=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d10core/tests: Add test for relative addressing of vertex shader inputs.
Alexandre Julliard
julliard at winehq.org
Mon Dec 11 13:53:37 CST 2017
Module: wine
Branch: master
Commit: e7400d20aac30edcb0aa527f1a8a1cc7a0b044bd
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e7400d20aac30edcb0aa527f1a8a1cc7a0b044bd
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Mon Dec 11 10:25:29 2017 +0100
d3d10core/tests: Add test for relative addressing of vertex shader inputs.
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 | 119 ++++++++++++++++++++++++++++++++++++++++++
1 file changed, 119 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 8eb11da..6aaeb33 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -8419,6 +8419,124 @@ float4 main(const ps_in v) : SV_TARGET
release_test_context(&test_context);
}
+static void test_vs_input_relative_addressing(void)
+{
+ struct d3d10core_test_context test_context;
+ unsigned int offset, stride;
+ unsigned int index[4] = {0};
+ ID3D10PixelShader *ps;
+ ID3D10Buffer *vb, *cb;
+ ID3D10Device *device;
+ unsigned int i;
+ HRESULT hr;
+
+ static const DWORD vs_code[] =
+ {
+#if 0
+ struct vertex
+ {
+ float4 position : POSITION;
+ float4 colors[4] : COLOR;
+ };
+
+ uint index;
+
+ void main(vertex vin, out float4 position : SV_Position,
+ out float4 color : COLOR)
+ {
+ position = vin.position;
+ color = vin.colors[index];
+ }
+#endif
+ 0x43425844, 0x8623dd89, 0xe37fecf5, 0xea3fdfe1, 0xdf36e4e4, 0x00000001, 0x000001f4, 0x00000003,
+ 0x0000002c, 0x000000c4, 0x00000118, 0x4e475349, 0x00000090, 0x00000005, 0x00000008, 0x00000080,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000089, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x00000089, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000f0f, 0x00000089, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x00000f0f, 0x00000089,
+ 0x00000003, 0x00000000, 0x00000003, 0x00000004, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300,
+ 0xab00524f, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001,
+ 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
+ 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000d4,
+ 0x00010040, 0x00000035, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005f, 0x001010f2,
+ 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002, 0x0300005f,
+ 0x001010f2, 0x00000003, 0x0300005f, 0x001010f2, 0x00000004, 0x04000067, 0x001020f2, 0x00000000,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x0400005b, 0x001010f2,
+ 0x00000001, 0x00000004, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x06000036,
+ 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x07000036, 0x001020f2, 0x00000001,
+ 0x00d01e46, 0x00000001, 0x0010000a, 0x00000000, 0x0100003e,
+ };
+ static const DWORD ps_code[] =
+ {
+#if 0
+ struct vs_out
+ {
+ float4 position : SV_POSITION;
+ float4 color : COLOR;
+ };
+
+ float4 main(struct vs_out i) : SV_TARGET
+ {
+ return i.color;
+ }
+#endif
+ 0x43425844, 0xe2087fa6, 0xa35fbd95, 0x8e585b3f, 0x67890f54, 0x00000001, 0x000000f4, 0x00000003,
+ 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
+ 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 D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 0, D3D10_INPUT_PER_INSTANCE_DATA, 1},
+ {"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 4, D3D10_INPUT_PER_INSTANCE_DATA, 1},
+ {"COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 8, D3D10_INPUT_PER_INSTANCE_DATA, 1},
+ {"COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 12, D3D10_INPUT_PER_INSTANCE_DATA, 1},
+ };
+ static const unsigned int colors[] = {0xff0000ff, 0xff00ff00, 0xffff0000, 0xff0f0f0f};
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+
+ if (!init_test_context(&test_context))
+ return;
+ device = test_context.device;
+
+ hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
+ vs_code, sizeof(vs_code), &test_context.input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
+ ID3D10Device_VSSetConstantBuffers(device, 0, 1, &cb);
+
+ vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(colors), colors);
+ stride = sizeof(colors);
+ offset = 0;
+ ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
+
+ hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.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);
+ ID3D10Device_PSSetShader(device, ps);
+
+ for (i = 0; i < ARRAY_SIZE(colors); ++i)
+ {
+ *index = i;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, index, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
+ draw_quad(&test_context);
+ check_texture_color(test_context.backbuffer, colors[i], 1);
+ }
+
+ ID3D10Buffer_Release(cb);
+ ID3D10Buffer_Release(vb);
+ ID3D10PixelShader_Release(ps);
+ release_test_context(&test_context);
+}
+
static void test_swapchain_formats(void)
{
DXGI_SWAP_CHAIN_DESC swapchain_desc;
@@ -13531,6 +13649,7 @@ START_TEST(device)
test_copy_subresource_region();
test_check_multisample_quality_levels();
test_cb_relative_addressing();
+ test_vs_input_relative_addressing();
test_swapchain_formats();
test_swapchain_views();
test_swapchain_flip();
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