Commit 5571158e authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

d3d10core/tests: Test relative addressing in constant buffers.

parent cdf961a0
...@@ -5224,6 +5224,239 @@ done: ...@@ -5224,6 +5224,239 @@ done:
ok(!refcount, "Device has %u references left.\n", refcount); ok(!refcount, "Device has %u references left.\n", refcount);
} }
static void test_cb_relative_addressing(void)
{
ID3D10Buffer *vb, *colors_cb, *index_cb;
ID3D10RenderTargetView *backbuffer_rtv;
D3D10_SUBRESOURCE_DATA resource_data;
ID3D10InputLayout *input_layout;
unsigned int i, index[4] = {0};
D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *backbuffer;
unsigned int stride, offset;
IDXGISwapChain *swapchain;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10Device *device;
D3D10_VIEWPORT vp;
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
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, 0xcecf6d7c, 0xe418097c, 0x47902dd0, 0x9500abc2, 0x00000001, 0x00000160, 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, 0x52444853, 0x000000a4, 0x00010040,
0x00000029, 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, 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 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
{
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[] = {1.0f, 1.0f, 1.0f, 1.0f};
if (!(device = create_device()))
{
skip("Failed to create device.\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);
buffer_desc.ByteWidth = sizeof(colors);
buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
resource_data.pSysMem = &colors;
hr = ID3D10Device_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 = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &index_cb);
ok(SUCCEEDED(hr), "Failed to create constant buffer, 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_VSSetConstantBuffers(device, 0, 1, &index_cb);
ID3D10Device_VSSetConstantBuffers(device, 1, 1, &colors_cb);
ID3D10Device_PSSetShader(device, ps);
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
vp.Width = 640.0f;
vp.Height = 480.0f;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
{
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, white);
index[0] = test_data[i].index;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)index_cb, 0, NULL, index, 0, 0);
ID3D10Device_Draw(device, 4, 0);
color = get_texture_color(backbuffer, 319, 239);
ok(compare_color(color, test_data[i].expected, 1),
"Got unexpected color 0x%08x for index %d.\n", color, test_data[i].index);
}
ID3D10Buffer_Release(index_cb);
ID3D10Buffer_Release(colors_cb);
ID3D10PixelShader_Release(ps);
ID3D10VertexShader_Release(vs);
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) START_TEST(device)
{ {
test_feature_level(); test_feature_level();
...@@ -5254,4 +5487,5 @@ START_TEST(device) ...@@ -5254,4 +5487,5 @@ START_TEST(device)
test_copy_subresource_region(); test_copy_subresource_region();
test_multisample_init(); test_multisample_init();
test_check_multisample_quality_levels(); test_check_multisample_quality_levels();
test_cb_relative_addressing();
} }
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