[PATCH 5/5] d3d10core/tests: Add a test for D3D10_APPEND_ALIGNED_ELEMENT.

Henri Verbeet hverbeet at codeweavers.com
Tue Mar 24 03:38:27 CDT 2015


---
 dlls/d3d10core/tests/device.c |  247 +++++++++++++++++++++++++++++++++++++++++
 1 file changed, 247 insertions(+)

diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index dd9ef46..36a4ab0 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -22,11 +22,21 @@
 #include "wine/test.h"
 #include <limits.h>
 
+struct vec2
+{
+    float x, y;
+};
+
 struct vec3
 {
     float x, y, z;
 };
 
+struct vec4
+{
+    float x, y, z, w;
+};
+
 static ULONG get_refcount(IUnknown *iface)
 {
     IUnknown_AddRef(iface);
@@ -2688,6 +2698,242 @@ static void test_private_data(void)
     ok(!refcount, "Test object has %u references left.\n", refcount);
 }
 
+static void test_il_append_aligned(void)
+{
+    ID3D10RenderTargetView *backbuffer_rtv;
+    D3D10_SUBRESOURCE_DATA resource_data;
+    ID3D10InputLayout *input_layout;
+    D3D10_BUFFER_DESC buffer_desc;
+    ID3D10Texture2D *backbuffer;
+    unsigned int stride, offset;
+    IDXGISwapChain *swapchain;
+    ID3D10VertexShader *vs;
+    ID3D10PixelShader *ps;
+    ID3D10Device *device;
+    ID3D10Buffer *vb[3];
+    D3D10_VIEWPORT vp;
+    ULONG refcount;
+    DWORD color;
+    HWND window;
+    HRESULT hr;
+
+    static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+    {
+        {"COLOR",    2, DXGI_FORMAT_R32G32_FLOAT,       1, D3D10_APPEND_ALIGNED_ELEMENT,
+                D3D10_INPUT_PER_INSTANCE_DATA, 2},
+        {"COLOR",    3, DXGI_FORMAT_R32G32_FLOAT,       2, D3D10_APPEND_ALIGNED_ELEMENT,
+                D3D10_INPUT_PER_INSTANCE_DATA, 1},
+        {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D10_APPEND_ALIGNED_ELEMENT,
+                D3D10_INPUT_PER_VERTEX_DATA, 0},
+        {"COLOR",    0, DXGI_FORMAT_R32G32_FLOAT,       2, D3D10_APPEND_ALIGNED_ELEMENT,
+                D3D10_INPUT_PER_INSTANCE_DATA, 1},
+        {"COLOR",    1, DXGI_FORMAT_R32G32_FLOAT,       1, D3D10_APPEND_ALIGNED_ELEMENT,
+                D3D10_INPUT_PER_INSTANCE_DATA, 2},
+    };
+    static const DWORD vs_code[] =
+    {
+#if 0
+        struct vs_in
+        {
+            float4 position : POSITION;
+            float2 color_xy : COLOR0;
+            float2 color_zw : COLOR1;
+            unsigned int instance_id : SV_INSTANCEID;
+        };
+
+        struct vs_out
+        {
+            float4 position : SV_POSITION;
+            float2 color_xy : COLOR0;
+            float2 color_zw : COLOR1;
+        };
+
+        struct vs_out main(struct vs_in i)
+        {
+            struct vs_out o;
+
+            o.position = i.position;
+            o.position.x += i.instance_id * 0.5;
+            o.color_xy = i.color_xy;
+            o.color_zw = i.color_zw;
+
+            return o;
+        }
+#endif
+        0x43425844, 0x52e3bf46, 0x6300403d, 0x624cffe4, 0xa4fc0013, 0x00000001, 0x00000214, 0x00000003,
+        0x0000002c, 0x000000bc, 0x00000128, 0x4e475349, 0x00000088, 0x00000004, 0x00000008, 0x00000068,
+        0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000071, 0x00000000, 0x00000000,
+        0x00000003, 0x00000001, 0x00000303, 0x00000071, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+        0x00000303, 0x00000077, 0x00000000, 0x00000008, 0x00000001, 0x00000003, 0x00000101, 0x49534f50,
+        0x4e4f4954, 0x4c4f4300, 0x5300524f, 0x4e495f56, 0x4e415453, 0x44494543, 0xababab00, 0x4e47534f,
+        0x00000064, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
+        0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000c03, 0x0000005c,
+        0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000030c, 0x505f5653, 0x5449534f, 0x004e4f49,
+        0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000e4, 0x00010040, 0x00000039, 0x0300005f, 0x001010f2,
+        0x00000000, 0x0300005f, 0x00101032, 0x00000001, 0x0300005f, 0x00101032, 0x00000002, 0x04000060,
+        0x00101012, 0x00000003, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065,
+        0x00102032, 0x00000001, 0x03000065, 0x001020c2, 0x00000001, 0x02000068, 0x00000001, 0x05000056,
+        0x00100012, 0x00000000, 0x0010100a, 0x00000003, 0x09000032, 0x00102012, 0x00000000, 0x0010000a,
+        0x00000000, 0x00004001, 0x3f000000, 0x0010100a, 0x00000000, 0x05000036, 0x001020e2, 0x00000000,
+        0x00101e56, 0x00000000, 0x05000036, 0x00102032, 0x00000001, 0x00101046, 0x00000001, 0x05000036,
+        0x001020c2, 0x00000001, 0x00101406, 0x00000002, 0x0100003e,
+    };
+    static const DWORD ps_code[] =
+    {
+#if 0
+        struct vs_out
+        {
+            float4 position : SV_POSITION;
+            float2 color_xy : COLOR0;
