[PATCH 3/5] d3d10core/tests: Add a basic scissoring test.

Henri Verbeet hverbeet at codeweavers.com
Mon Sep 1 05:42:57 CDT 2014


---
 dlls/d3d10core/tests/Makefile.in |    2 +-
 dlls/d3d10core/tests/device.c    |  285 ++++++++++++++++++++++++++++++++++++++
 2 files changed, 286 insertions(+), 1 deletion(-)

diff --git a/dlls/d3d10core/tests/Makefile.in b/dlls/d3d10core/tests/Makefile.in
index ca96a25..386840a 100644
--- a/dlls/d3d10core/tests/Makefile.in
+++ b/dlls/d3d10core/tests/Makefile.in
@@ -1,5 +1,5 @@
 TESTDLL   = d3d10core.dll
-IMPORTS   = d3d10
+IMPORTS   = d3d10 user32
 
 C_SRCS = \
 	device.c
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index d761dae..a335b47 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -27,6 +27,53 @@ static ULONG get_refcount(IUnknown *iface)
     return IUnknown_Release(iface);
 }
 
+static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
+{
+    if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
+        return FALSE;
+    c1 >>= 8; c2 >>= 8;
+    if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
+        return FALSE;
+    c1 >>= 8; c2 >>= 8;
+    if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
+        return FALSE;
+    c1 >>= 8; c2 >>= 8;
+    if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
+        return FALSE;
+    return TRUE;
+}
+
+static DWORD get_texture_color(ID3D10Texture2D *src_texture, unsigned int x, unsigned int y)
+{
+    D3D10_MAPPED_TEXTURE2D mapped_texture;
+    D3D10_TEXTURE2D_DESC texture_desc;
+    ID3D10Texture2D *dst_texture;
+    ID3D10Device *device;
+    DWORD color;
+    HRESULT hr;
+
+    ID3D10Texture2D_GetDevice(src_texture, &device);
+
+    ID3D10Texture2D_GetDesc(src_texture, &texture_desc);
+    texture_desc.Usage = D3D10_USAGE_STAGING;
+    texture_desc.BindFlags = 0;
+    texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
+    texture_desc.MiscFlags = 0;
+    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &dst_texture);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+    ID3D10Device_CopyResource(device, (ID3D10Resource *)dst_texture, (ID3D10Resource *)src_texture);
+    hr = ID3D10Texture2D_Map(dst_texture, 0, D3D10_MAP_READ, 0, &mapped_texture);
+    ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
+    color = *(DWORD *)(((BYTE *)mapped_texture.pData) + mapped_texture.RowPitch * y + x * 4);
+    ID3D10Texture2D_Unmap(dst_texture, 0);
+
+    ID3D10Texture2D_Release(dst_texture);
+    ID3D10Device_Release(device);
+
+    return color;
+}
+
 static ID3D10Device *create_device(void)
 {
     ID3D10Device *device;
@@ -41,6 +88,47 @@ static ID3D10Device *create_device(void)
     return NULL;
 }
 
+static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, BOOL windowed)
+{
+    IDXGISwapChain *swapchain;
+    DXGI_SWAP_CHAIN_DESC desc;
+    IDXGIDevice *dxgi_device;
+    IDXGIAdapter *adapter;
+    IDXGIFactory *factory;
+    HRESULT hr;
+
+    hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
+    ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr);
+    hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
+    ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
+    IDXGIDevice_Release(dxgi_device);
+    hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
+    ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr);
+    IDXGIAdapter_Release(adapter);
+
+    desc.BufferDesc.Width = 640;
+    desc.BufferDesc.Height = 480;
+    desc.BufferDesc.RefreshRate.Numerator = 60;
+    desc.BufferDesc.RefreshRate.Denominator = 1;
+    desc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+    desc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
+    desc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
+    desc.SampleDesc.Count = 1;
+    desc.SampleDesc.Quality = 0;
+    desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    desc.BufferCount = 1;
+    desc.OutputWindow = window;
+    desc.Windowed = windowed;
+    desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+    desc.Flags = 0;
+
+    hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &desc, &swapchain);
+    ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr);
+    IDXGIFactory_Release(factory);
+
+    return swapchain;
+}
+
 static void test_create_texture2d(void)
 {
     ULONG refcount, expected_refcount;
@@ -901,6 +989,202 @@ static void test_device_removed_reason(void)
     ok(!refcount, "Device has %u references left.\n", refcount);
 }
 
