[PATCH resent 2/7] d3d10_1/tests: Port test_create_shader_resource_view() from d3d10core.

Józef Kucia jkucia at codeweavers.com
Mon Oct 19 18:46:41 CDT 2015


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 configure                      |   1 +
 configure.ac                   |   1 +
 dlls/d3d10_1/tests/Makefile.in |   5 ++
 dlls/d3d10_1/tests/d3d10_1.c   | 153 +++++++++++++++++++++++++++++++++++++++++
 4 files changed, 160 insertions(+)
 create mode 100644 dlls/d3d10_1/tests/Makefile.in
 create mode 100644 dlls/d3d10_1/tests/d3d10_1.c

diff --git a/configure b/configure
index 900c9a6..533bf15 100755
--- a/configure
+++ b/configure
@@ -17353,6 +17353,7 @@ wine_fn_config_test dlls/d2d1/tests d2d1_test
 wine_fn_config_dll d3d10 enable_d3d10 implib
 wine_fn_config_test dlls/d3d10/tests d3d10_test
 wine_fn_config_dll d3d10_1 enable_d3d10_1 implib
+wine_fn_config_test dlls/d3d10_1/tests d3d10_1_test
 wine_fn_config_dll d3d10core enable_d3d10core implib
 wine_fn_config_test dlls/d3d10core/tests d3d10core_test
 wine_fn_config_dll d3d11 enable_d3d11 implib
diff --git a/configure.ac b/configure.ac
index de8cde5..5ab2d69 100644
--- a/configure.ac
+++ b/configure.ac
@@ -2864,6 +2864,7 @@ WINE_CONFIG_TEST(dlls/d2d1/tests)
 WINE_CONFIG_DLL(d3d10,,[implib])
 WINE_CONFIG_TEST(dlls/d3d10/tests)
 WINE_CONFIG_DLL(d3d10_1,,[implib])
+WINE_CONFIG_TEST(dlls/d3d10_1/tests)
 WINE_CONFIG_DLL(d3d10core,,[implib])
 WINE_CONFIG_TEST(dlls/d3d10core/tests)
 WINE_CONFIG_DLL(d3d11,,[implib])
diff --git a/dlls/d3d10_1/tests/Makefile.in b/dlls/d3d10_1/tests/Makefile.in
new file mode 100644
index 0000000..f6f17bd
--- /dev/null
+++ b/dlls/d3d10_1/tests/Makefile.in
@@ -0,0 +1,5 @@
+TESTDLL = d3d10_1.dll
+IMPORTS = d3d10_1
+
+C_SRCS = \
+	d3d10_1.c
diff --git a/dlls/d3d10_1/tests/d3d10_1.c b/dlls/d3d10_1/tests/d3d10_1.c
new file mode 100644
index 0000000..f346cdf
--- /dev/null
+++ b/dlls/d3d10_1/tests/d3d10_1.c
@@ -0,0 +1,153 @@
+/*
+ * Copyright 2008 Henri Verbeet for CodeWeavers
+ * Copyright 2015 Józef Kucia for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#define COBJMACROS
+#include "initguid.h"
+#include "d3d11.h"
+#include "wine/test.h"
+
+static ULONG get_refcount(IUnknown *iface)
+{
+    IUnknown_AddRef(iface);
+    return IUnknown_Release(iface);
+}
+
+static ID3D10Device1 *create_device(D3D10_FEATURE_LEVEL1 feature_level)
+{
+    ID3D10Device1 *device;
+
+    if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, feature_level, D3D10_1_SDK_VERSION,
+            &device)))
+        return device;
+    if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, feature_level, D3D10_1_SDK_VERSION,
+            &device)))
+        return device;
+    if (SUCCEEDED(D3D10CreateDevice1(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, feature_level, D3D10_1_SDK_VERSION,
+            &device)))
+        return device;
+
+    return NULL;
+}
+
+static void test_create_shader_resource_view(void)
+{
+    D3D10_SHADER_RESOURCE_VIEW_DESC1 srv_desc;
+    D3D10_TEXTURE2D_DESC texture_desc;
+    ULONG refcount, expected_refcount;
+    ID3D10ShaderResourceView1 *srview;
+    D3D10_BUFFER_DESC buffer_desc;
+    ID3D10Texture2D *texture;
+    ID3D10Device *tmp_device;
+    ID3D10Device1 *device;
+    ID3D10Buffer *buffer;
+    IUnknown *iface;
+    HRESULT hr;
+
+    if (!(device = create_device(D3D10_FEATURE_LEVEL_10_1)))
+    {
+        skip("Failed to create device.\n");
+        return;
+    }
+
+    buffer_desc.ByteWidth = 1024;
+    buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+    buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+    buffer_desc.CPUAccessFlags = 0;
+    buffer_desc.MiscFlags = 0;
+
+    hr = ID3D10Device1_CreateBuffer(device, &buffer_desc, NULL, &buffer);
+    ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);
+
+    hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)buffer, NULL, &srview);
+    ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
+
+    srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+    srv_desc.ViewDimension = D3D10_1_SRV_DIMENSION_BUFFER;
+    U(srv_desc).Buffer.ElementOffset = 0;
+    U(srv_desc).Buffer.ElementWidth = 64;
+
+    expected_refcount = get_refcount((IUnknown *)device) + 1;
+    hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)buffer, &srv_desc, &srview);
+    ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
+    refcount = get_refcount((IUnknown *)device);
+    ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
+    tmp_device = NULL;
+    expected_refcount = refcount + 1;
+    ID3D10ShaderResourceView1_GetDevice(srview, &tmp_device);
+    ok(tmp_device == (ID3D10Device *)device, "Got unexpected device %p, expected %p.\n", tmp_device, device);
+    refcount = get_refcount((IUnknown *)device);
+    ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
+    ID3D10Device_Release(tmp_device);
+
+    hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
+    ok(SUCCEEDED(hr), "Shader resource view should implement ID3D10ShaderResourceView.\n");
+    IUnknown_Release(iface);
+    hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface);
+    ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
+            "Shader resource view should implement ID3D11ShaderResourceView.\n");
+    if (SUCCEEDED(hr)) IUnknown_Release(iface);
+
+    ID3D10ShaderResourceView1_Release(srview);
+    ID3D10Buffer_Release(buffer);
+
+    texture_desc.Width = 512;
+    texture_desc.Height = 512;
+    texture_desc.MipLevels = 0;
+    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 = ID3D10Device1_CreateTexture2D(device, &texture_desc, NULL, &texture);
+    ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
+
+    hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)texture, NULL, &srview);
+    ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
+
+    ID3D10ShaderResourceView1_GetDesc1(srview, &srv_desc);
+    ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format);
+    ok(srv_desc.ViewDimension == D3D10_1_SRV_DIMENSION_TEXTURE2D,
+            "Got unexpected view dimension %#x.\n", srv_desc.ViewDimension);
+    ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n",
+            U(srv_desc).Texture2D.MostDetailedMip);
+    ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels);
+
+    hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
+    ok(SUCCEEDED(hr), "Shader resource view should implement ID3D10ShaderResourceView.\n");
+    IUnknown_Release(iface);
+    hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface);
+    ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
+            "Shader resource view should implement ID3D11ShaderResourceView.\n");
+    if (SUCCEEDED(hr)) IUnknown_Release(iface);
+
+    ID3D10ShaderResourceView1_Release(srview);
+    ID3D10Texture2D_Release(texture);
+
+    refcount = ID3D10Device1_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
+START_TEST(d3d10_1)
+{
+    test_create_shader_resource_view();
+}
-- 
2.4.10




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