From e162ae2333bcde601e111c644d13aec3d4100edb Mon Sep 17 00:00:00 2001 From: =?utf8?q?J=C3=B3zef=20Kucia?= Date: Thu, 19 Oct 2017 10:07:26 +0200 Subject: [PATCH] d3d10core/tests: Add test for shaders interstage interface. MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d10core/tests/device.c | 160 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 160 insertions(+) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 819d9490451..0d063f635e5 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -9039,6 +9039,165 @@ static void test_shader_stage_input_output_matching(void) release_test_context(&test_context); } +static void test_shader_interstage_interface(void) +{ + struct d3d10core_test_context test_context; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10InputLayout *input_layout; + ID3D10Texture2D *render_target; + ID3D10RenderTargetView *rtv; + ID3D10VertexShader *vs; + ID3D10PixelShader *ps; + ID3D10Device *device; + UINT stride, offset; + ID3D10Buffer *vb; + HRESULT hr; + + static const DWORD vs_code[] = + { +#if 0 + struct vertex + { + float4 position : SV_Position; + float2 t0 : TEXCOORD0; + nointerpolation float t1 : TEXCOORD1; + uint t2 : TEXCOORD2; + uint t3 : TEXCOORD3; + float t4 : TEXCOORD4; + }; + + void main(in vertex vin, out vertex vout) + { + vout = vin; + } +#endif + 0x43425844, 0xd55780bf, 0x76866b06, 0x45d697a2, 0xafac2ecd, 0x00000001, 0x000002bc, 0x00000003, + 0x0000002c, 0x000000e4, 0x0000019c, 0x4e475349, 0x000000b0, 0x00000006, 0x00000008, 0x00000098, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x000000a4, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000303, 0x000000a4, 0x00000001, 0x00000000, 0x00000003, 0x00000002, + 0x00000101, 0x000000a4, 0x00000002, 0x00000000, 0x00000001, 0x00000003, 0x00000101, 0x000000a4, + 0x00000003, 0x00000000, 0x00000001, 0x00000004, 0x00000101, 0x000000a4, 0x00000004, 0x00000000, + 0x00000003, 0x00000005, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, + 0xababab00, 0x4e47534f, 0x000000b0, 0x00000006, 0x00000008, 0x00000098, 0x00000000, 0x00000001, + 0x00000003, 0x00000000, 0x0000000f, 0x000000a4, 0x00000000, 0x00000000, 0x00000003, 0x00000001, + 0x00000c03, 0x000000a4, 0x00000004, 0x00000000, 0x00000003, 0x00000001, 0x00000b04, 0x000000a4, + 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000e01, 0x000000a4, 0x00000002, 0x00000000, + 0x00000001, 0x00000002, 0x00000d02, 0x000000a4, 0x00000003, 0x00000000, 0x00000001, 0x00000002, + 0x00000b04, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, 0xababab00, 0x52444853, + 0x00000118, 0x00010040, 0x00000046, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101032, + 0x00000001, 0x0300005f, 0x00101012, 0x00000002, 0x0300005f, 0x00101012, 0x00000003, 0x0300005f, + 0x00101012, 0x00000004, 0x0300005f, 0x00101012, 0x00000005, 0x04000067, 0x001020f2, 0x00000000, + 0x00000001, 0x03000065, 0x00102032, 0x00000001, 0x03000065, 0x00102042, 0x00000001, 0x03000065, + 0x00102012, 0x00000002, 0x03000065, 0x00102022, 0x00000002, 0x03000065, 0x00102042, 0x00000002, + 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102032, 0x00000001, + 0x00101046, 0x00000001, 0x05000036, 0x00102042, 0x00000001, 0x0010100a, 0x00000005, 0x05000036, + 0x00102012, 0x00000002, 0x0010100a, 0x00000002, 0x05000036, 0x00102022, 0x00000002, 0x0010100a, + 0x00000003, 0x05000036, 0x00102042, 0x00000002, 0x0010100a, 0x00000004, 0x0100003e, + }; + static const DWORD ps_code[] = + { +#if 0 + void main(float4 position : SV_Position, float2 t0 : TEXCOORD0, + nointerpolation float t1 : TEXCOORD1, uint t2 : TEXCOORD2, + uint t3 : TEXCOORD3, float t4 : TEXCOORD4, out float4 o : SV_Target) + { + o.x = t0.y + t1; + o.y = t2 + t3; + o.z = t4; + o.w = t0.x; + } +#endif + 