Commit e57dfb80 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d10core/tests: Add optional "rect" parameter to check_texture_sub_resource_* functions.

parent 1703d499
......@@ -617,19 +617,25 @@ static DWORD get_texture_color(ID3D10Texture2D *texture, unsigned int x, unsigne
return color;
}
#define check_texture_sub_resource_color(t, s, c, d) check_texture_sub_resource_color_(__LINE__, t, s, c, d)
#define check_texture_sub_resource_color(a, b, c, d, e) check_texture_sub_resource_color_(__LINE__, a, b, c, d, e)
static void check_texture_sub_resource_color_(unsigned int line, ID3D10Texture2D *texture,
unsigned int sub_resource_idx, DWORD expected_color, BYTE max_diff)
unsigned int sub_resource_idx, const RECT *rect, DWORD expected_color, BYTE max_diff)
{
struct resource_readback rb;
unsigned int x = 0, y = 0;
BOOL all_match = TRUE;
RECT default_rect;
DWORD color = 0;
get_texture_readback(texture, sub_resource_idx, &rb);
for (y = 0; y < rb.height; ++y)
if (!rect)
{
for (x = 0; x < rb.width; ++x)
SetRect(&default_rect, 0, 0, rb.width, rb.height);
rect = &default_rect;
}
for (y = rect->top; y < rect->bottom; ++y)
{
for (x = rect->left; x < rect->right; ++x)
{
color = get_readback_color(&rb, x, y);
if (!compare_color(color, expected_color, max_diff))
......@@ -657,22 +663,28 @@ static void check_texture_color_(unsigned int line, ID3D10Texture2D *texture,
ID3D10Texture2D_GetDesc(texture, &texture_desc);
sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
check_texture_sub_resource_color_(line, texture, sub_resource_idx, expected_color, max_diff);
check_texture_sub_resource_color_(line, texture, sub_resource_idx, NULL, expected_color, max_diff);
}
#define check_texture_sub_resource_float(r, s, f, d) check_texture_sub_resource_float_(__LINE__, r, s, f, d)
#define check_texture_sub_resource_float(a, b, c, d, e) check_texture_sub_resource_float_(__LINE__, a, b, c, d, e)
static void check_texture_sub_resource_float_(unsigned int line, ID3D10Texture2D *texture,
unsigned int sub_resource_idx, float expected_value, BYTE max_diff)
unsigned int sub_resource_idx, const RECT *rect, float expected_value, BYTE max_diff)
{
struct resource_readback rb;
unsigned int x = 0, y = 0;
BOOL all_match = TRUE;
float value = 0.0f;
RECT default_rect;
get_texture_readback(texture, sub_resource_idx, &rb);
for (y = 0; y < rb.height; ++y)
if (!rect)
{
SetRect(&default_rect, 0, 0, rb.width, rb.height);
rect = &default_rect;
}
for (y = rect->top; y < rect->bottom; ++y)
{
for (x = 0; x < rb.width; ++x)
for (x = rect->left; x < rect->right; ++x)
{
value = get_readback_float(&rb, x, y);
if (!compare_float(value, expected_value, max_diff))
......@@ -700,22 +712,28 @@ static void check_texture_float_(unsigned int line, ID3D10Texture2D *texture,
ID3D10Texture2D_GetDesc(texture, &texture_desc);
sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
check_texture_sub_resource_float_(line, texture, sub_resource_idx, expected_value, max_diff);
check_texture_sub_resource_float_(line, texture, sub_resource_idx, NULL, expected_value, max_diff);
}
#define check_texture_sub_resource_vec4(a, b, c, d) check_texture_sub_resource_vec4_(__LINE__, a, b, c, d)
#define check_texture_sub_resource_vec4(a, b, c, d, e) check_texture_sub_resource_vec4_(__LINE__, a, b, c, d, e)
static void check_texture_sub_resource_vec4_(unsigned int line, ID3D10Texture2D *texture,
unsigned int sub_resource_idx, const struct vec4 *expected_value, BYTE max_diff)
unsigned int sub_resource_idx, const RECT *rect, const struct vec4 *expected_value, BYTE max_diff)
{
struct resource_readback rb;
unsigned int x = 0, y = 0;
struct vec4 value = {0};
BOOL all_match = TRUE;
RECT default_rect;
get_texture_readback(texture, sub_resource_idx, &rb);
for (y = 0; y < rb.height; ++y)
if (!rect)
{
SetRect(&default_rect, 0, 0, rb.width, rb.height);
rect = &default_rect;
}
for (y = rect->top; y < rect->bottom; ++y)
{
for (x = 0; x < rb.width; ++x)
for (x = rect->left; x < rect->right; ++x)
{
