[PATCH 1/8] d3d11/tests: Port test_create_shader() from d3d10core.

Józef Kucia jkucia at codeweavers.com
Sun Sep 27 11:49:53 CDT 2015


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/tests/d3d11.c | 207 ++++++++++++++++++++++++++++++++++++++++++++---
 1 file changed, 194 insertions(+), 13 deletions(-)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 8c6531c..d5b46a4 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -22,6 +22,17 @@
 #include "d3d11.h"
 #include "wine/test.h"
 
+static const D3D_FEATURE_LEVEL d3d11_feature_levels[] =
+{
+    D3D_FEATURE_LEVEL_11_1,
+    D3D_FEATURE_LEVEL_11_0,
+    D3D_FEATURE_LEVEL_10_1,
+    D3D_FEATURE_LEVEL_10_0,
+    D3D_FEATURE_LEVEL_9_3,
+    D3D_FEATURE_LEVEL_9_2,
+    D3D_FEATURE_LEVEL_9_1
+};
+
 static ULONG get_refcount(IUnknown *iface)
 {
     IUnknown_AddRef(iface);
@@ -240,27 +251,17 @@ static void test_create_device(void)
 
 static void test_device_interfaces(void)
 {
-    static const D3D_FEATURE_LEVEL feature_levels[] =
-    {
-        D3D_FEATURE_LEVEL_11_1,
-        D3D_FEATURE_LEVEL_11_0,
-        D3D_FEATURE_LEVEL_10_1,
-        D3D_FEATURE_LEVEL_10_0,
-        D3D_FEATURE_LEVEL_9_3,
-        D3D_FEATURE_LEVEL_9_2,
-        D3D_FEATURE_LEVEL_9_1
-    };
     ID3D11Device *device;
     IUnknown *iface;
     ULONG refcount;
     unsigned int i;
     HRESULT hr;
 
-    for (i = 0; i < sizeof(feature_levels) / sizeof(*feature_levels); i++)
+    for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i)
     {
-        if (!(device = create_device(&feature_levels[i])))
+        if (!(device = create_device(&d3d11_feature_levels[i])))
         {
-            skip("Failed to create device for feature level %#x, skipping tests.\n", feature_levels[i]);
+            skip("Failed to create device for feature level %#x.\n", d3d11_feature_levels[i]);
             continue;
         }
 
@@ -1289,6 +1290,185 @@ static void test_create_shader_resource_view(void)
     ok(!refcount, "Device has %u references left.\n", refcount);
 }
 
