Commit 1c8cb597 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11/tests: Add test for unbinding shader resource view.

parent 7b34f460
......@@ -12248,6 +12248,95 @@ static void test_shader_input_registers_limits(void)
release_test_context(&test_context);
}
static void test_unbind_shader_resource_view(void)
{
struct d3d11_test_context test_context;
D3D11_SUBRESOURCE_DATA resource_data;
ID3D11ShaderResourceView *srv, *srv2;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11DeviceContext *context;
ID3D11Texture2D *texture;
ID3D11PixelShader *ps;
ID3D11Device *device;
HRESULT hr;
static const DWORD ps_code[] =
{
#if 0
Texture2D t0;
Texture2D t1;
SamplerState s;
float4 main() : SV_Target
{
return min(t0.Sample(s, float2(0, 0)) + t1.Sample(s, float2(0, 0)), 1.0f);
}
#endif
0x43425844, 0x698dc0cb, 0x0bf322b8, 0xee127418, 0xfe9214ce, 0x00000001, 0x00000168, 0x00000003,
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000f0, 0x00000040, 0x0000003c,
0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858,
0x00107000, 0x00000001, 0x00005555, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002,
0x0c000045, 0x001000f2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0c000045, 0x001000f2, 0x00000001, 0x00004002,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00107e46, 0x00000001, 0x00106000, 0x00000000,
0x07000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00100e46, 0x00000001, 0x0a000033,
0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000,
0x3f800000, 0x0100003e,
};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const DWORD texture_data[] = {0xff00ff00};
if (!init_test_context(&test_context, NULL))
return;
device = test_context.device;
context = test_context.immediate_context;
texture_desc.Width = 1;
texture_desc.Height = 1;
texture_desc.MipLevels = 0;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
resource_data.pSysMem = texture_data;
resource_data.SysMemPitch = sizeof(texture_data);
resource_data.SysMemSlicePitch = 0;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
ok(SUCCEEDED(hr), "Failed to create shader resource view, 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_PSSetShader(context, ps, NULL, 0);
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
ID3D11DeviceContext_PSSetShaderResources(context, 1, 1, &srv);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
srv2 = NULL;
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv2);
ID3D11DeviceContext_PSSetShaderResources(context, 1, 1, &srv2);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
draw_quad(&test_context);
todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 1);
ID3D11PixelShader_Release(ps);
ID3D11ShaderResourceView_Release(srv);
ID3D11Texture2D_Release(texture);
release_test_context(&test_context);
}
static void test_stencil_separate(void)
{
struct d3d11_test_context test_context;
......@@ -15734,6 +15823,7 @@ START_TEST(d3d11)
run_for_each_9_x_feature_level(test_fl9_draw);
test_ddy();
test_shader_input_registers_limits();
test_unbind_shader_resource_view();
test_stencil_separate();
test_uav_load();
test_cs_uav_store();
......
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