[PATCH 2/2] d3dx10/tests: Add some tests for sprite object.

Nikolay Sivov nsivov at codeweavers.com
Thu Aug 26 00:58:49 CDT 2021



On 8/25/21 8:40 PM, Matteo Bruni wrote:
> On Mon, Aug 23, 2021 at 10:22 AM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
>> ---
>>  dlls/d3dx10_43/sprite.c       |   3 +
>>  dlls/d3dx10_43/tests/d3dx10.c | 194 ++++++++++++++++++++++++++++++++++
>>  2 files changed, 197 insertions(+)
>> diff --git a/dlls/d3dx10_43/tests/d3dx10.c b/dlls/d3dx10_43/tests/d3dx10.c
>> index b7834fb6f8a..7ed77a6406c 100644
>> --- a/dlls/d3dx10_43/tests/d3dx10.c
>> +++ b/dlls/d3dx10_43/tests/d3dx10.c
>> @@ -2973,6 +2973,199 @@ todo_wine
>>      ID3DX10Font_Release(font);
>>  }
>>
>> +static void test_sprite(void)
>> +{
>> +    ID3D10Device *device, *device2;
>> +    ID3DX10Sprite *sprite;
>> +    D3DXMATRIX mat, mat2;
>> +    HRESULT hr;
>> +    D3DX10_SPRITE sprite_desc;
>> +    D3D10_TEXTURE2D_DESC texture_desc;
>> +    ID3D10Texture2D *texture1, *texture2;
>> +    ID3D10ShaderResourceView *srv1, *srv2;
>> +    ULONG refcount;
>> +
>> +    if (!(device = create_device()))
>> +    {
>> +        skip("Failed to create device, skipping tests.\n");
>> +        return;
>> +    }
>> +
>> +    texture_desc.Width = 64;
>> +    texture_desc.Height = 64;
>> +    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_DEFAULT;
>> +    texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
>> +    texture_desc.CPUAccessFlags = 0;
>> +    texture_desc.MiscFlags = 0;
>> +
>> +    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture1);
>> +    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
>> +
>> +    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture2);
>> +    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
>> +
>> +    hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture1, NULL, &srv1);
>> +    ok(SUCCEEDED(hr), "Failed to create srv, hr %#x.\n", hr);
>> +
>> +    hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture1, NULL, &srv2);
>> +    ok(SUCCEEDED(hr), "Failed to create srv, hr %#x.\n", hr);
>> +
>> +    hr = D3DX10CreateSprite(device, 0, NULL);
>> +    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
>> +
>> +    hr = D3DX10CreateSprite(NULL, 0, &sprite);
>> +    ok(hr == D3DERR_INVALIDCALL, "Unexpected hr %#x.\n", hr);
>> +
>> +    hr = D3DX10CreateSprite(device, 0, &sprite);
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +
>> +    /* GetDevice */
>> +    hr = ID3DX10Sprite_GetDevice(sprite, NULL);
>> +    ok(hr == E_FAIL, "Unexpected hr %#x.\n", hr);
>> +
>> +    hr = ID3DX10Sprite_GetDevice(sprite, &device2);
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +    ok(device == device2, "Unexpected device.\n");
>> +
>> +    ID3D10Device_Release(device2);
>> +
>> +    /* Projection transform */
>> +    hr = ID3DX10Sprite_GetProjectionTransform(sprite, NULL);
>> +todo_wine
>> +    ok(hr == E_FAIL, "Unexpected hr %#x.\n", hr);
>> +    hr = ID3DX10Sprite_GetProjectionTransform(sprite, &mat);
>> +todo_wine
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
> We could test what the initial projection transform matrix looks like.
> I expect it to be just the identity matrix of course, but...
> Same for the view matrix.

Right, I have a patch for this part, as projection matrix was actually
set by the demo application.

>> +
>> +    hr = ID3DX10Sprite_Begin(sprite, 0);
>> +todo_wine
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +
>> +    memset(&sprite_desc, 0, sizeof(sprite_desc));
>> +    hr = ID3DX10Sprite_DrawSpritesBuffered(sprite, &sprite_desc, 1);
>> +todo_wine
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +
>> +    sprite_desc.pTexture = srv1;
>> +    hr = ID3DX10Sprite_DrawSpritesBuffered(sprite, &sprite_desc, 1);
>> +todo_wine
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +
>> +    hr = ID3DX10Sprite_Flush(sprite);
>> +todo_wine
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +
>> +    hr = ID3DX10Sprite_Flush(sprite);
>> +todo_wine
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +
>> +    hr = ID3DX10Sprite_End(sprite);
>> +todo_wine
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +
>> +    /* D3DX10_SPRITE_ADDREF_TEXTURES */
>> +    hr = ID3DX10Sprite_Begin(sprite, D3DX10_SPRITE_ADDREF_TEXTURES);
>> +todo_wine
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +
>> +    memset(&sprite_desc, 0, sizeof(sprite_desc));
>> +    sprite_desc.pTexture = srv1;
>> +
>> +    refcount = get_refcount(srv1);
>> +    hr = ID3DX10Sprite_DrawSpritesBuffered(sprite, &sprite_desc, 1);
>> +todo_wine {
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +    ok(get_refcount(srv1) > refcount, "Unexpected refcount.\n");
>> +}
>> +
>> +    hr = ID3DX10Sprite_Flush(sprite);
>> +todo_wine
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
>> +    ok(get_refcount(srv1) == refcount, "Unexpected refcount.\n");
>> +
>> +    hr = ID3DX10Sprite_End(sprite);
>> +todo_wine
>> +    ok(hr == S_OK, "Unexpected hr %#x.\n", hr);
> The docs suggest that you must call Flush() before End() to make sure
> that the sprites are actually drawn on the screen. Some testing around
> that would be nice.
> FWIW it would be pretty surprising to me if End() doesn't flush on its
> own anyway.
I had a failed naive attempt to draw solid color sprite on top of solid
color cleared target, where I wanted to see how flushing happens. I'll
revisit when I have more time for this.



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