[PATCH 1/2] d3d10core/tests: Avoid multiple readbacks of backbuffer texture. (try 2)
Józef Kucia
jkucia at codeweavers.com
Tue Nov 10 19:03:33 CST 2015
Try 2: Use texture_readback in test_texture().
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 79 +++++++++++++++++++++++++++++++++----------
1 file changed, 62 insertions(+), 17 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index d6b6bfb..bec3763 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -85,33 +85,68 @@ static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
return TRUE;
}
-static DWORD get_texture_color(ID3D10Texture2D *src_texture, unsigned int x, unsigned int y)
+struct texture_readback
{
+ ID3D10Texture2D *texture;
D3D10_MAPPED_TEXTURE2D mapped_texture;
+};
+
+static void get_texture_readback(ID3D10Texture2D *texture, struct texture_readback *rb)
+{
D3D10_TEXTURE2D_DESC texture_desc;
- ID3D10Texture2D *dst_texture;
ID3D10Device *device;
- DWORD color;
HRESULT hr;
- ID3D10Texture2D_GetDevice(src_texture, &device);
+ memset(rb, 0, sizeof(*rb));
+
+ ID3D10Texture2D_GetDevice(texture, &device);
- ID3D10Texture2D_GetDesc(src_texture, &texture_desc);
+ ID3D10Texture2D_GetDesc(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);
+ if (FAILED(hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rb->texture)))
+ {
+ trace("Failed to create texture, hr %#x.\n", hr);
+ ID3D10Device_Release(device);
+ return;
+ }
- 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);
+ ID3D10Device_CopyResource(device, (ID3D10Resource *)rb->texture, (ID3D10Resource *)texture);
+ if (FAILED(hr = ID3D10Texture2D_Map(rb->texture, 0, D3D10_MAP_READ, 0, &rb->mapped_texture)))
+ {
+ trace("Failed to map texture, hr %#x.\n", hr);
+ ID3D10Texture2D_Release(rb->texture);
+ rb->texture = NULL;
+ }
- ID3D10Texture2D_Release(dst_texture);
ID3D10Device_Release(device);
+}
+
+static DWORD get_readback_color(struct texture_readback *rb, unsigned int x, unsigned int y)
+{
+ return rb->texture
+ ? ((DWORD *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(DWORD) + x] : 0xdeadbeef;
+}
+
+static void release_texture_readback(struct texture_readback *rb)
+{
+ if (!rb->texture)
+ return;
+
+ ID3D10Texture2D_Unmap(rb->texture, 0);
+ ID3D10Texture2D_Release(rb->texture);
+}
+
+static DWORD get_texture_color(ID3D10Texture2D *texture, unsigned int x, unsigned int y)
+{
+ struct texture_readback rb;
+ DWORD color;
+
+ get_texture_readback(texture, &rb);
+ color = get_readback_color(&rb, x, y);
+ release_texture_readback(&rb);
return color;
}
@@ -3179,6 +3214,7 @@ static void test_texture(void)
D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset;
+ struct texture_readback rb;
IDXGISwapChain *swapchain;
ID3D10Texture2D *texture;
ID3D10VertexShader *vs;
@@ -3355,16 +3391,18 @@ static void test_texture(void)
ID3D10Device_Draw(device, 4, 0);
+ get_texture_readback(backbuffer, &rb);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
- color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
+ color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
ok(compare_color(color, bitmap_data[j + i * 4], 1),
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, j, i, bitmap_data[j + i * 4]);
}
}
+ release_texture_readback(&rb);
ID3D10PixelShader_Release(ps);
ID3D10VertexShader_Release(vs);
@@ -4047,6 +4085,7 @@ static void test_update_subresource(void)
D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset;
+ struct texture_readback rb;
IDXGISwapChain *swapchain;
ID3D10Texture2D *texture;
ID3D10VertexShader *vs;
@@ -4227,15 +4266,17 @@ static void test_update_subresource(void)
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
ID3D10Device_Draw(device, 4, 0);
+ get_texture_readback(backbuffer, &rb);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
- color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
+ color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
ok(compare_color(color, 0x00000000, 0),
"Got unexpected color 0x%08x at (%u, %u).\n", color, j, i);
}
}
+ release_texture_readback(&rb);
set_box(&box, 1, 1, 0, 3, 3, 1);
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
@@ -4253,30 +4294,34 @@ static void test_update_subresource(void)
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
bitmap_data, sizeof(*bitmap_data), 0);
ID3D10Device_Draw(device, 4, 0);
+ get_texture_readback(backbuffer, &rb);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
- color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
+ color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
ok(compare_color(color, expected_colors[j + i * 4], 1),
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, j, i, expected_colors[j + i * 4]);
}
}
+ release_texture_readback(&rb);
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, NULL,
bitmap_data, 4 * sizeof(*bitmap_data), 0);
ID3D10Device_Draw(device, 4, 0);
+ get_texture_readback(backbuffer, &rb);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
- color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
+ color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
ok(compare_color(color, bitmap_data[j + i * 4], 1),
"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
color, j, i, bitmap_data[j + i * 4]);
}
}
+ release_texture_readback(&rb);
ID3D10PixelShader_Release(ps);
ID3D10VertexShader_Release(vs);
--
2.4.10
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