0x43425844, 0x8a7ef706, 0xc8f2cbf1, 0x83a05df1, 0xfab8e613, 0x00000001, 0x000001dc, 0x00000003, + 0x0000002c, 0x000000e4, 0x00000118, 0x4e475349, 0x000000b0, 0x00000006, 0x00000008, 0x00000098, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x000000a4, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000303, 0x000000a4, 0x00000004, 0x00000000, 0x00000003, 0x00000001, + 0x00000404, 0x000000a4, 0x00000001, 0x00000000, 0x00000003, 0x00000002, 0x00000101, 0x000000a4, + 0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x00000202, 0x000000a4, 0x00000003, 0x00000000, + 0x00000001, 0x00000002, 0x00000404, 0x505f5653, 0x7469736f, 0x006e6f69, 0x43584554, 0x44524f4f, + 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000bc, + 0x00000040, 0x0000002f, 0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x00101042, 0x00000001, + 0x03000862, 0x00101012, 0x00000002, 0x03000862, 0x00101022, 0x00000002, 0x03000862, 0x00101042, + 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700001e, 0x00100012, + 0x00000000, 0x0010101a, 0x00000002, 0x0010102a, 0x00000002, 0x05000056, 0x00102022, 0x00000000, + 0x0010000a, 0x00000000, 0x07000000, 0x00102012, 0x00000000, 0x0010101a, 0x00000001, 0x0010100a, + 0x00000002, 0x05000036, 0x001020c2, 0x00000000, 0x001012a6, 0x00000001, 0x0100003e, + }; + static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = + { + {"SV_POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 1, DXGI_FORMAT_R32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 2, DXGI_FORMAT_R32_UINT, 0, 20, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 3, DXGI_FORMAT_R32_UINT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"TEXCOORD", 4, DXGI_FORMAT_R32_FLOAT, 0, 28, D3D10_INPUT_PER_VERTEX_DATA, 0}, + }; + static const struct + { + struct vec2 position; + struct vec2 t0; + float t1; + unsigned int t2; + unsigned int t3; + float t4; + } + quad[] = + { + {{-1.0f, -1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f}, + {{-1.0f, 1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f}, + {{ 1.0f, -1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f}, + {{ 1.0f, 1.0f}, {3.0f, 5.0f}, 5.0f, 2, 6, 7.0f}, + }; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const struct vec4 expected_result = {10.0f, 8.0f, 7.0f, 3.0f}; + + if (!init_test_context(&test_context)) + return; + + device = test_context.device; + + hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + + ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(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, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad); + + ID3D10Device_ClearRenderTargetView(device, rtv, white); + + ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); + + ID3D10Device_PSSetShader(device, ps); + ID3D10Device_VSSetShader(device, vs); + ID3D10Device_IASetInputLayout(device, input_layout); + ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + offset = 0; + stride = sizeof(*quad); + ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset); + ID3D10Device_Draw(device, 4, 0); + check_texture_vec4(render_target, &expected_result, 0); + + ID3D10InputLayout_Release(input_layout); + ID3D10RenderTargetView_Release(rtv); + ID3D10Texture2D_Release(render_target); + ID3D10PixelShader_Release(ps); + ID3D10VertexShader_Release(vs); + ID3D10Buffer_Release(vb); + release_test_context(&test_context); +} + static void test_sm4_if_instruction(void) { struct d3d10core_test_context test_context; @@ -12598,6 +12757,7 @@ START_TEST(device) test_clear_depth_stencil_view(); test_draw_depth_only(); test_shader_stage_input_output_matching(); + test_shader_interstage_interface(); test_sm4_if_instruction(); test_sm4_breakc_instruction(); test_sm4_continuec_instruction(); -- 2.11.4.GIT