[PATCH 2/4] d3d10core/tests: Add a stress test for dynamic buffer maps.
Zebediah Figura
zfigura at codeweavers.com
Mon Sep 27 00:32:46 CDT 2021
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
dlls/d3d10core/tests/d3d10core.c | 67 ++++++++++++++++++++++++++++++++
1 file changed, 67 insertions(+)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index c4717b2b39a..dd1288befb8 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -19200,6 +19200,72 @@ static void test_texture_compressed_3d(void)
release_test_context(&test_context);
}
+static void fill_dynamic_vb_quad(void *data, unsigned int x, unsigned int y)
+{
+ struct vec3 *quad = (struct vec3 *)data + 4 * x;
+
+ memset(quad, 0, 4 * sizeof(*quad));
+
+ quad[0].x = quad[1].x = -1.0f + 0.01f * x;
+ quad[2].x = quad[3].x = -1.0f + 0.01f * (x + 1);
+
+ quad[0].y = quad[2].y = -1.0f + 0.01f * y;
+ quad[1].y = quad[3].y = -1.0f + 0.01f * (y + 1);
+}
+
+/* Stress-test dynamic maps, to ensure that we are applying the correct
+ * synchronization guarantees. */
+static void test_dynamic_map_synchronization(void)
+{
+ static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
+ static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
+ struct d3d10core_test_context test_context;
+ D3D10_BUFFER_DESC buffer_desc = {0};
+ ID3D10Device *device;
+ unsigned int x, y;
+ HRESULT hr;
+ void *data;
+
+ if (!init_test_context(&test_context))
+ return;
+ device = test_context.device;
+
+ buffer_desc.ByteWidth = 200 * 4 * sizeof(struct vec3);
+ buffer_desc.Usage = D3D10_USAGE_DYNAMIC;
+ buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+ buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+ hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &test_context.vb);
+ ok(hr == S_OK, "Failed to create vertex buffer, hr %#x.\n", hr);
+
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
+
+ for (y = 0; y < 200; ++y)
+ {
+ hr = ID3D10Buffer_Map(test_context.vb, D3D10_MAP_WRITE_DISCARD, 0, &data);
+ ok(hr == S_OK, "Failed to map buffer, hr %#x.\n", hr);
+
+ fill_dynamic_vb_quad(data, 0, y);
+
+ ID3D10Buffer_Unmap(test_context.vb);
+ draw_color_quad(&test_context, &green);
+
+ for (x = 1; x < 200; ++x)
+ {
+ hr = ID3D10Buffer_Map(test_context.vb, D3D10_MAP_WRITE_NO_OVERWRITE, 0, &data);
+ ok(hr == S_OK, "Failed to map buffer, hr %#x.\n", hr);
+
+ fill_dynamic_vb_quad(data, x, y);
+
+ ID3D10Buffer_Unmap(test_context.vb);
+ ID3D10Device_Draw(device, 4, x * 4);
+ }
+ }
+
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
+
+ release_test_context(&test_context);
+}
+
START_TEST(d3d10core)
{
unsigned int argc, i;
@@ -19328,6 +19394,7 @@ START_TEST(d3d10core)
queue_test(test_dual_source_blend);
queue_test(test_unbound_streams);
queue_test(test_texture_compressed_3d);
+ queue_test(test_dynamic_map_synchronization);
run_queued_tests();
--
2.33.0
More information about the wine-devel
mailing list