=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d10core/tests: Add additional tests for shader input/output matching.

Alexandre Julliard julliard at winehq.org
Tue Apr 17 14:53:59 CDT 2018


Module: wine
Branch: master
Commit: 2d4371846c34903ebd83544aaa4af8cf4fa27f7c
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=2d4371846c34903ebd83544aaa4af8cf4fa27f7c

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Tue Apr 17 14:26:50 2018 +0200

d3d10core/tests: Add additional tests for shader input/output matching.

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 | 80 +++++++++++++++++++++++++++++++++++++++----
 1 file changed, 73 insertions(+), 7 deletions(-)

diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 6982a4e..421512f 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -10583,6 +10583,7 @@ static void test_shader_interstage_interface(void)
     ID3D10Device *device;
     UINT stride, offset;
     ID3D10Buffer *vb;
+    unsigned int i;
     HRESULT hr;
 
     static const DWORD vs_code[] =
@@ -10655,6 +10656,56 @@ static void test_shader_interstage_interface(void)
         0x0010000a, 0x00000000, 0x07000000, 0x00102012, 0x00000000, 0x0010101a, 0x00000001, 0x0010100a,
         0x00000002, 0x05000036, 0x001020c2, 0x00000000, 0x001012a6, 0x00000001, 0x0100003e,
     };
+    static const DWORD ps_partial_input_code[] =
+    {
+#if 0
+        void main(float4 position : SV_Position, float2 t0 : TEXCOORD0,
+                nointerpolation float t1 : TEXCOORD1, uint t2 : TEXCOORD2,
+                uint t3 : TEXCOORD3, out float4 o : SV_Target)
+        {
+            o.x = t0.y + t1;
+            o.y = t2 + t3;
+            o.z = 0.0f;
+            o.w = t0.x;
+        }
+#endif
+        0x43425844, 0x5b1db356, 0xaa5a5e9d, 0xb916a081, 0x61e6dcb1, 0x00000001, 0x000001cc, 0x00000003,
+        0x0000002c, 0x000000cc, 0x00000100, 0x4e475349, 0x00000098, 0x00000005, 0x00000008, 0x00000080,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000008c, 0x00000000, 0x00000000,
+        0x00000003, 0x00000001, 0x00000303, 0x0000008c, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+        0x00000101, 0x0000008c, 0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x00000202, 0x0000008c,
+        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, 0x000000c4, 0x00000040, 0x00000031, 0x03001062, 0x00101032, 0x00000001, 0x03000862,
+        0x00101012, 0x00000002, 0x03000862, 0x00101022, 0x00000002, 0x03000862, 0x00101042, 0x00000002,
+        0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700001e, 0x00100012, 0x00000000,
+        0x0010102a, 0x00000002, 0x0010101a, 0x00000002, 0x05000056, 0x00102022, 0x00000000, 0x0010000a,
+        0x00000000, 0x07000000, 0x00102012, 0x00000000, 0x0010101a, 0x00000001, 0x0010100a, 0x00000002,
+        0x05000036, 0x00102042, 0x00000000, 0x00004001, 0x00000000, 0x05000036, 0x00102082, 0x00000000,
+        0x0010100a, 0x00000001, 0x0100003e,
+    };
+    static const DWORD ps_single_input_code[] =
+    {
+#if 0
+        void main(float4 position : SV_Position, float2 t0 : TEXCOORD0, out float4 o : SV_Target)
+        {
+            o.x = t0.x;
+            o.y = t0.y;
+            o.z = 1.0f;
+            o.w = 2.0f;
+        }
+#endif
+        0x43425844, 0x7cc601b6, 0xc65b8bdb, 0x54d0f606, 0x9cc74d3d, 0x00000001, 0x00000118, 0x00000003,
+        0x0000002c, 0x00000084, 0x000000b8, 0x4e475349, 0x00000050, 0x00000002, 0x00000008, 0x00000038,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
+        0x00000003, 0x00000001, 0x00000303, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f,
+        0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
+        0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000058,
+        0x00000040, 0x00000016, 0x03001062, 0x00101032, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+        0x05000036, 0x00102032, 0x00000000, 0x00101046, 0x00000001, 0x08000036, 0x001020c2, 0x00000000,
+        0x00004002, 0x00000000, 0x00000000, 0x3f800000, 0x40000000, 0x0100003e,
+    };
     static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
     {
         {"SV_POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0,  0, D3D10_INPUT_PER_VERTEX_DATA, 0},
@@ -10681,7 +10732,18 @@ static void test_shader_interstage_interface(void)
         {{ 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};
+    static const struct
+    {
+        const DWORD *ps_code;
+        size_t ps_size;
+        struct vec4 expected_result;
+    }
+    tests[] =
+    {
+        {ps_code, sizeof(ps_code), {10.0f, 8.0f, 7.0f, 3.0f}},
+        {ps_partial_input_code, sizeof(ps_partial_input_code), {10.0f, 8.0f, 0.0f, 3.0f}},
+        {ps_single_input_code, sizeof(ps_single_input_code), {3.0f, 5.0f, 1.0f, 2.0f}},
+    };
 
     if (!init_test_context(&test_context))
         return;
@@ -10690,8 +10752,6 @@ static void test_shader_interstage_interface(void)
 
     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;
@@ -10711,20 +10771,26 @@ static void test_shader_interstage_interface(void)
 
     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);
+
+    for (i = 0; i < ARRAY_SIZE(tests); ++i)
+    {
+        hr = ID3D10Device_CreatePixelShader(device, tests[i].ps_code, tests[i].ps_size, &ps);
+        ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+        ID3D10Device_PSSetShader(device, ps);
+        ID3D10Device_Draw(device, 4, 0);
+        check_texture_vec4(render_target, &tests[i].expected_result, 0);
+        ID3D10PixelShader_Release(ps);
+    }
 
     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);




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