=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d10core/tests: Add test for shaders interstage interface.

Alexandre Julliard julliard at winehq.org
Thu Oct 19 14:31:34 CDT 2017


Module: wine
Branch: master
Commit: e162ae2333bcde601e111c644d13aec3d4100edb
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=e162ae2333bcde601e111c644d13aec3d4100edb

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Thu Oct 19 10:07:26 2017 +0200

d3d10core/tests: Add test for shaders interstage interface.

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 | 160 ++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 160 insertions(+)

diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 819d949..0d063f6 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -9039,6 +9039,165 @@ static void test_shader_stage_input_output_matching(void)
     release_test_context(&test_context);
 }
 
+static void test_shader_interstage_interface(void)
+{
+    struct d3d10core_test_context test_context;
+    D3D10_TEXTURE2D_DESC texture_desc;
+    ID3D10InputLayout *input_layout;
+    ID3D10Texture2D *render_target;
+    ID3D10RenderTargetView *rtv;
+    ID3D10VertexShader *vs;
+    ID3D10PixelShader *ps;
+    ID3D10Device *device;
+    UINT stride, offset;
+    ID3D10Buffer *vb;
+    HRESULT hr;
+
+    static const DWORD vs_code[] =
+    {
+#if 0
+        struct vertex
+        {
+            float4 position : SV_Position;
+            float2 t0 : TEXCOORD0;
+            nointerpolation float t1 : TEXCOORD1;
+            uint t2 : TEXCOORD2;
+            uint t3 : TEXCOORD3;
+            float t4 : TEXCOORD4;
+        };
+
+        void main(in vertex vin, out vertex vout)
+        {
+            vout = vin;
+        }
+#endif
+        0x43425844, 0xd55780bf, 0x76866b06, 0x45d697a2, 0xafac2ecd, 0x00000001, 0x000002bc, 0x00000003,
+        0x0000002c, 0x000000e4, 0x0000019c, 0x4e475349, 0x000000b0, 0x00000006, 0x00000008, 0x00000098,
+        0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x000000a4, 0x00000000, 0x00000000,
+        0x00000003, 0x00000001, 0x00000303, 0x000000a4, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+        0x00000101, 0x000000a4, 0x00000002, 0x00000000, 0x00000001, 0x00000003, 0x00000101, 0x000000a4,
+        0x00000003, 0x00000000, 0x00000001, 0x00000004, 0x00000101, 0x000000a4, 0x00000004, 0x00000000,
+        0x00000003, 0x00000005, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
+        0xababab00, 0x4e47534f, 0x000000b0, 0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x00000001,
+        0x00000003, 0x00000000, 0x0000000f, 0x000000a4, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
+        0x00000c03, 0x000000a4, 0x00000004, 0x00000000, 0x00000003, 0x00000001, 0x00000b04, 0x000000a4,
+        0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000e01, 0x000000a4, 0x00000002, 0x00000000,
+        0x00000001, 0x00000002, 0x00000d02, 0x000000a4, 0x00000003, 0x00000000, 0x00000001, 0x00000002,
+        0x00000b04, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, 0xababab00, 0x52444853,
+        0x00000118, 0x00010040, 0x00000046, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101032,
+        0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x0300005f, 0x00101012, 0x00000003, 0x0300005f,
+        0x00101012, 0x00000004, 0x0300005f, 0x00101012, 0x00000005, 0x04000067, 0x001020f2, 0x00000000,
+        0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x03000065, 0x00102042, 0x00000001, 0x03000065,
+        0x00102012, 0x00000002, 0x03000065, 0x00102022, 0x00000002, 0x03000065, 0x00102042, 0x00000002,
+        0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102032, 0x00000001,
+        0x00101046, 0x00000001, 0x05000036, 0x00102042, 0x00000001, 0x0010100a, 0x00000005, 0x05000036,
+        0x00102012, 0x00000002, 0x0010100a, 0x00000002, 0x05000036, 0x00102022, 0x00000002, 0x0010100a,
+        0x00000003, 0x05000036, 0x00102042, 0x00000002, 0x0010100a, 0x00000004, 0x0100003e,
+    };
+    static const DWORD ps_code[] =
+    {
+#if 0
+        void main(float4 position : SV_Position, float2 t0 : TEXCOORD0,
+                nointerpolation float t1 : TEXCOORD1, uint t2 : TEXCOORD2,
+                uint t3 : TEXCOORD3, float t4 : TEXCOORD4, out float4 o : SV_Target)
+        {
+            o.x = t0.y + t1;
+            o.y = t2 + t3;
+            o.z = t4;
+            o.w = t0.x;
+        }
+#endif
+        0x43425844, 0x8a7ef706, 0xc8f2cbf1, 0x83a05df1, 0xfab8e613, 0x00000001, 0x000001dc, 0x00000003,
