Jan Sikorski : d3d10core/tests: Add a test for unbound input streams.

Alexandre Julliard julliard at winehq.org
Tue Apr 27 16:09:00 CDT 2021


Module: wine
Branch: master
Commit: 4ccf7498aac20b2b0afa2118f8d919718e5fcbbe
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=4ccf7498aac20b2b0afa2118f8d919718e5fcbbe

Author: Jan Sikorski <jsikorski at codeweavers.com>
Date:   Tue Apr 27 21:23:20 2021 +0200

d3d10core/tests: Add a test for unbound input streams.

Signed-off-by: Jan Sikorski <jsikorski 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 | 86 ++++++++++++++++++++++++++++++++++++++++
 1 file changed, 86 insertions(+)

diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index 927d79d90e9..ccddb401aed 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -18822,6 +18822,91 @@ static void test_dual_source_blend(void)
     release_test_context(&test_context);
 }
 
+static void test_unbound_streams(void)
+{
+    struct d3d10core_test_context test_context;
+    ID3D10PixelShader *ps;
+    ID3D10Device *device;
+    HRESULT hr;
+
+    static const DWORD vs_code[] =
+    {
+#if 0
+        struct vs_ps
+        {
+            float4 position : SV_POSITION;
+            float4 color    : COLOR0;
+        };
+
+        vs_ps vs_main(float4 position : POSITION, float4 color : COLOR0)
+        {
+            vs_ps result;
+            result.position = position;
+            result.color = color;
+            result.color.w = 1.0;
+            return result;
+        }
+#endif
+        0x43425844, 0x4a9efaec, 0xe2c6cdf5, 0x15dd28a7, 0xae68e320, 0x00000001, 0x00000154, 0x00000003,
+        0x0000002c, 0x0000007c, 0x000000d0, 0x4e475349, 0x00000048, 0x00000002, 0x00000008, 0x00000038,
+        0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000041, 0x00000000, 0x00000000,
+        0x00000003, 0x00000001, 0x0000070f, 0x49534f50, 0x4e4f4954, 0x4c4f4300, 0xab00524f, 0x4e47534f,
+        0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
+        0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x505f5653,
+        0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x0000007c, 0x00010040, 0x0000001f,
+        0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101072, 0x00000001, 0x04000067, 0x001020f2,
+        0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2, 0x00000000,
+        0x00101e46, 0x00000000, 0x05000036, 0x00102072, 0x00000001, 0x00101246, 0x00000001, 0x05000036,
+        0x00102082, 0x00000001, 0x00004001, 0x3f800000, 0x0100003e,
+    };
+
+    static const DWORD ps_code[] =
+    {
+#if 0
+        float4 ps_main(vs_ps input) : SV_TARGET
+        {
+            return input.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 float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+
+    static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+    {
+        {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0,  0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+        {"COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
+    };
+
+    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);
+
+    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);
+
+    ID3D10Device_PSSetShader(device, ps);
+    ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
+    draw_quad_vs(&test_context, vs_code, sizeof(vs_code));
+    check_texture_color(test_context.backbuffer, 0xff000000, 1);
+
+    ID3D10PixelShader_Release(ps);
+    release_test_context(&test_context);
+}
+
 START_TEST(d3d10core)
 {
     unsigned int argc, i;
@@ -18946,6 +19031,7 @@ START_TEST(d3d10core)
     queue_test(test_color_mask);
     queue_test(test_independent_blend);
     queue_test(test_dual_source_blend);
+    queue_test(test_unbound_streams);
 
     run_queued_tests();
 




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