+static void test_create_shader(void)
+{
+#if 0
+    float4 light;
+    float4x4 mat;
+
+    struct input
+    {
+        float4 position : POSITION;
+        float3 normal : NORMAL;
+    };
+
+    struct output
+    {
+        float4 position : POSITION;
+        float4 diffuse : COLOR;
+    };
+
+    output main(const input v)
+    {
+        output o;
+
+        o.position = mul(v.position, mat);
+        o.diffuse = dot((float3)light, v.normal);
+
+        return o;
+    }
+#endif
+    static const DWORD vs_4_0[] =
+    {
+        0x43425844, 0x3ae813ca, 0x0f034b91, 0x790f3226, 0x6b4a718a, 0x00000001, 0x000001c0,
+        0x00000003, 0x0000002c, 0x0000007c, 0x000000cc, 0x4e475349, 0x00000048, 0x00000002,
+        0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f,
+        0x00000041, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000707, 0x49534f50,
+        0x4e4f4954, 0x524f4e00, 0x004c414d, 0x4e47534f, 0x00000048, 0x00000002, 0x00000008,
+        0x00000038, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x00000041,
+        0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f, 0x49534f50, 0x4e4f4954,
+        0x4c4f4300, 0xab00524f, 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059,
+        0x00208e46, 0x00000000, 0x00000005, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f,
+        0x00101072, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2,
+        0x00000001, 0x08000011, 0x00102012, 0x00000000, 0x00101e46, 0x00000000, 0x00208e46,
+        0x00000000, 0x00000001, 0x08000011, 0x00102022, 0x00000000, 0x00101e46, 0x00000000,
+        0x00208e46, 0x00000000, 0x00000002, 0x08000011, 0x00102042, 0x00000000, 0x00101e46,
+        0x00000000, 0x00208e46, 0x00000000, 0x00000003, 0x08000011, 0x00102082, 0x00000000,
+        0x00101e46, 0x00000000, 0x00208e46, 0x00000000, 0x00000004, 0x08000010, 0x001020f2,
+        0x00000001, 0x00208246, 0x00000000, 0x00000000, 0x00101246, 0x00000001, 0x0100003e,
+    };
+
+    static const DWORD vs_2_0[] =
+    {
+        0xfffe0200, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0200, 0x00000002,
+        0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c,
+        0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c,
+        0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003,
+        0x00040004, 0x00000001, 0x00000000, 0x325f7376, 0x4d00305f, 0x6f726369, 0x74666f73,
+        0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072,
+        0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f,
+        0x80000003, 0x900f0001, 0x03000009, 0xc0010000, 0x90e40000, 0xa0e40000, 0x03000009,
+        0xc0020000, 0x90e40000, 0xa0e40001, 0x03000009, 0xc0040000, 0x90e40000, 0xa0e40002,
+        0x03000009, 0xc0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xd00f0000, 0xa0e40004,
+        0x90e40001, 0x0000ffff,
+    };
+
+    static const DWORD vs_3_0[] =
+    {
+        0xfffe0300, 0x002bfffe, 0x42415443, 0x0000001c, 0x00000077, 0xfffe0300, 0x00000002,
+        0x0000001c, 0x00000100, 0x00000070, 0x00000044, 0x00040002, 0x00000001, 0x0000004c,
+        0x00000000, 0x0000005c, 0x00000002, 0x00000004, 0x00000060, 0x00000000, 0x6867696c,
+        0xabab0074, 0x00030001, 0x00040001, 0x00000001, 0x00000000, 0x0074616d, 0x00030003,
+        0x00040004, 0x00000001, 0x00000000, 0x335f7376, 0x4d00305f, 0x6f726369, 0x74666f73,
+        0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072,
+        0x392e3932, 0x332e3235, 0x00313131, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f,
+        0x80000003, 0x900f0001, 0x0200001f, 0x80000000, 0xe00f0000, 0x0200001f, 0x8000000a,
+        0xe00f0001, 0x03000009, 0xe0010000, 0x90e40000, 0xa0e40000, 0x03000009, 0xe0020000,
+        0x90e40000, 0xa0e40001, 0x03000009, 0xe0040000, 0x90e40000, 0xa0e40002, 0x03000009,
+        0xe0080000, 0x90e40000, 0xa0e40003, 0x03000008, 0xe00f0001, 0xa0e40004, 0x90e40001,
+        0x0000ffff,
+    };
+
+#if 0
+    float4 main(const float4 color : COLOR) : SV_TARGET
+    {
+        float4 o;
+
+        o = color;
+
+        return o;
+    }
+#endif
+    static const DWORD ps_4_0[] =
+    {
+        0x43425844, 0x4da9446f, 0xfbe1f259, 0x3fdb3009, 0x517521fa, 0x00000001, 0x000001ac,
+        0x00000005, 0x00000034, 0x0000008c, 0x000000bc, 0x000000f0, 0x00000130, 0x46454452,
+        0x00000050, 0x00000000, 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100,
+        0x0000001c, 0x7263694d, 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168,
+        0x6f432072, 0x6c69706d, 0x39207265, 0x2e39322e, 0x2e323539, 0x31313133, 0xababab00,
+        0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
+        0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, 0x0000002c,
+        0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+        0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
+        0x0000000e, 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000,
+        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, 0x00000001,
+        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+        0x00000000, 0x00000000,
+    };
+
+    ULONG refcount, expected_refcount;
+    ID3D11Device *device, *tmp;
+    ID3D11VertexShader *vs;
+    ID3D11PixelShader *ps;
+    unsigned int i;
+    HRESULT hr;
+
+    for (i = 0; i < sizeof(d3d11_feature_levels) / sizeof(*d3d11_feature_levels); ++i)
+    {
+        D3D_FEATURE_LEVEL feature_level = d3d11_feature_levels[i];
+        if (!(device = create_device(&feature_level)))
+        {
+            skip("Failed to create device for feature level %#x.\n", feature_level);
+            continue;
+        }
+
+        hr = ID3D11Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), NULL, &vs);
+        ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
+
+        hr = ID3D11Device_CreateVertexShader(device, vs_3_0, sizeof(vs_3_0), NULL, &vs);
+        ok(hr == E_INVALIDARG, "Created a SM3 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
+
+        hr = ID3D11Device_CreateVertexShader(device, ps_4_0, sizeof(ps_4_0), NULL, &vs);
+        ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x, feature level %#x.\n",
+                hr, feature_level);
+
+        if (feature_level < D3D_FEATURE_LEVEL_10_0)
+        {
+            refcount = ID3D11Device_Release(device);
+            ok(!refcount, "Device has %u references left.\n", refcount);
+            continue;
+        }
+
+        expected_refcount = get_refcount((IUnknown *)device) + 1;
+        hr = ID3D11Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), NULL, &vs);
+        ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
+        refcount = get_refcount((IUnknown *)device);
+        ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n",
+                refcount, expected_refcount);
+        tmp = NULL;
+        expected_refcount = refcount + 1;
+        ID3D11VertexShader_GetDevice(vs, &tmp);
+        ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
+        refcount = get_refcount((IUnknown *)device);
+        ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
+                refcount, expected_refcount);
+        ID3D11Device_Release(tmp);
+        ID3D11VertexShader_Release(vs);
+
+        expected_refcount = get_refcount((IUnknown *)device) + 1;
+        hr = ID3D11Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), NULL, &ps);
+        ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x, feature level %#x.\n", hr, feature_level);
+        refcount = get_refcount((IUnknown *)device);
+        ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n",
+                refcount, expected_refcount);
+        tmp = NULL;
+        expected_refcount = refcount + 1;
+        ID3D11PixelShader_GetDevice(ps, &tmp);
+        ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
+        refcount = get_refcount((IUnknown *)device);
+        ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n",
+                refcount, expected_refcount);
+        ID3D11Device_Release(tmp);
+        ID3D11PixelShader_Release(ps);
+
+        refcount = ID3D11Device_Release(device);
+        ok(!refcount, "Device has %u references left.\n", refcount);
+    }
+}
+
 START_TEST(d3d11)
 {
     test_create_device();
@@ -1302,4 +1482,5 @@ START_TEST(d3d11)
     test_depthstencil_view_interfaces();
     test_create_rendertarget_view();
     test_create_shader_resource_view();
+    test_create_shader();
 }
-- 
2.4.9




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