+        0x0000002c, 0x000000e4, 0x00000118, 0x4e475349, 0x000000b0, 0x00000006, 0x00000008, 0x00000098,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x000000a4, 0x00000000, 0x00000000,
+        0x00000003, 0x00000001, 0x00000303, 0x000000a4, 0x00000004, 0x00000000, 0x00000003, 0x00000001,
+        0x00000404, 0x000000a4, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000101, 0x000000a4,
+        0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x00000202, 0x000000a4, 0x00000003, 0x00000000,
+        0x00000001, 0x00000002, 0x00000404, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
+        0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
+        0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000bc,
+        0x00000040, 0x0000002f, 0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x00101042, 0x00000001,
+        0x03000862, 0x00101012, 0x00000002, 0x03000862, 0x00101022, 0x00000002, 0x03000862, 0x00101042,
+        0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700001e, 0x00100012,
+        0x00000000, 0x0010101a, 0x00000002, 0x0010102a, 0x00000002, 0x05000056, 0x00102022, 0x00000000,
+        0x0010000a, 0x00000000, 0x07000000, 0x00102012, 0x00000000, 0x0010101a, 0x00000001, 0x0010100a,
+        0x00000002, 0x05000036, 0x001020c2, 0x00000000, 0x001012a6, 0x00000001, 0x0100003e,
+    };
+    static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+    {
+        {"SV_POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0,  0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+        {"TEXCOORD",    0, DXGI_FORMAT_R32G32_FLOAT, 0,  8, D3D10_INPUT_PER_VERTEX_DATA, 0},
+        {"TEXCOORD",    1, DXGI_FORMAT_R32_FLOAT,    0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
+        {"TEXCOORD",    2, DXGI_FORMAT_R32_UINT,     0, 20, D3D10_INPUT_PER_VERTEX_DATA, 0},
+        {"TEXCOORD",    3, DXGI_FORMAT_R32_UINT,     0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0},
+        {"TEXCOORD",    4, DXGI_FORMAT_R32_FLOAT,    0, 28, D3D10_INPUT_PER_VERTEX_DATA, 0},
+    };
+    static const struct
+    {
+        struct vec2 position;
+        struct vec2 t0;
+        float t1;
+        unsigned int t2;
+        unsigned int t3;
+        float t4;
+    }
+    quad[] =
+    {
+        {{-1.0f, -1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
+        {{-1.0f,  1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
+        {{ 1.0f, -1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
+        {{ 1.0f,  1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f},
+    };
+    static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+    static const struct vec4 expected_result = {10.0f, 8.0f, 7.0f, 3.0f};
+
+    if (!init_test_context(&test_context))
+        return;
+
+    device = test_context.device;
+
+    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);
+
+    ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+    texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtv);
+    ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
+            vs_code, sizeof(vs_code), &input_layout);
+    ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+    vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
+
+    ID3D10Device_ClearRenderTargetView(device, rtv, white);
+
+    ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
+
+    ID3D10Device_PSSetShader(device, ps);
+    ID3D10Device_VSSetShader(device, vs);
+    ID3D10Device_IASetInputLayout(device, input_layout);
+    ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+    offset = 0;
+    stride = sizeof(*quad);
+    ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
+    ID3D10Device_Draw(device, 4, 0);
+    check_texture_vec4(render_target, &expected_result, 0);
+
+    ID3D10InputLayout_Release(input_layout);
+    ID3D10RenderTargetView_Release(rtv);
+    ID3D10Texture2D_Release(render_target);
+    ID3D10PixelShader_Release(ps);
+    ID3D10VertexShader_Release(vs);
+    ID3D10Buffer_Release(vb);
+    release_test_context(&test_context);
+}
+
 static void test_sm4_if_instruction(void)
 {
     struct d3d10core_test_context test_context;
@@ -12598,6 +12757,7 @@ START_TEST(device)
     test_clear_depth_stencil_view();
     test_draw_depth_only();
     test_shader_stage_input_output_matching();
+    test_shader_interstage_interface();
     test_sm4_if_instruction();
     test_sm4_breakc_instruction();
     test_sm4_continuec_instruction();




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