Commit 654337e1 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d11/tests: Add test for copying buffer resources.

parent aaf36fb7
......@@ -4736,12 +4736,15 @@ static void test_copy_subresource_region(void)
{
ID3D11Texture2D *dst_texture, *src_texture;
struct d3d11_test_context test_context;
ID3D11Buffer *dst_buffer, *src_buffer;
D3D11_SUBRESOURCE_DATA resource_data;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11SamplerState *sampler_state;
ID3D11ShaderResourceView *ps_srv;
D3D11_SAMPLER_DESC sampler_desc;
D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
struct vec4 float_colors[16];
struct texture_readback rb;
ID3D11PixelShader *ps;
ID3D11Device *device;
......@@ -4776,6 +4779,31 @@ static void test_copy_subresource_region(void)
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
static const DWORD ps_buffer_code[] =
{
#if 0
float4 buffer[16];
float4 main(float4 position : SV_POSITION) : SV_TARGET
{
float2 p = (float2)4;
p *= float2(position.x / 640.0f, position.y / 480.0f);
return buffer[(int)p.y * 4 + (int)p.x];
}
#endif
0x43425844, 0x57e7139f, 0x4f0c9e52, 0x598b77e3, 0x5a239132, 0x00000001, 0x0000016c, 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, 0x45475241, 0xabab0054, 0x52444853, 0x000000d0, 0x00000040,
0x00000034, 0x04000859, 0x00208e46, 0x00000000, 0x00000010, 0x04002064, 0x00101032, 0x00000000,
0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032,
0x00000000, 0x00101516, 0x00000000, 0x00004002, 0x3c088889, 0x3bcccccd, 0x00000000, 0x00000000,
0x0500001b, 0x00100032, 0x00000000, 0x00100046, 0x00000000, 0x07000029, 0x00100012, 0x00000000,
0x0010000a, 0x00000000, 0x00004001, 0x00000002, 0x0700001e, 0x00100012, 0x00000000, 0x0010000a,
0x00000000, 0x0010001a, 0x00000000, 0x07000036, 0x001020f2, 0x00000000, 0x04208e46, 0x00000000,
0x0010000a, 0x00000000, 0x0100003e,
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
static const DWORD bitmap_data[] =
{
......@@ -4900,10 +4928,91 @@ static void test_copy_subresource_region(void)
release_texture_readback(&rb);
ID3D11PixelShader_Release(ps);
ID3D11SamplerState_Release(sampler_state);
hr = ID3D11Device_CreatePixelShader(device, ps_buffer_code, sizeof(ps_buffer_code), NULL, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
ID3D11ShaderResourceView_Release(ps_srv);
ps_srv = NULL;
ID3D11SamplerState_Release(sampler_state);
sampler_state = NULL;
ID3D11Texture2D_Release(dst_texture);
ID3D11Texture2D_Release(src_texture);
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv);
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
buffer_desc.ByteWidth = sizeof(float_colors);
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = 0;
buffer_desc.MiscFlags = 0;
buffer_desc.StructureByteStride = 0;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &dst_buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &dst_buffer);
buffer_desc.ByteWidth = 256 * sizeof(*float_colors);
buffer_desc.BindFlags = 0;
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &src_buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
float_colors[j + i * 4].x = ((bitmap_data[j + i * 4] >> 0) & 0xff) / 255.0f;
float_colors[j + i * 4].y = ((bitmap_data[j + i * 4] >> 8) & 0xff) / 255.0f;
float_colors[j + i * 4].z = ((bitmap_data[j + i * 4] >> 16) & 0xff) / 255.0f;
float_colors[j + i * 4].w = ((bitmap_data[j + i * 4] >> 24) & 0xff) / 255.0f;
}
}
set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 1);
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)src_buffer, 0, &box, float_colors, 0, 0);
set_box(&box, 0, 0, 0, sizeof(float_colors), 0, 1);
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0,
0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0x00000000, 0);
set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 0);
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0,
0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0x00000000, 0);
set_box(&box, 0, 0, 0, sizeof(float_colors), 0, 0);
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0,
0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0x00000000, 0);
set_box(&box, 0, 0, 0, sizeof(float_colors), 1, 1);
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_buffer, 0,
0, 0, 0, (ID3D11Resource *)src_buffer, 0, &box);
draw_quad(&test_context);
get_texture_readback(test_context.backbuffer, &rb);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
color = get_readback_color(&rb, 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]);
}
}
release_texture_readback(&rb);
ID3D11Buffer_Release(dst_buffer);
ID3D11Buffer_Release(src_buffer);
ID3D11PixelShader_Release(ps);
release_test_context(&test_context);
}
......
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