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wine
wine-winehq
Commits
f35cc979
Commit
f35cc979
authored
Mar 31, 2015
by
Henri Verbeet
Committed by
Alexandre Julliard
Mar 31, 2015
Browse files
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Plain Diff
d3d10core/tests: Port the d3d9 vPos test to d3d10.
parent
94b0e895
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Side-by-side
Showing
2 changed files
with
219 additions
and
2 deletions
+219
-2
device.c
dlls/d3d10core/tests/device.c
+217
-0
visual.c
dlls/d3d9/tests/visual.c
+2
-2
No files found.
dlls/d3d10core/tests/device.c
View file @
f35cc979
...
...
@@ -2934,6 +2934,222 @@ static void test_il_append_aligned(void)
DestroyWindow
(
window
);
}
static
void
test_fragment_coords
(
void
)
{
ID3D10RenderTargetView
*
backbuffer_rtv
;
D3D10_SUBRESOURCE_DATA
resource_data
;
ID3D10InputLayout
*
input_layout
;
ID3D10PixelShader
*
ps
,
*
ps_frac
;
D3D10_BUFFER_DESC
buffer_desc
;
ID3D10Texture2D
*
backbuffer
;
unsigned
int
stride
,
offset
;
IDXGISwapChain
*
swapchain
;
ID3D10Buffer
*
vb
,
*
ps_cb
;
ID3D10VertexShader
*
vs
;
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
float4 main(float4 position : POSITION) : SV_POSITION
{
return position;
}
#endif
0x43425844
,
0xa7a2f22d
,
0x83ff2560
,
0xe61638bd
,
0x87e3ce90
,
0x00000001
,
0x000000d8
,
0x00000003
,
0x0000002c
,
0x00000060
,
0x00000094
,
0x4e475349
,
0x0000002c
,
0x00000001
,
0x00000008
,
0x00000020
,
0x00000000
,
0x00000000
,
0x00000003
,
0x00000000
,
0x00000f0f
,
0x49534f50
,
0x4e4f4954
,
0xababab00
,
0x4e47534f
,
0x0000002c
,
0x00000001
,
0x00000008
,
0x00000020
,
0x00000000
,
0x00000001
,
0x00000003
,
0x00000000
,
0x0000000f
,
0x505f5653
,
0x5449534f
,
0x004e4f49
,
0x52444853
,
0x0000003c
,
0x00010040
,
0x0000000f
,
0x0300005f
,
0x001010f2
,
0x00000000
,
0x04000067
,
0x001020f2
,
0x00000000
,
0x00000001
,
0x05000036
,
0x001020f2
,
0x00000000
,
0x00101e46
,
0x00000000
,
0x0100003e
,
};
static
const
DWORD
ps_code
[]
=
{
#if 0
float2 cutoff;
float4 main(float4 position : SV_POSITION) : SV_TARGET
{
float4 ret = float4(0.0, 0.0, 0.0, 1.0);
if (position.x > cutoff.x)
ret.y = 1.0;
if (position.y > cutoff.y)
ret.z = 1.0;
return ret;
}
#endif
0x43425844
,
0x49fc9e51
,
0x8068867d
,
0xf20cfa39
,
0xb8099e6b
,
0x00000001
,
0x00000144
,
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
,
0x000000a8
,
0x00000040
,
0x0000002a
,
0x04000059
,
0x00208e46
,
0x00000000
,
0x00000001
,
0x04002064
,
0x00101032
,
0x00000000
,
0x00000001
,
0x03000065
,
0x001020f2
,
0x00000000
,
0x02000068
,
0x00000001
,
0x08000031
,
0x00100032
,
0x00000000
,
0x00208046
,
0x00000000
,
0x00000000
,
0x00101046
,
0x00000000
,
0x0a000001
,
0x00102062
,
0x00000000
,
0x00100106
,
0x00000000
,
0x00004002
,
0x00000000
,
0x3f800000
,
0x3f800000
,
0x00000000
,
0x08000036
,
0x00102092
,
0x00000000
,
0x00004002
,
0x00000000
,
0x00000000
,
0x00000000
,
0x3f800000
,
0x0100003e
,
};
static
const
DWORD
ps_frac_code
[]
=
{
#if 0
float4 main(float4 position : SV_POSITION) : SV_TARGET
{
return float4(frac(position.xy), 0.0, 1.0);
}
#endif
0x43425844
,
0x86d9d78a
,
0x190b72c2
,
0x50841fd6
,
0xdc24022e
,
0x00000001
,
0x000000f8
,
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
,
0x0000005c
,
0x00000040
,
0x00000017
,
0x04002064
,
0x00101032
,
0x00000000
,
0x00000001
,
0x03000065
,
0x001020f2
,
0x00000000
,
0x0500001a
,
0x00102032
,
0x00000000
,
0x00101046
,
0x00000000
,
0x08000036
,
0x001020c2
,
0x00000000
,
0x00004002
,
0x00000000
,
0x00000000
,
0x00000000
,
0x3f800000
,
0x0100003e
,
};
static
const
struct
{
struct
vec2
position
;
}
quad
[]
=
{
{{
-
1
.
