[PATCH 8/8] d3d11/tests: Add a geometry shader test.
Matteo Bruni
mbruni at codeweavers.com
Tue Apr 19 11:56:53 CDT 2016
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 232 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 232 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 713c9cf..0fafaaf 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -6569,6 +6569,237 @@ static void test_getdc(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_geometry_shader(void)
+{
+ static const struct
+ {
+ struct vec4 position;
+ unsigned int color;
+ }
+ vertex[] =
+ {
+ {{0.0f, 0.0f, 1.0f, 1.0f}, 0xffffff00},
+ };
+ static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ {"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ };
+#if 0
+struct vs_data
+{
+ float4 pos : SV_POSITION;
+ float4 color : COLOR;
+};
+
+void main(in struct vs_data vs_input, out struct vs_data vs_output)
+{
+ vs_output.pos = vs_input.pos;
+ vs_output.color = vs_input.color;
+}
+#endif
+ static const DWORD vs_code[] =
+ {
+ 0x43425844, 0xd5b32785, 0x35332906, 0x4d05e031, 0xf66a58af, 0x00000001, 0x00000144, 0x00000003,
+ 0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
+ 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
+ 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000068, 0x00010040,
+ 0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067,
+ 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2,
+ 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001,
+ 0x0100003e,
+ };
+#if 0
+struct gs_data
+{
+ float4 pos : SV_POSITION;
+ float4 color : COLOR;
+};
+
+[maxvertexcount(4)]
+void main(point struct gs_data vin[1], inout TriangleStream<gs_data> vout)
+{
+ float offset = 0.2 * vin[0].pos.w;
+ gs_data v;
+
+ v.color = vin[0].color;
+
+ v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
+ vout.Append(v);
+ v.pos = float4(vin[0].pos.x - offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
+ vout.Append(v);
+ v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y - offset, vin[0].pos.z, 1.0);
+ vout.Append(v);
+ v.pos = float4(vin[0].pos.x + offset, vin[0].pos.y + offset, vin[0].pos.z, 1.0);
+ vout.Append(v);
+}
+#endif
+ static const DWORD gs_code[] =
+ {
+ 0x43425844, 0x5c14d638, 0x1089a334, 0x4103d097, 0x218e3173, 0x00000001, 0x00000428, 0x00000005,
+ 0x00000034, 0x0000008c, 0x000000e0, 0x00000134, 0x000003ac, 0x46454452, 0x00000050, 0x00000000,
+ 0x00000000, 0x00000000, 0x0000001c, 0x47530400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
+ 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x31207265, 0x2e302e30,
+ 0x31303031, 0x36312e31, 0x00343833, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
+ 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
+ 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
+ 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x00000270, 0x00020040,
+ 0x0000009c, 0x05000061, 0x002010f2, 0x00000001, 0x00000000, 0x00000001, 0x0400005f, 0x002010f2,
+ 0x00000001, 0x00000001, 0x02000068, 0x00000001, 0x0100085d, 0x0100285c, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032,
+ 0x00100032, 0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3e4ccccd,
+ 0x3e4ccccd, 0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032,
+ 0x00000000, 0x00100046, 0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0020102a, 0x00000000,
+ 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x001020f2,
+ 0x00000001, 0x00201e46, 0x00000000, 0x00000001, 0x01000013, 0x05000036, 0x00102012, 0x00000000,
+ 0x0010000a, 0x00000000, 0x0e000032, 0x00100052, 0x00000000, 0x00201ff6, 0x00000000, 0x00000000,
+ 0x00004002, 0x3e4ccccd, 0x00000000, 0x3e4ccccd, 0x00000000, 0x00201106, 0x00000000, 0x00000000,
+ 0x05000036, 0x00102022, 0x00000000, 0x0010002a, 0x00000000, 0x06000036, 0x00102042, 0x00000000,
+ 0x0020102a, 0x00000000, 0x00000000, 0x05000036, 0x00102082, 0x00000000, 0x00004001, 0x3f800000,
+ 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000, 0x00000001, 0x01000013, 0x05000036,
+ 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, 0x00000000, 0x0010001a,
+ 0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0020102a, 0x00000000, 0x00000000, 0x05000036,
+ 0x00102082, 0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46,
