Commit 3a8d3fb1 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

d3d11/tests: Test relative addressing in constant buffers.

parent dd72b43a
......@@ -5208,6 +5208,204 @@ static void test_clear_depth_stencil_view(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_cb_relative_addressing(void)
{
struct d3d11_test_context test_context;
D3D11_SUBRESOURCE_DATA resource_data;
ID3D11Buffer *colors_cb, *index_cb;
unsigned int i, index[4] = {0};
D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
ID3D11PixelShader *ps;
ID3D11Device *device;
DWORD color;
HRESULT hr;
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
static const DWORD vs_code[] =
{
#if 0
int color_index;
cbuffer colors
{
float4 colors[8];
};
struct vs_in
{
float4 position : POSITION;
};
struct vs_out
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
vs_out main(const vs_in v)
{
vs_out o;
o.position = v.position;
o.color = colors[color_index];
return o;
}
#endif
0x43425844, 0xc2eb30bf, 0x2868c855, 0xaa34b609, 0x1f4957d4, 0x00000001, 0x00000164, 0x00000003,
0x0000002c, 0x00000060, 0x000000b4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
0x505f5653, 0x5449534f, 0x004e4f49, 0x4f4c4f43, 0xabab0052, 0x58454853, 0x000000a8, 0x00010050,
0x0000002a, 0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x04000859, 0x00208e46,
0x00000001, 0x00000008, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x02000068, 0x00000001, 0x05000036, 0x001020f2,
0x00000000, 0x00101e46, 0x00000000, 0x06000036, 0x00100012, 0x00000000, 0x0020800a, 0x00000000,
0x00000000, 0x07000036, 0x001020f2, 0x00000001, 0x04208e46, 0x00000001, 0x0010000a, 0x00000000,
0x0100003e,
};
static const DWORD ps_code[] =
{
#if 0
struct ps_in
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
float4 main(const ps_in v) : SV_TARGET
{
return v.color;
}
#endif
0x43425844, 0x1a6def50, 0x9c069300, 0x7cce68f0, 0x621239b9, 0x00000001, 0x000000f8, 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, 0x58454853, 0x0000003c, 0x00000050,
0x0000000f, 0x0100086a, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
};
static const struct
{
struct vec2 position;
}
quad[] =
{
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{ 1.0f, -1.0f}},
{{ 1.0f, 1.0f}},
};
static const struct
{
float color[4];
}
colors[10] =
{
{{0.0f, 0.0f, 0.0f, 1.0f}},
{{0.0f, 0.0f, 1.0f, 0.0f}},
{{0.0f, 0.0f, 1.0f, 1.0f}},
{{0.0f, 1.0f, 0.0f, 0.0f}},
{{0.0f, 1.0f, 0.0f, 1.0f}},
{{0.0f, 1.0f, 1.0f, 0.0f}},
{{0.0f, 1.0f, 1.0f, 1.0f}},
{{1.0f, 0.0f, 0.0f, 0.0f}},
{{1.0f, 0.0f, 0.0f, 1.0f}},
{{1.0f, 0.0f, 1.0f, 0.0f}},
};
static const struct
{
unsigned int index;
DWORD expected;
}
test_data[] =
{
{0, 0xff000000},
{1, 0x00ff0000},
{2, 0xffff0000},
{3, 0x0000ff00},
{4, 0xff00ff00},
{5, 0x00ffff00},
{6, 0xffffff00},
{7, 0x000000ff},
{8, 0xff0000ff},
{9, 0x00ff00ff},
};
static const float white_color[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
if (!init_test_context(&test_context, &feature_level))
return;
device = test_context.device;
context = test_context.immediate_context;
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
vs_code, sizeof(vs_code), &test_context.input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
buffer_desc.ByteWidth = sizeof(quad);
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_desc.StructureByteStride = 0;
resource_data.pSysMem = quad;
resource_data.SysMemPitch = 0;
resource_data.SysMemSlicePitch = 0;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &test_context.vb);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
buffer_desc.ByteWidth = sizeof(colors);
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
resource_data.pSysMem = &colors;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &colors_cb);
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
buffer_desc.ByteWidth = sizeof(index);
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &index_cb);
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, 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_VSSetConstantBuffers(context, 0, 1, &index_cb);
ID3D11DeviceContext_VSSetConstantBuffers(context, 1, 1, &colors_cb);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
{
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white_color);
index[0] = test_data[i].index;
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)index_cb, 0, NULL, &index, 0, 0);
draw_quad(&test_context);
color = get_texture_color(test_context.backbuffer, 319, 239);
ok(compare_color(color, test_data[i].expected, 1),
"Got unexpected color 0x%08x for index %u.\n", color, test_data[i].index);
}
ID3D11Buffer_Release(index_cb);
ID3D11Buffer_Release(colors_cb);
ID3D11PixelShader_Release(ps);
release_test_context(&test_context);
}
START_TEST(d3d11)
{
test_create_device();
......@@ -5242,4 +5440,5 @@ START_TEST(d3d11)
test_multisample_init();
test_check_multisample_quality_levels();
test_clear_depth_stencil_view();
test_cb_relative_addressing();
}
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment