[PATCH v4 2/5] d3d11/tests: Add a geometry shader test.

Matteo Bruni mbruni at codeweavers.com
Wed Mar 22 17:17:52 CDT 2017


Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
v2: Update to use the new create_buffer() helper.
v3: Strip debug info from the GS.
v4: Drop some unnecessary state setup.

 dlls/d3d11/tests/d3d11.c | 189 +++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 189 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 8523265..3979155 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -15819,6 +15819,194 @@ static void test_tgsm(void)
     release_test_context(&test_context);
 }
 
+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, D3D11_INPUT_PER_VERTEX_DATA, 0},
+        {"COLOR",       0, DXGI_FORMAT_R8G8B8A8_UNORM,     0, 16, D3D11_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, 0x70616045, 0x96756e1f, 0x1caeecb8, 0x3749528c, 0x00000001, 0x0000034c, 0x00000003,
+        0x0000002c, 0x00000080, 0x000000d4, 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,
+    };
+#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 float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
+    struct d3d11_test_context test_context;
+    ID3D11InputLayout *input_layout;
+    ID3D11DeviceContext *context;
+    unsigned int stride, offset;
+    struct resource_readback rb;
+    ID3D11GeometryShader *gs;
+    ID3D11VertexShader *vs;
+    ID3D11PixelShader *ps;
+    ID3D11Device *device;
+    RECT scissor_rect;
+    ID3D11Buffer *vb;
+    DWORD color;
+    HRESULT hr;
+
+    if (!init_test_context(&test_context, NULL))
+        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);
+
+    vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(vertex), vertex);
+
+    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);
+
+    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);
+
+    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
+    ID3D11DeviceContext_Draw(context, 1, 0);
+
+    get_texture_readback(test_context.backbuffer, 0, &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_resource_readback(&rb);
+
+    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();
@@ -15900,4 +16088,5 @@ START_TEST(d3d11)
     test_uav_counters();
     test_compute_shader_registers();
     test_tgsm();
+    test_geometry_shader();
 }
-- 
2.10.2




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