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wine
wine-cw
Commits
6b462300
Commit
6b462300
authored
Jan 19, 2015
by
Henri Verbeet
Committed by
Alexandre Julliard
Jan 19, 2015
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d3d10core/tests: Add a basic texturing test.
parent
2912e293
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device.c
dlls/d3d10core/tests/device.c
+215
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dlls/d3d10core/tests/device.c
View file @
6b462300
...
...
@@ -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
.
0
f
,
-
1
.
0
f
},
{
-
1
.
0
f
,
1
.
0
f
},
{
1
.
0
f
,
-
1
.
0
f
},
{
1
.
0
f
,
1
.
0
f
},
};
static
const
float
red
[]
=
{
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
5
f
};
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
.
0
f
;
sampler_desc
.
MaxAnisotropy
=
0
;
sampler_desc
.
ComparisonFunc
=
D3D10_COMPARISON_NEVER
;
sampler_desc
.
BorderColor
[
0
]
=
0
.
0
f
;
sampler_desc
.
BorderColor
[
1
]
=
0
.
0
f
;
sampler_desc
.
BorderColor
[
2
]
=
0
.
0
f
;
sampler_desc
.
BorderColor
[
3
]
=
0
.
0
f
;
sampler_desc
.
MinLOD
=
0
.
0
f
;
sampler_desc
.
MaxLOD
=
0
.
0
f
;
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
.
0
f
;
vp
.
MaxDepth
=
1
.
0
f
;
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
();
}
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