+            float2 color_zw : COLOR1;
+        };
+
+        float4 main(struct vs_out i) : SV_TARGET
+        {
+            return float4(i.color_xy.xy, i.color_zw.xy);
+        }
+#endif
+        0x43425844, 0x64e48a09, 0xaa484d46, 0xe40a6e78, 0x9885edf3, 0x00000001, 0x00000118, 0x00000003,
+        0x0000002c, 0x00000098, 0x000000cc, 0x4e475349, 0x00000064, 0x00000003, 0x00000008, 0x00000050,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, 0x00000000,
+        0x00000003, 0x00000001, 0x00000303, 0x0000005c, 0x00000001, 0x00000000, 0x00000003, 0x00000001,
+        0x00000c0c, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
+        0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f,
+        0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000044, 0x00000040, 0x00000011, 0x03001062,
+        0x00101032, 0x00000001, 0x03001062, 0x001010c2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
+        0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
+    };
+    static const struct
+    {
+        struct vec4 position;
+    }
+    stream0[] =
+    {
+        {{-1.0f, -1.0f, 0.0f, 1.0f}},
+        {{-1.0f,  1.0f, 0.0f, 1.0f}},
+        {{-0.5f, -1.0f, 0.0f, 1.0f}},
+        {{-0.5f,  1.0f, 0.0f, 1.0f}},
+    };
+    static const struct
+    {
+        struct vec2 color2;
+        struct vec2 color1;
+    }
+    stream1[] =
+    {
+        {{0.5f, 0.5f}, {0.0f, 1.0f}},
+        {{0.5f, 0.5f}, {1.0f, 1.0f}},
+    };
+    static const struct
+    {
+        struct vec2 color3;
+        struct vec2 color0;
+    }
+    stream2[] =
+    {
+        {{0.5f, 0.5f}, {1.0f, 0.0f}},
+        {{0.5f, 0.5f}, {0.0f, 1.0f}},
+        {{0.5f, 0.5f}, {0.0f, 0.0f}},
+        {{0.5f, 0.5f}, {1.0f, 0.0f}},
+    };
+    static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+
+    if (!(device = create_device()))
+    {
+        skip("Failed to create device, skipping tests.\n");
+        return;
+    }
+    window = CreateWindowA("static", "d3d10core_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(stream0);
+    buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+    buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+    buffer_desc.CPUAccessFlags = 0;
+    buffer_desc.MiscFlags = 0;
+
+    resource_data.pSysMem = stream0;
+    resource_data.SysMemPitch = 0;
+    resource_data.SysMemSlicePitch = 0;
+
+    hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[0]);
+    ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+
+    buffer_desc.ByteWidth = sizeof(stream1);
+    resource_data.pSysMem = stream1;
+
+    hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[1]);
+    ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+
+    buffer_desc.ByteWidth = sizeof(stream2);
+    resource_data.pSysMem = stream2;
+
+    hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[2]);
+    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);
+
+    hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
+    ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
+
+    ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
+    ID3D10Device_IASetInputLayout(device, input_layout);
+    ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+    offset = 0;
+    stride = sizeof(*stream0);
+    ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb[0], &stride, &offset);
+    stride = sizeof(*stream1);
+    ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb[1], &stride, &offset);
+    stride = sizeof(*stream2);
+    ID3D10Device_IASetVertexBuffers(device, 2, 1, &vb[2], &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);
+
+    ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
+
+    ID3D10Device_DrawInstanced(device, 4, 4, 0, 0);
+
+    color = get_texture_color(backbuffer,  80, 240);
+    ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 240, 240);
+    ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 400, 240);
+    ok(compare_color(color, 0xffff0000, 1), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(backbuffer, 560, 240);
+    ok(compare_color(color, 0xffff00ff, 1), "Got unexpected color 0x%08x.\n", color);
+
+    ID3D10PixelShader_Release(ps);
+    ID3D10VertexShader_Release(vs);
+    ID3D10Buffer_Release(vb[2]);
+    ID3D10Buffer_Release(vb[1]);
+    ID3D10Buffer_Release(vb[0]);
+    ID3D10InputLayout_Release(input_layout);
+    ID3D10RenderTargetView_Release(backbuffer_rtv);
+    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();
@@ -2707,4 +2953,5 @@ START_TEST(device)
     test_blend();
     test_texture();
     test_private_data();
+    test_il_append_aligned();
 }
-- 
1.7.10.4




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