=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d10core/tests: Add test for index buffer offset.
Alexandre Julliard
julliard at winehq.org
Wed Jul 27 10:30:59 CDT 2016
Module: wine
Branch: master
Commit: 47283b5b89332db8ed1afef9f6caca499032f303
URL: http://source.winehq.org/git/wine.git/?a=commit;h=47283b5b89332db8ed1afef9f6caca499032f303
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Tue Jul 26 12:16:36 2016 +0200
d3d10core/tests: Add test for index buffer offset.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d10core/tests/device.c | 176 ++++++++++++++++++++++++++++++++++++++++++
1 file changed, 176 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index f0935d2..c6fc480 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -8932,6 +8932,181 @@ static void test_uint_shader_instructions(void)
release_test_context(&test_context);
}
+static void test_index_buffer_offset(void)
+{
+ struct d3d10core_test_context test_context;
+ ID3D10Buffer *vb, *ib, *so_buffer;
+ ID3D10InputLayout *input_layout;
+ struct resource_readback rb;
+ ID3D10GeometryShader *gs;
+ const struct vec4 *data;
+ ID3D10VertexShader *vs;
+ ID3D10Device *device;
+ UINT stride, offset;
+ unsigned int i;
+ HRESULT hr;
+
+ static const DWORD vs_code[] =
+ {
+#if 0
+ void main(float4 position : SV_POSITION, float4 attrib : ATTRIB,
+ out float4 out_position : SV_Position, out float4 out_attrib : ATTRIB)
+ {
+ out_position = position;
+ out_attrib = attrib;
+ }
+#endif
+ 0x43425844, 0xd7716716, 0xe23207f3, 0xc8af57c0, 0x585e2919, 0x00000001, 0x00000144, 0x00000003,
+ 0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52545441, 0xab004249,
+ 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
+ 0x505f5653, 0x7469736f, 0x006e6f69, 0x52545441, 0xab004249, 0x52444853, 0x00000068, 0x00010040,
+ 0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067,
+ 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2,
+ 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001,
+ 0x0100003e,
+ };
+ static const DWORD gs_code[] =
+ {
+#if 0
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float4 attrib : ATTRIB;
+ };
+
+ [maxvertexcount(1)]
+ void main(point vertex input[1], inout PointStream<vertex> output)
+ {
+ output.Append(input[0]);
+ output.RestartStrip();
+ }
+#endif
+ 0x43425844, 0x3d1dc497, 0xdf450406, 0x284ab03b, 0xa4ec0fd6, 0x00000001, 0x00000170, 0x00000003,
+ 0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52545441, 0xab004249,
+ 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
+ 0x505f5653, 0x5449534f, 0x004e4f49, 0x52545441, 0xab004249, 0x52444853, 0x00000094, 0x00020040,
+ 0x00000025, 0x05000061, 0x002010f2, 0x00000001, 0x00000000, 0x00000001, 0x0400005f, 0x002010f2,
+ 0x00000001, 0x00000001, 0x0100085d, 0x0100085c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
+ 0x03000065, 0x001020f2, 0x00000001, 0x0200005e, 0x00000001, 0x06000036, 0x001020f2, 0x00000000,
+ 0x00201e46, 0x00000000, 0x00000000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000,
+ 0x00000001, 0x01000013, 0x01000009, 0x0100003e,
+ };
+ static const D3D10_INPUT_ELEMENT_DESC input_desc[] =
+ {
+ {"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ {"ATTRIB", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ };
+ static const D3D10_SO_DECLARATION_ENTRY so_declaration[] =
+ {
+ {"SV_Position", 0, 0, 4, 0},
+ {"ATTRIB", 0, 0, 4, 0},
+ };
+ static const struct
+ {
+ struct vec4 position;
+ struct vec4 attrib;
+ }
+ vertices[] =
+ {
+ {{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f}},
+ {{-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f}},
+ {{ 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f}},
+ {{ 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f}},
+ };
+ static const unsigned int indices[] =
+ {
+ 0, 1, 2, 3,
+ 3, 2, 1, 0,
+ 1, 3, 2, 0,
+ };
+ static const struct vec4 expected_data[] =
+ {
+ {-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f},
+ {-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f},
+ { 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f},
+ { 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f},
+
+ { 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f},
+ { 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f},
+ {-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f},
+ {-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f},
+
+ {-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f},
+ { 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f},
+ { 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f},
+ {-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f},
+ };
+
+ if (!init_test_context(&test_context))
+ return;
+
+ device = test_context.device;
+
+ hr = ID3D10Device_CreateInputLayout(device, input_desc, sizeof(input_desc) / sizeof(*input_desc),
+ vs_code, sizeof(vs_code), &input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ stride = 32;
+ hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code),
+ so_declaration, sizeof(so_declaration) / sizeof(*so_declaration),
+ stride, &gs);
+ todo_wine ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
+ if (FAILED(hr)) goto cleanup;
+
+ hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+
+ vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
+ ib = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices), indices);
+ so_buffer = create_buffer(device, D3D10_BIND_STREAM_OUTPUT, 1024, NULL);
+
+ ID3D10Device_VSSetShader(device, vs);
+ ID3D10Device_GSSetShader(device, gs);
+
+ ID3D10Device_IASetInputLayout(device, input_layout);
+ ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
+ stride = sizeof(*vertices);
+ offset = 0;
+ ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
+
+ offset = 0;
+ ID3D10Device_SOSetTargets(device, 1, &so_buffer, &offset);
+
+ ID3D10Device_IASetIndexBuffer(device, ib, DXGI_FORMAT_R32_UINT, 0);
+ ID3D10Device_DrawIndexed(device, 4, 0, 0);
+
+ ID3D10Device_IASetIndexBuffer(device, ib, DXGI_FORMAT_R32_UINT, 4 * sizeof(*indices));
+ ID3D10Device_DrawIndexed(device, 4, 0, 0);
+
+ ID3D10Device_IASetIndexBuffer(device, ib, DXGI_FORMAT_R32_UINT, 8 * sizeof(*indices));
+ ID3D10Device_DrawIndexed(device, 4, 0, 0);
+
+ get_buffer_readback(so_buffer, &rb);
+ for (i = 0; i < sizeof(expected_data) / sizeof(*expected_data); ++i)
+ {
+ data = get_readback_vec4(&rb, i, 0);
+ ok(compare_vec4(data, &expected_data[i], 0),
+ "Got unexpected result {%.8e, %.8e, %.8e, %.8e} at %u.\n",
+ data->x, data->y, data->z, data->w, i);
+ }
+ release_resource_readback(&rb);
+
+ ID3D10Buffer_Release(so_buffer);
+ ID3D10Buffer_Release(ib);
+ ID3D10Buffer_Release(vb);
+ ID3D10VertexShader_Release(vs);
+ ID3D10GeometryShader_Release(gs);
+cleanup:
+ ID3D10InputLayout_Release(input_layout);
+ release_test_context(&test_context);
+}
+
START_TEST(device)
{
test_feature_level();
@@ -8980,4 +9155,5 @@ START_TEST(device)
test_immediate_constant_buffer();
test_fp_specials();
test_uint_shader_instructions();
+ test_index_buffer_offset();
}
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