[PATCH 3/6] d3d11/tests: Add test for multiple render targets.

Józef Kucia jkucia at codeweavers.com
Mon Feb 29 11:35:49 CST 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/tests/d3d11.c | 192 +++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 192 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 00b3d18..4054b2a 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -3564,6 +3564,197 @@ static void test_texture(void)
     DestroyWindow(window);
 }
 
+static void test_multiple_render_targets(void)
+{
+    D3D11_SUBRESOURCE_DATA resource_data;
+    D3D11_TEXTURE2D_DESC texture_desc;
+    ID3D11InputLayout *input_layout;
+    unsigned int stride, offset, i;
+    ID3D11RenderTargetView *rtv[4];
+    D3D11_BUFFER_DESC buffer_desc;
+    ID3D11DeviceContext *context;
+    ID3D11Texture2D *rt[4];
+    ID3D11VertexShader *vs;
+    ID3D11PixelShader *ps;
+    ID3D11Device *device;
+    D3D11_VIEWPORT vp;
+    ID3D11Buffer *vb;
+    ULONG refcount;
+    DWORD color;
+    HRESULT hr;
+
+    static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
+    {
+        {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+    };
+    static const DWORD vs_code[] =
+    {
+#if 0
+        float4 main(float4 position : POSITION) : SV_POSITION
+        {
+            return position;
+        }
+#endif
+        0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
+        0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
+        0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
+        0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
+        0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
+        0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
+    };
+    static const DWORD ps_code[] =
+    {
+#if 0
+        struct output
+        {
+            float4 t1 : SV_TARGET0;
+            float4 t2 : SV_Target1;
+            float4 t3 : SV_TARGET2;
+            float4 t4 : SV_Target3;
+        };
+
+        output main(float4 position : SV_POSITION)
+        {
+            struct output o;
+            o.t1 = (float4)1.0f;
+            o.t2 = (float4)0.5f;
+            o.t3 = (float4)0.2f;
+            o.t4 = float4(0.0f, 0.2f, 0.5f, 1.0f);
+            return o;
+        }
+#endif
+        0x43425844, 0x8701ad18, 0xe3d5291d, 0x7b4288a6, 0x01917515, 0x00000001, 0x000001a8, 0x00000003,
+        0x0000002c, 0x00000060, 0x000000e4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+        0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
+        0x4e47534f, 0x0000007c, 0x00000004, 0x00000008, 0x00000068, 0x00000000, 0x00000000, 0x00000003,
+        0x00000000, 0x0000000f, 0x00000072, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
+        0x00000068, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x00000072, 0x00000003,
+        0x00000000, 0x00000003, 0x00000003, 0x0000000f, 0x545f5653, 0x45475241, 0x56530054, 0x7261545f,
+        0x00746567, 0x52444853, 0x000000bc, 0x00000040, 0x0000002f, 0x03000065, 0x001020f2, 0x00000000,
+        0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x03000065, 0x001020f2,
+        0x00000003, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000,
+        0x3f800000, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x3f000000, 0x3f000000, 0x3f000000,
+        0x3f000000, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x3e4ccccd, 0x3e4ccccd, 0x3e4ccccd,
+        0x3e4ccccd, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x00000000, 0x3e4ccccd, 0x3f000000,
+        0x3f800000, 0x0100003e,
+    };
+    static const struct
+    {
+        struct vec2 position;
+    }
+    quad[] =
+    {
+        {{-1.0f, -1.0f}},
+        {{-1.0f,  1.0f}},
+        {{ 1.0f, -1.0f}},
+        {{ 1.0f,  1.0f}},
+    };
+    static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
+
+    if (!(device = create_device(NULL)))
+    {
+        skip("Failed to create device.\n");
+        return;
