Commit e7400d20 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d10core/tests: Add test for relative addressing of vertex shader inputs.

parent 972178b3
......@@ -8419,6 +8419,124 @@ float4 main(const ps_in v) : SV_TARGET
release_test_context(&test_context);
}
static void test_vs_input_relative_addressing(void)
{
struct d3d10core_test_context test_context;
unsigned int offset, stride;
unsigned int index[4] = {0};
ID3D10PixelShader *ps;
ID3D10Buffer *vb, *cb;
ID3D10Device *device;
unsigned int i;
HRESULT hr;
static const DWORD vs_code[] =
{
#if 0
struct vertex
{
float4 position : POSITION;
float4 colors[4] : COLOR;
};
uint index;
void main(vertex vin, out float4 position : SV_Position,
out float4 color : COLOR)
{
position = vin.position;
color = vin.colors[index];
}
#endif
0x43425844, 0x8623dd89, 0xe37fecf5, 0xea3fdfe1, 0xdf36e4e4, 0x00000001, 0x000001f4, 0x00000003,
0x0000002c, 0x000000c4, 0x00000118, 0x4e475349, 0x00000090, 0x00000005, 0x00000008, 0x00000080,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000089, 0x00000000, 0x00000000,
0x00000003, 0x00000001, 0x00000f0f, 0x00000089, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
0x00000f0f, 0x00000089, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x00000f0f, 0x00000089,
0x00000003, 0x00000000, 0x00000003, 0x00000004, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0x4c4f4300,
0xab00524f, 0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001,
0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001,
0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x4f4c4f43, 0xabab0052, 0x52444853, 0x000000d4,
0x00010040, 0x00000035, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005f, 0x001010f2,
0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x0300005f, 0x001010f2, 0x00000002, 0x0300005f,
0x001010f2, 0x00000003, 0x0300005f, 0x001010f2, 0x00000004, 0x04000067, 0x001020f2, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x0400005b, 0x001010f2,
0x00000001, 0x00000004, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x06000036,
0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x07000036, 0x001020f2, 0x00000001,
0x00d01e46, 0x00000001, 0x0010000a, 0x00000000, 0x0100003e,
};
static const DWORD ps_code[] =
{
#if 0
struct vs_out
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
float4 main(struct vs_out i) : SV_TARGET
{
return i.color;
}
#endif
0x43425844, 0xe2087fa6, 0xa35fbd95, 0x8e585b3f, 0x67890f54, 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, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
};
static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 0, D3D10_INPUT_PER_INSTANCE_DATA, 1},
{"COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 4, D3D10_INPUT_PER_INSTANCE_DATA, 1},
{"COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 8, D3D10_INPUT_PER_INSTANCE_DATA, 1},
{"COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 1, 12, D3D10_INPUT_PER_INSTANCE_DATA, 1},
};
static const unsigned int colors[] = {0xff0000ff, 0xff00ff00, 0xffff0000, 0xff0f0f0f};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
if (!init_test_context(&test_context))
return;
device = test_context.device;
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
vs_code, sizeof(vs_code), &test_context.input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &cb);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(colors), colors);
stride = sizeof(colors);
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.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);
ID3D10Device_PSSetShader(device, ps);
for (i = 0; i < ARRAY_SIZE(colors); ++i)
{
*index = i;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, index, 0, 0);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, colors[i], 1);
}
ID3D10Buffer_Release(cb);
ID3D10Buffer_Release(vb);
ID3D10PixelShader_Release(ps);
release_test_context(&test_context);
}
static void test_swapchain_formats(void)
{
DXGI_SWAP_CHAIN_DESC swapchain_desc;
......@@ -13531,6 +13649,7 @@ START_TEST(device)
test_copy_subresource_region();
test_check_multisample_quality_levels();
test_cb_relative_addressing();
test_vs_input_relative_addressing();
test_swapchain_formats();
test_swapchain_views();
test_swapchain_flip();
......
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