Release(sampler_state);
+    ID3D10ShaderResourceView_Release(ps_srv);
+    ID3D10Texture2D_Release(texture);
+    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();
@@ -2322,4 +2536,5 @@ START_TEST(device)
     test_scissor();
     test_clear_state();
     test_blend();
+    test_texture();
 }




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