=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d10core/tests: Add test for initial texture data.
Alexandre Julliard
julliard at winehq.org
Thu Oct 18 15:02:45 CDT 2018
Module: wine
Branch: master
Commit: b665734d34df9c1eca9c572c4603294a64dfd461
URL: https://source.winehq.org/git/wine.git/?a=commit;h=b665734d34df9c1eca9c572c4603294a64dfd461
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Thu Oct 18 12:26:35 2018 +0200
d3d10core/tests: Add test for initial texture data.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45996
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/d3d10core.c | 133 +++++++++++++++++++++++++++++++++++++++
1 file changed, 133 insertions(+)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index 7773845..e4d353a 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -8913,6 +8913,138 @@ static void test_fragment_coords(void)
release_test_context(&test_context);
}
+static void test_initial_texture_data(void)
+{
+ ID3D10Texture2D *texture, *staging_texture;
+ struct d3d10core_test_context test_context;
+ D3D10_SUBRESOURCE_DATA resource_data;
+ D3D10_TEXTURE2D_DESC texture_desc;
+ ID3D10SamplerState *sampler_state;
+ ID3D10ShaderResourceView *ps_srv;
+ D3D10_SAMPLER_DESC sampler_desc;
+ struct resource_readback rb;
+ ID3D10PixelShader *ps;
+ ID3D10Device *device;
+ unsigned int i, j;
+ DWORD color;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ Texture2D t;
+ SamplerState s;
+
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ float2 p;
+
+ p.x = position.x / 640.0f;
+ p.y = position.y / 480.0f;
+ return t.Sample(s, p);
+ }
+#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 red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+ static const DWORD bitmap_data[] =
+ {
+ 0xffffffff, 0xff000000, 0xffffffff, 0xff000000,
+ 0xff00ff00, 0xff0000ff, 0xff00ffff, 0x00000000,
+ 0xffffff00, 0xffff0000, 0xffff00ff, 0x00000000,
+ 0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000,
+ };
+
+ if (!init_test_context(&test_context))
+ return;
+
+ device = test_context.device;
+
+ texture_desc.Width = 4;
+ texture_desc.Height = 4;
+ 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_STAGING;
+ texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+ texture_desc.BindFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ resource_data.pSysMem = bitmap_data;
+ resource_data.SysMemPitch = texture_desc.Width * sizeof(*bitmap_data);
+ resource_data.SysMemSlicePitch = 0;
+
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &staging_texture);
+ ok(hr == S_OK, "Failed to create 2d texture, hr %#x.\n", hr);
+
+ texture_desc.Usage = D3D10_USAGE_DEFAULT;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(hr == S_OK, "Failed to create 2d texture, hr %#x.\n", hr);
+
+ ID3D10Device_CopyResource(device, (ID3D10Resource *)texture, (ID3D10Resource *)staging_texture);
+
+ hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv);
+ ok(hr == S_OK, "Failed to create shader resource view, hr %#x.\n", hr);
+
+ sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MaxAnisotropy = 0;
+ sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
+ sampler_desc.BorderColor[0] = 0.0f;
+ sampler_desc.BorderColor[1] = 0.0f;
+ sampler_desc.BorderColor[2] = 0.0f;
+ sampler_desc.BorderColor[3] = 0.0f;
+ sampler_desc.MinLOD = 0.0f;
+ sampler_desc.MaxLOD = 0.0f;
+ hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
+ ok(hr == S_OK, "Failed to create sampler state, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+ ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+
+ ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
+ ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
+ ID3D10Device_PSSetShader(device, ps);
+
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
+ draw_quad(&test_context);
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < 4; ++j)
+ {
+ color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
+ ok(compare_color(color, bitmap_data[j + i * 4], 1),
+ "Got color 0x%08x at (%u, %u), expected 0x%08x.\n",
+ color, j, i, bitmap_data[j + i * 4]);
+ }
+ }
+ release_resource_readback(&rb);
+
+ ID3D10PixelShader_Release(ps);
+ ID3D10SamplerState_Release(sampler_state);
+ ID3D10ShaderResourceView_Release(ps_srv);
+ ID3D10Texture2D_Release(staging_texture);
+ ID3D10Texture2D_Release(texture);
+ release_test_context(&test_context);
+}
+
static void test_update_subresource(void)
{
struct d3d10core_test_context test_context;
@@ -17395,6 +17527,7 @@ START_TEST(d3d10core)
queue_test(test_il_append_aligned);
queue_test(test_instance_id);
queue_test(test_fragment_coords);
+ queue_test(test_initial_texture_data);
queue_test(test_update_subresource);
queue_test(test_copy_subresource_region);
queue_test(test_copy_subresource_region_1d);
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