[PATCH 2/7] d3d10core/tests: Add test for unbound multisample textures.
Józef Kucia
jkucia at codeweavers.com
Wed May 16 04:55:25 CDT 2018
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 86 +++++++++++++++++++++++++++++++++++++++++++
1 file changed, 86 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 65f610d81cef..be09f44c03cd 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -16339,6 +16339,91 @@ done:
release_test_context(&test_context);
}
+static void test_unbound_multisample_texture(void)
+{
+ struct d3d10core_test_context test_context;
+ ID3D10PixelShader *ps;
+ struct uvec4 cb_data;
+ ID3D10Device *device;
+ ID3D10Buffer *cb;
+ unsigned int i;
+ HRESULT hr;
+
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const DWORD ps_code[] =
+ {
+#if 0
+ Texture2DMS<float4, 4> t;
+
+ uint sample_index;
+
+ float4 main(float4 position : SV_Position) : SV_Target
+ {
+ float3 p;
+ t.GetDimensions(p.x, p.y, p.z);
+ p *= float3(position.x / 640.0f, position.y / 480.0f, 0.0f);
+ /* sample index must be a literal */
+ switch (sample_index)
+ {
+ case 1: return t.Load(int2(p.xy), 1);
+ case 2: return t.Load(int2(p.xy), 2);
+ case 3: return t.Load(int2(p.xy), 3);
+ default: return t.Load(int2(p.xy), 0);
+ }
+ }
+#endif
+ 0x43425844, 0x03d62416, 0x1914ee8b, 0xccd08d68, 0x27f42136, 0x00000001, 0x000002f8, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x0000025c, 0x00000040,
+ 0x00000097, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04042058, 0x00107000, 0x00000000,
+ 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+ 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, 0x00000000, 0x00004001, 0x00000000, 0x00107e46,
+ 0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00101046, 0x00000000,
+ 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889,
+ 0x00000000, 0x00000000, 0x0400004c, 0x0020800a, 0x00000000, 0x00000000, 0x03000006, 0x00004001,
+ 0x00000001, 0x0500001b, 0x00100032, 0x00000001, 0x00100046, 0x00000000, 0x08000036, 0x001000c2,
+ 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0900002e, 0x001020f2,
+ 0x00000000, 0x00100e46, 0x00000001, 0x00107e46, 0x00000000, 0x00004001, 0x00000001, 0x0100003e,
+ 0x03000006, 0x00004001, 0x00000002, 0x0500001b, 0x00100032, 0x00000001, 0x00100046, 0x00000000,
+ 0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x0900002e, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00107e46, 0x00000000, 0x00004001,
+ 0x00000002, 0x0100003e, 0x03000006, 0x00004001, 0x00000003, 0x0500001b, 0x00100032, 0x00000001,
+ 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x0900002e, 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00107e46,
+ 0x00000000, 0x00004001, 0x00000003, 0x0100003e, 0x0100000a, 0x0500001b, 0x00100032, 0x00000000,
+ 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x0900002e, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46,
+ 0x00000000, 0x00004001, 0x00000000, 0x0100003e, 0x01000017, 0x0100003e,
+ };
+
+ if (!init_test_context(&test_context))
+ return;
+ device = test_context.device;
+
+ hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+ ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
+ ID3D10Device_PSSetShader(device, ps);
+
+ memset(&cb_data, 0, sizeof(cb_data));
+ cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data);
+ ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
+
+ for (i = 0; i < 4; ++i)
+ {
+ cb_data.x = i;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &cb_data, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
+ draw_quad(&test_context);
+ check_texture_color(test_context.backbuffer, 0x00000000, 1);
+ }
+
+ ID3D10Buffer_Release(cb);
+ ID3D10PixelShader_Release(ps);
+ release_test_context(&test_context);
+}
+
static void test_multiple_viewports(void)
{
struct
@@ -16922,6 +17007,7 @@ START_TEST(device)
test_combined_clip_and_cull_distances();
test_generate_mips();
test_alpha_to_coverage();
+ test_unbound_multisample_texture();
test_multiple_viewports();
test_multisample_resolve();
test_depth_clip();
--
2.16.1
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