+static void test_scissor(void)
+{
+    D3D10_SUBRESOURCE_DATA buffer_data;
+    ID3D10InputLayout *input_layout;
+    D3D10_RASTERIZER_DESC rs_desc;
+    D3D10_BUFFER_DESC buffer_desc;
+    ID3D10RenderTargetView *rtv;
+    ID3D10Texture2D *backbuffer;
+    unsigned int stride, offset;
+    ID3D10RasterizerState *rs;
+    IDXGISwapChain *swapchain;
+    D3D10_RECT scissor_rect;
+    ID3D10VertexShader *vs;
+    ID3D10PixelShader *ps;
+    ID3D10Device *device;
+    D3D10_VIEWPORT vp;
+    ID3D10Buffer *vb;
+    ULONG refcount;
+    DWORD color;
+    HWND window;
+    HRESULT hr;
+
+    static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
+    static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+    {
+        {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+    };
+    static const DWORD vs_code[] =
+    {
+        /* float4 main(float4 position : POSITION) : SV_POSITION
+         * {
+         *     return position;
+         * } */
+        0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005,
+        0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000,
+        0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
+        0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
+        0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
+        0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
+        0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
+        0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074,
+        0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
+        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+        0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+    };
+    static const DWORD ps_code[] =
+    {
+        /* float4 main(float4 position : SV_POSITION) : SV_Target
+         * {
+         *     return float4(0.0, 1.0, 0.0, 1.0);
+         * } */
+        0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005,
+        0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000,
+        0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
+        0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
+        0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
+        0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
+        0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002,
+        0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
+        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+        0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+        0x00000000, 0x00000000, 0x00000000, 0x00000000,
+    };
+    static const struct
+    {
+        float x, y;
+    }
+    quad[] =
+    {
+        {-1.0f, -1.0f},
+        {-1.0f,  1.0f},
+        { 1.0f, -1.0f},
+        { 1.0f,  1.0f},
+    };
+
+    if (!(device = create_device()))
+    {
+        skip("Failed to create device, skipping tests.\n");
+        return;
+    }
+    window = CreateWindowA("static", "d2d1_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+            0, 0, 640, 480, NULL, NULL, NULL, NULL);
+    swapchain = create_swapchain(device, window, TRUE);
+    hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
+    ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
+            vs_code, sizeof(vs_code), &input_layout);
+    ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+    buffer_desc.ByteWidth = sizeof(quad);
+    buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+    buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+    buffer_desc.CPUAccessFlags = 0;
+    buffer_desc.MiscFlags = 0;
+
+    buffer_data.pSysMem = quad;
+    buffer_data.SysMemPitch = 0;
+    buffer_data.SysMemSlicePitch = 0;
+
+    hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
+    ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+    hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
+    ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+    hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
+    ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+    rs_desc.FillMode = D3D10_FILL_SOLID;
+    rs_desc.CullMode = D3D10_CULL_BACK;
+    rs_desc.FrontCounterClockwise = FALSE;
+    rs_desc.DepthBias = 0;
+    rs_desc.DepthBiasClamp = 0.0f;
+    rs_desc.SlopeScaledDepthBias = 0.0f;
+    rs_desc.DepthClipEnable = TRUE;
+    rs_desc.ScissorEnable = TRUE;
+    rs_desc.MultisampleEnable = FALSE;
+    rs_desc.AntialiasedLineEnable = FALSE;
+    hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
+    ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
+
+    hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &rtv);
+    ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+    ID3D10Device_IASetInputLayout(device, input_layout);
+    ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+    stride = sizeof(*quad);
+    offset = 0;
+    ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
+    ID3D10Device_VSSetShader(device, vs);
+    ID3D10Device_PSSetShader(device, ps);
+
+    vp.TopLeftX = 0;
+    vp.TopLeftY = 0;
+    vp.Width = 640;
+    vp.Height = 480;
+    vp.MinDepth = 0.0f;
+    vp.MaxDepth = 1.0f;
+    ID3D10Device_RSSetViewports(device, 1, &vp);
+
+    scissor_rect.left = 160;
+    scissor_rect.top = 120;
+    scissor_rect.right = 480;
+    scissor_rect.bottom = 360;
+    ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
+
+    ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
+
+    ID3D10Device_ClearRenderTargetView(device, rtv, red);
+    color = get_texture_color(backbuffer, 320, 240);
+    ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+    ID3D10Device_Draw(device, 4, 0);
+    color = get_texture_color(backbuffer, 320, 60);
+    ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 80, 240);
+    ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 320, 240);
+    ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 560, 240);
+    ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 320, 420);
+    ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+    ID3D10Device_ClearRenderTargetView(device, rtv, red);
+    ID3D10Device_RSSetState(device, rs);
+    ID3D10Device_Draw(device, 4, 0);
+    color = get_texture_color(backbuffer, 320, 60);
+    ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 80, 240);
+    ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 320, 240);
+    ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 560, 240);
+    ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 320, 420);
+    ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+    ID3D10RenderTargetView_Release(rtv);
+    ID3D10RasterizerState_Release(rs);
+    ID3D10PixelShader_Release(ps);
+    ID3D10VertexShader_Release(vs);
+    ID3D10Buffer_Release(vb);
+    ID3D10InputLayout_Release(input_layout);
+    ID3D10Texture2D_Release(backbuffer);
+    IDXGISwapChain_Release(swapchain);
+    refcount = ID3D10Device_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+    DestroyWindow(window);
+}
+
 START_TEST(device)
 {
     test_create_texture2d();
@@ -915,4 +1199,5 @@ START_TEST(device)
     test_create_rasterizer_state();
     test_create_predicate();
     test_device_removed_reason();
+    test_scissor();
 }
-- 
1.7.10.4




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