+ 0x00000000, 0x00000001, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000,
+ 0x06000036, 0x00102042, 0x00000000, 0x0020102a, 0x00000000, 0x00000000, 0x05000036, 0x00102082,
+ 0x00000000, 0x00004001, 0x3f800000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000,
+ 0x00000001, 0x01000013, 0x0100003e, 0x54415453, 0x00000074, 0x00000019, 0x00000001, 0x00000000,
+ 0x00000004, 0x00000002, 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000005, 0x00000004, 0x00000000,
+ 0x00000000, 0x00000000,
+ };
+#if 0
+struct ps_data
+{
+ float4 pos : SV_POSITION;
+ float4 color : COLOR;
+};
+
+float4 main(struct ps_data ps_input) : SV_Target
+{
+ return ps_input.color;
+}
+#endif
+ static const DWORD ps_code[] =
+ {
+ 0x43425844, 0x89803e59, 0x3f798934, 0xf99181df, 0xf5556512, 0x00000001, 0x000000f4, 0x00000003,
+ 0x0000002c, 0x00000080, 0x000000b4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
+ 0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
+ 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
+ };
+ static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_10_0;
+ static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
+ struct d3d11_test_context test_context;
+ D3D11_SUBRESOURCE_DATA buffer_data;
+ ID3D11InputLayout *input_layout;
+ D3D11_RASTERIZER_DESC rs_desc;
+ D3D11_BUFFER_DESC buffer_desc;
+ ID3D11DeviceContext *context;
+ unsigned int stride, offset;
+ struct texture_readback rb;
+ ID3D11RasterizerState *rs;
+ ID3D11GeometryShader *gs;
+ ID3D11VertexShader *vs;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ RECT scissor_rect;
+ ID3D11Buffer *vb;
+ DWORD color;
+ HRESULT hr;
+
+ if (!init_test_context(&test_context, &feature_level))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ hr = ID3D11Device_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(vertex);
+ buffer_desc.Usage = D3D11_USAGE_DEFAULT;
+ buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+
+ buffer_data.pSysMem = vertex;
+ buffer_data.SysMemPitch = 0;
+ buffer_data.SysMemSlicePitch = 0;
+
+ hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
+ ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), NULL, &gs);
+ ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr);
+ hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ rs_desc.FillMode = D3D11_FILL_SOLID;
+ rs_desc.CullMode = D3D11_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 = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
+ ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_IASetInputLayout(context, input_layout);
+ ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+ stride = sizeof(*vertex);
+ offset = 0;
+ ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
+ ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
+ ID3D11DeviceContext_GSSetShader(context, gs, NULL, 0);
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+
+ scissor_rect.left = 160;
+ scissor_rect.top = 120;
+ scissor_rect.right = 480;
+ scissor_rect.bottom = 360;
+ ID3D11DeviceContext_RSSetScissorRects(context, 1, &scissor_rect);
+
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
+ ID3D11DeviceContext_Draw(context, 1, 0);
+
+ get_texture_readback(test_context.backbuffer, &rb);
+ color = get_readback_color(&rb, 320, 190);
+ ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_readback_color(&rb, 255, 240);
+ ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_readback_color(&rb, 320, 240);
+ ok(compare_color(color, 0xffffff00, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_readback_color(&rb, 385, 240);
+ ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
+ color = get_readback_color(&rb, 320, 290);
+ ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
+ release_texture_readback(&rb);
+
+ ID3D11RasterizerState_Release(rs);
+ ID3D11PixelShader_Release(ps);
+ ID3D11GeometryShader_Release(gs);
+ ID3D11VertexShader_Release(vs);
+ ID3D11Buffer_Release(vb);
+ ID3D11InputLayout_Release(input_layout);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -6608,4 +6839,5 @@ START_TEST(d3d11)
test_draw_depth_only();
test_cb_relative_addressing();
test_getdc();
+ test_geometry_shader();
}
--
2.7.3
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