=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d10core/tests: Add test for NULL sampler.
Alexandre Julliard
julliard at winehq.org
Fri Jun 3 10:03:45 CDT 2016
Module: wine
Branch: master
Commit: 442fb186e1aeed750fe64fa61c7ba909bb575072
URL: http://source.winehq.org/git/wine.git/?a=commit;h=442fb186e1aeed750fe64fa61c7ba909bb575072
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Fri Jun 3 11:33:01 2016 +0200
d3d10core/tests: Add test for NULL sampler.
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 | 82 +++++++++++++++++++++++++++++++++++++++++++
1 file changed, 82 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 79ee5c4..599c1a5 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -7268,6 +7268,87 @@ static void test_input_assembler(void)
release_test_context(&test_context);
}
+static void test_null_sampler(void)
+{
+ struct d3d10core_test_context test_context;
+ D3D10_TEXTURE2D_DESC texture_desc;
+ ID3D10ShaderResourceView *srv;
+ ID3D10RenderTargetView *rtv;
+ ID3D10SamplerState *sampler;
+ ID3D10Texture2D *texture;
+ ID3D10PixelShader *ps;
+ ID3D10Device *device;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ Texture2D t;
+ SamplerState s;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ return t.Sample(s, float2(position.x / 640.0f, position.y / 480.0f));
+ }
+#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 float blue[] = {0.0f, 0.0f, 1.0f, 1.0f};
+
+ if (!init_test_context(&test_context))
+ return;
+
+ device = test_context.device;
+
+ hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ texture_desc.Width = 64;
+ texture_desc.Height = 64;
+ 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_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
+ ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv);
+ ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
+
+ ID3D10Device_ClearRenderTargetView(device, rtv, blue);
+
+ ID3D10Device_PSSetShader(device, ps);
+ ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
+ sampler = NULL;
+ ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
+ draw_quad(&test_context);
+ check_texture_color(test_context.backbuffer, 0xffff0000, 0);
+
+ ID3D10ShaderResourceView_Release(srv);
+ ID3D10RenderTargetView_Release(rtv);
+ ID3D10Texture2D_Release(texture);
+ ID3D10PixelShader_Release(ps);
+ release_test_context(&test_context);
+}
+
START_TEST(device)
{
test_feature_level();
@@ -7309,4 +7390,5 @@ START_TEST(device)
test_sm4_if_instruction();
test_sm4_breakc_instruction();
test_input_assembler();
+ test_null_sampler();
}
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