From 6b4623008f885e25e77b1b367e0949b1b5b13ca1 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 19 Jan 2015 13:44:10 +0100 Subject: [PATCH] d3d10core/tests: Add a basic texturing test. --- dlls/d3d10core/tests/device.c | 215 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 215 insertions(+) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 76830a40190..8b51cdab095 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -2305,6 +2305,220 @@ done: DestroyWindow(window); } +static void test_texture(void) +{ + ID3D10RenderTargetView *backbuffer_rtv; + D3D10_SUBRESOURCE_DATA resource_data; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10SamplerState *sampler_state; + ID3D10ShaderResourceView *ps_srv; + D3D10_SAMPLER_DESC sampler_desc; + ID3D10InputLayout *input_layout; + D3D10_BUFFER_DESC buffer_desc; + ID3D10Texture2D *backbuffer; + unsigned int stride, offset; + IDXGISwapChain *swapchain; + ID3D10Texture2D *texture; + ID3D10VertexShader *vs; + ID3D10PixelShader *ps; + ID3D10Device *device; + D3D10_VIEWPORT vp; + unsigned int i, j; + ID3D10Buffer *vb; + ULONG refcount; + DWORD color; + HWND window; + HRESULT hr; + + static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_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 + Texture2D t; + SamplerState s; + + float4 main(float4 position : SV_POSITION) : SV_Target + { + float2 p; + + p.x = position.x / 640.0f; + p.y = position.y / 480.0f; + return t.Sample(s, p); + } +#endif + 0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040, + 0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, + 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, + 0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, + 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, + }; + static const struct + { + float x, y; + } + 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, 0.5f}; + static const DWORD bitmap_data[] = + { + 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, + 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f, + 0xffffffff, 0xffffffff, 0xffffffff, 0xff000000, + 0xffffffff, 0xff000000, 0xff000000, 0xff000000, + }; + + if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, + 0, 0, 640, 480, NULL, NULL, NULL, NULL); + swapchain = create_swapchain(device, window, TRUE); + hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer); + ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr); + + hr = ID3D10Device_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 = D3D10_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = 0; + + resource_data.pSysMem = quad; + resource_data.SysMemPitch = 0; + resource_data.SysMemSlicePitch = 0; + + hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + + texture_desc.Width = 4; + texture_desc.Height = 4; + 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 = D3D10_USAGE_DEFAULT; + texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + + resource_data.pSysMem = bitmap_data; + resource_data.SysMemPitch = 4 * sizeof(*bitmap_data); + + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); + + hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr); + + sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; + sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; + sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; + sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; + sampler_desc.MipLODBias = 0.0f; + sampler_desc.MaxAnisotropy = 0; + sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER; + sampler_desc.BorderColor[0] = 0.0f; + sampler_desc.BorderColor[1] = 0.0f; + sampler_desc.BorderColor[2] = 0.0f; + sampler_desc.BorderColor[3] = 0.0f; + sampler_desc.MinLOD = 0.0f; + sampler_desc.MaxLOD = 0.0f; + + hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + + 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); + + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + + ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL); + ID3D10Device_IASetInputLayout(device, input_layout); + ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + stride = sizeof(*quad); + offset = 0; + ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset); + ID3D10Device_VSSetShader(device, vs); + ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv); + ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state); + ID3D10Device_PSSetShader(device, ps); + + vp.TopLeftX = 0; + vp.TopLeftY = 0; + vp.Width = 640; + vp.Height = 480; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + ID3D10Device_RSSetViewports(device, 1, &vp); + + ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red); + + ID3D10Device_Draw(device, 4, 0); + + for (i = 0; i < 4; ++i) + { + for (j = 0; j < 4; ++j) + { + color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120); + ok(compare_color(color, bitmap_data[j + i * 4], 1), + "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n", + color, j, i, bitmap_data[j + i * 4]); + } + } + + ID3D10PixelShader_Release(ps); + ID3D10VertexShader_Release(vs); + ID3D10SamplerState_Release(sampler_state); + ID3D10ShaderResourceView_Release(ps_srv); + ID3D10Texture2D_Release(texture); + ID3D10Buffer_Release(vb); + ID3D10InputLayout_Release(input_layout); + ID3D10RenderTargetView_Release(backbuffer_rtv); + ID3D10Texture2D_Release(backbuffer); + IDXGISwapChain_Release(swapchain); + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + DestroyWindow(window); +} + START_TEST(device) { test_create_texture2d(); @@ -2322,4 +2536,5 @@ START_TEST(device) test_scissor(); test_clear_state(); test_blend(); + test_texture(); } -- 2.11.4.GIT