value = *get_readback_vec4(&rb, x, y);
if (!compare_vec4(&value, expected_value, max_diff))
......@@ -745,22 +763,28 @@ static void check_texture_vec4_(unsigned int line, ID3D10Texture2D *texture,
ID3D10Texture2D_GetDesc(texture, &texture_desc);
sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
check_texture_sub_resource_vec4_(line, texture, sub_resource_idx, expected_value, max_diff);
check_texture_sub_resource_vec4_(line, texture, sub_resource_idx, NULL, expected_value, max_diff);
}
#define check_texture_sub_resource_uvec4(a, b, c) check_texture_sub_resource_uvec4_(__LINE__, a, b, c)
#define check_texture_sub_resource_uvec4(a, b, c, d) check_texture_sub_resource_uvec4_(__LINE__, a, b, c, d)
static void check_texture_sub_resource_uvec4_(unsigned int line, ID3D10Texture2D *texture,
unsigned int sub_resource_idx, const struct uvec4 *expected_value)
unsigned int sub_resource_idx, const RECT *rect, const struct uvec4 *expected_value)
{
struct resource_readback rb;
unsigned int x = 0, y = 0;
struct uvec4 value = {0};
BOOL all_match = TRUE;
RECT default_rect;
get_texture_readback(texture, sub_resource_idx, &rb);
for (y = 0; y < rb.height; ++y)
if (!rect)
{
for (x = 0; x < rb.width; ++x)
SetRect(&default_rect, 0, 0, rb.width, rb.height);
rect = &default_rect;
}
for (y = rect->top; y < rect->bottom; ++y)
{
for (x = rect->left; x < rect->right; ++x)
{
value = *get_readback_uvec4(&rb, x, y);
if (!compare_uvec4(&value, expected_value))
......@@ -791,7 +815,7 @@ static void check_texture_uvec4_(unsigned int line, ID3D10Texture2D *texture,
ID3D10Texture2D_GetDesc(texture, &texture_desc);
sub_resource_count = texture_desc.ArraySize * texture_desc.MipLevels;
for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx)
check_texture_sub_resource_uvec4_(line, texture, sub_resource_idx, expected_value);
check_texture_sub_resource_uvec4_(line, texture, sub_resource_idx, NULL, expected_value);
}
static ID3D10Device *create_device(void)
......@@ -2509,7 +2533,7 @@ static void test_render_target_views(void)
sub_resource_count = texture_desc.MipLevels * texture_desc.ArraySize;
assert(sub_resource_count <= sizeof(test->expected_colors) / sizeof(*test->expected_colors));
for (j = 0; j < sub_resource_count; ++j)
check_texture_sub_resource_color(texture, j, test->expected_colors[j], 1);
check_texture_sub_resource_color(texture, j, NULL, test->expected_colors[j], 1);
ID3D10RenderTargetView_Release(rtv);
ID3D10Texture2D_Release(texture);
......@@ -10525,15 +10549,15 @@ static void test_sm4_ret_instruction(void)
static void test_primitive_restart(void)
{
struct d3d10core_test_context test_context;
unsigned int stride, offset, x, y;
ID3D10Buffer *ib32, *ib16, *vb;
struct resource_readback rb;
unsigned int stride, offset;
ID3D10InputLayout *layout;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10Device *device;
unsigned int i;
HRESULT hr;
RECT rect;
static const DWORD ps_code[] =
{
......@@ -10650,25 +10674,12 @@ static void test_primitive_restart(void)
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, black);
ID3D10Device_DrawIndexed(device, 9, 0, 0);
get_texture_readback(test_context.backbuffer, 0, &rb);
for (y = 0; y < 480; ++y)
{
for (x = 0; x < 640; ++x)
{
DWORD color = get_readback_color(&rb, x, y);
DWORD expected_color;
if (x < 240)
expected_color = 0xffffff00;
else if (x >= 640 - 240)
expected_color = 0xff0000ff;
else
expected_color = 0x00000000;
ok(compare_color(color, expected_color, 1),
"Test %u: Got 0x%08x, expected 0x%08x at (%u, %u).\n",
i, color, expected_color, x, y);
}
}
release_resource_readback(&rb);
SetRect(&rect, 0, 0, 240, 480);
check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, 0xffffff00, 1);
SetRect(&rect, 240, 0, 400, 480);
check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, 0x00000000, 1);
SetRect(&rect, 400, 0, 640, 480);
check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, 0xff0000ff, 1);
}
ID3D10Buffer_Release(ib16);
......
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