[PATCH 1/8] d3d11/tests: Add test for unbinding shader resource view.

Józef Kucia jkucia at codeweavers.com
Thu Mar 9 03:03:03 CST 2017


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/tests/d3d11.c | 90 ++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 90 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 2060ab6..94a5a8f 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -12248,6 +12248,95 @@ static void test_shader_input_registers_limits(void)
     release_test_context(&test_context);
 }
 
+static void test_unbind_shader_resource_view(void)
+{
+    struct d3d11_test_context test_context;
+    D3D11_SUBRESOURCE_DATA resource_data;
+    ID3D11ShaderResourceView *srv, *srv2;
+    D3D11_TEXTURE2D_DESC texture_desc;
+    ID3D11DeviceContext *context;
+    ID3D11Texture2D *texture;
+    ID3D11PixelShader *ps;
+    ID3D11Device *device;
+    HRESULT hr;
+
+    static const DWORD ps_code[] =
+    {
+#if 0
+        Texture2D t0;
+        Texture2D t1;
+        SamplerState s;
+
+        float4 main() : SV_Target
+        {
+            return min(t0.Sample(s, float2(0, 0)) + t1.Sample(s, float2(0, 0)), 1.0f);
+        }
+#endif
+        0x43425844, 0x698dc0cb, 0x0bf322b8, 0xee127418, 0xfe9214ce, 0x00000001, 0x00000168, 0x00000003,
+        0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+        0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+        0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c,
+        0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858,
+        0x00107000, 0x00000001, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002,
+        0x0c000045, 0x001000f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+        0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0c000045, 0x001000f2, 0x00000001, 0x00004002,
+        0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46, 0x00000001, 0x00106000, 0x00000000,
+        0x07000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x0a000033,
+        0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000,
+        0x3f800000, 0x0100003e,
+    };
+    static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+    static const DWORD texture_data[] = {0xff00ff00};
+
+    if (!init_test_context(&test_context, NULL))
+        return;
+
+    device = test_context.device;
+    context = test_context.immediate_context;
+
+    texture_desc.Width = 1;
+    texture_desc.Height = 1;
+    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 = D3D11_USAGE_DEFAULT;
+    texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+    texture_desc.CPUAccessFlags = 0;
+    texture_desc.MiscFlags = 0;
+
+    resource_data.pSysMem = texture_data;
+    resource_data.SysMemPitch = sizeof(texture_data);
+    resource_data.SysMemSlicePitch = 0;
+
+    hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
+    ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
+    hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
+    ok(SUCCEEDED(hr), "Failed to create shader resource view, 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);
+    ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+
+    ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
+    ID3D11DeviceContext_PSSetShaderResources(context, 1, 1, &srv);
+    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+    draw_quad(&test_context);
+    check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+    srv2 = NULL;
+    ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv2);
+    ID3D11DeviceContext_PSSetShaderResources(context, 1, 1, &srv2);
+    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+    draw_quad(&test_context);
+    todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 1);
+
+    ID3D11PixelShader_Release(ps);
+    ID3D11ShaderResourceView_Release(srv);
+    ID3D11Texture2D_Release(texture);
+    release_test_context(&test_context);
+}
+
 static void test_stencil_separate(void)
 {
     struct d3d11_test_context test_context;
@@ -15734,6 +15823,7 @@ START_TEST(d3d11)
     run_for_each_9_x_feature_level(test_fl9_draw);
     test_ddy();
     test_shader_input_registers_limits();
+    test_unbind_shader_resource_view();
     test_stencil_separate();
     test_uav_load();
     test_cs_uav_store();
-- 
2.10.2




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