+    }
+
+    if (ID3D11Device_GetFeatureLevel(device) < D3D_FEATURE_LEVEL_9_3)
+    {
+        skip("Feature level 9_3 or higher is required.\n");
+        ID3D11Device_Release(device);
+        return;
+    }
+
+    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(quad);
+    buffer_desc.Usage = D3D11_USAGE_DEFAULT;
+    buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+    buffer_desc.CPUAccessFlags = 0;
+    buffer_desc.MiscFlags = 0;
+    buffer_desc.StructureByteStride = 0;
+
+    resource_data.pSysMem = quad;
+    resource_data.SysMemPitch = 0;
+    resource_data.SysMemSlicePitch = 0;
+
+    hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
+    ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+
+    texture_desc.Width = 640;
+    texture_desc.Height = 480;
+    texture_desc.MipLevels = 1;
+    texture_desc.ArraySize = 1;
+    texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    texture_desc.SampleDesc.Count = 1;
+    texture_desc.SampleDesc.Quality = 0;
+    texture_desc.Usage = D3D11_USAGE_DEFAULT;
+    texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET;
+    texture_desc.CPUAccessFlags = 0;
+    texture_desc.MiscFlags = 0;
+
+    for (i = 0; i < sizeof(rt) / sizeof(*rt); ++i)
+    {
+        hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rt[i]);
+        ok(SUCCEEDED(hr), "Failed to create texture %u, hr %#x.\n", i, hr);
+
+        hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rt[i], NULL, &rtv[i]);
+        ok(SUCCEEDED(hr), "Failed to create rendertarget view %u, hr %#x.\n", i, 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_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+    ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+    ID3D11Device_GetImmediateContext(device, &context);
+
+    ID3D11DeviceContext_OMSetRenderTargets(context, 4, rtv, NULL);
+    ID3D11DeviceContext_IASetInputLayout(context, input_layout);
+    ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+    stride = sizeof(*quad);
+    offset = 0;
+    ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
+    ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
+    ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+
+    vp.TopLeftX = 0.0f;
+    vp.TopLeftY = 0.0f;
+    vp.Width = 640.0f;
+    vp.Height = 480.0f;
+    vp.MinDepth = 0.0f;
+    vp.MaxDepth = 1.0f;
+    ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
+
+    for (i = 0; i < sizeof(rtv) / sizeof(*rtv); ++i)
+        ID3D11DeviceContext_ClearRenderTargetView(context, rtv[i], red);
+
+    ID3D11DeviceContext_Draw(context, 4, 0);
+
+    color = get_texture_color(rt[0], 320, 240);
+    ok(compare_color(color, 0xffffffff, 2), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(rt[1], 320, 240);
+    ok(compare_color(color, 0x7f7f7f7f, 2), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(rt[2], 320, 240);
+    ok(compare_color(color, 0x33333333, 2), "Got unexpected color 0x%08x.\n", color);
+    color = get_texture_color(rt[3], 320, 240);
+    ok(compare_color(color, 0xff7f3300, 2), "Got unexpected color 0x%08x.\n", color);
+
+    ID3D11Buffer_Release(vb);
+    ID3D11PixelShader_Release(ps);
+    ID3D11VertexShader_Release(vs);
+    ID3D11InputLayout_Release(input_layout);
+    for (i = 0; i < sizeof(rtv) / sizeof(*rtv); ++i)
+        ID3D11RenderTargetView_Release(rtv[i]);
+    for (i = 0; i < sizeof(rt) / sizeof(*rt); ++i)
+        ID3D11Texture2D_Release(rt[i]);
+    ID3D11DeviceContext_Release(context);
+    refcount = ID3D11Device_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
 static void test_scissor(void)
 {
     ID3D11DeviceContext *immediate_context;
@@ -5205,6 +5396,7 @@ START_TEST(d3d11)
     test_private_data();
     test_blend();
     test_texture();
+    test_multiple_render_targets();
     test_scissor();
     test_il_append_aligned();
     test_fragment_coords();
-- 
2.4.10




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