[PATCH 8/8] d3d11/tests: Add a geometry shader test.
Matteo Bruni
matteo.mystral at gmail.com
Wed Apr 20 10:44:27 CDT 2016
2016-04-20 9:33 GMT+02:00 Józef Kucia <joseph.kucia at gmail.com>:
> On Tue, Apr 19, 2016 at 6:56 PM, Matteo Bruni <mbruni at codeweavers.com> wrote:
>> Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
>> ---
>> dlls/d3d11/tests/d3d11.c | 232 +++++++++++++++++++++++++++++++++++++++++++++++
>> 1 file changed, 232 insertions(+)
>>
>> diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
>> index 713c9cf..0fafaaf 100644
>> --- a/dlls/d3d11/tests/d3d11.c
>> +++ b/dlls/d3d11/tests/d3d11.c
>> @@ -6569,6 +6569,237 @@ static void test_getdc(void)
>> ok(!refcount, "Device has %u references left.\n", refcount);
>> }
>>
>> +static void test_geometry_shader(void)
>> +{
>> + static const struct
>> + {
>> + struct vec4 position;
>> + unsigned int color;
>> + }
>> + vertex[] =
>> + {
>> + {{0.0f, 0.0f, 1.0f, 1.0f}, 0xffffff00},
>> + };
>> + static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
>> + {
>> + {"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
>> + {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
>
> It would be better to use D3D11 constants.
Indeed.
>> + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_10_0;
>
> Why should we limit this test to feature level 10_0?
For no good reason, that's probably a remnant from a test or something...
>
>> + buffer_desc.ByteWidth = sizeof(vertex);
>> + buffer_desc.Usage = D3D11_USAGE_DEFAULT;
>> + buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
>> + buffer_desc.CPUAccessFlags = 0;
>> + buffer_desc.MiscFlags = 0;
>
> The "StructureByteStride" field is uninitialized. I suppose it doesn't
> matter in practice because this field is used only for structured
> buffers.
Right, I'll fix that.
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