0
f
,
-
1
.
0
f
}},
{{
-
1
.
0
f
,
1
.
0
f
}},
{{
1
.
0
f
,
-
1
.
0
f
}},
{{
1
.
0
f
,
1
.
0
f
}},
};
static
const
float
red
[]
=
{
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
5
f
};
struct
vec4
cutoff
=
{
320
.
0
f
,
240
.
0
f
,
0
.
0
f
,
0
.
0
f
};
if
(
!
(
device
=
create_device
()))
{
skip
(
"Failed to create device, skipping tests.
\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
(
cutoff
);
buffer_desc
.
BindFlags
=
D3D10_BIND_CONSTANT_BUFFER
;
resource_data
.
pSysMem
=
&
cutoff
;
hr
=
ID3D10Device_CreateBuffer
(
device
,
&
buffer_desc
,
&
resource_data
,
&
ps_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_CreatePixelShader
(
device
,
ps_frac_code
,
sizeof
(
ps_frac_code
),
&
ps_frac
);
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_PSSetConstantBuffers
(
device
,
0
,
1
,
&
ps_cb
);
ID3D10Device_PSSetShader
(
device
,
ps
);
vp
.
TopLeftX
=
0
;
vp
.
TopLeftY
=
0
;
vp
.
Width
=
640
;
vp
.
Height
=
480
;
vp
.
MinDepth
=
0
.
0
f
;
vp
.
MaxDepth
=
1
.
0
f
;
ID3D10Device_RSSetViewports
(
device
,
1
,
&
vp
);
ID3D10Device_ClearRenderTargetView
(
device
,
backbuffer_rtv
,
red
);
ID3D10Device_Draw
(
device
,
4
,
0
);
color
=
get_texture_color
(
backbuffer
,
319
,
239
);
ok
(
compare_color
(
color
,
0xff000000
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
color
=
get_texture_color
(
backbuffer
,
320
,
239
);
ok
(
compare_color
(
color
,
0xff00ff00
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
color
=
get_texture_color
(
backbuffer
,
319
,
240
);
ok
(
compare_color
(
color
,
0xffff0000
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
color
=
get_texture_color
(
backbuffer
,
320
,
240
);
ok
(
compare_color
(
color
,
0xffffff00
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
ID3D10Buffer_Release
(
ps_cb
);
cutoff
.
x
=
16
.
0
f
;
cutoff
.
y
=
16
.
0
f
;
hr
=
ID3D10Device_CreateBuffer
(
device
,
&
buffer_desc
,
&
resource_data
,
&
ps_cb
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create constant buffer, hr %#x.
\n
"
,
hr
);
ID3D10Device_PSSetConstantBuffers
(
device
,
0
,
1
,
&
ps_cb
);
ID3D10Device_Draw
(
device
,
4
,
0
);
color
=
get_texture_color
(
backbuffer
,
14
,
14
);
ok
(
compare_color
(
color
,
0xff000000
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
color
=
get_texture_color
(
backbuffer
,
18
,
14
);
ok
(
compare_color
(
color
,
0xff00ff00
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
color
=
get_texture_color
(
backbuffer
,
14
,
18
);
ok
(
compare_color
(
color
,
0xffff0000
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
color
=
get_texture_color
(
backbuffer
,
18
,
18
);
ok
(
compare_color
(
color
,
0xffffff00
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
ID3D10Device_PSSetShader
(
device
,
ps_frac
);
ID3D10Device_ClearRenderTargetView
(
device
,
backbuffer_rtv
,
red
);
ID3D10Device_Draw
(
device
,
4
,
0
);
color
=
get_texture_color
(
backbuffer
,
14
,
14
);
ok
(
compare_color
(
color
,
0xff008080
,
1
),
"Got unexpected color 0x%08x.
\n
"
,
color
);
ID3D10Buffer_Release
(
ps_cb
);
ID3D10PixelShader_Release
(
ps_frac
);
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
)
{
test_create_texture2d
();
...
...
@@ -2954,4 +3170,5 @@ START_TEST(device)
test_texture
();
test_private_data
();
test_il_append_aligned
();
test_fragment_coords
();
}
dlls/d3d9/tests/visual.c
View file @
f35cc979
...
...
@@ -9511,7 +9511,7 @@ cleanup:
DestroyWindow
(
window
);
}
static
void
vpos_register_test
(
void
)
static
void
test_fragment_coords
(
void
)
{
IDirect3DSurface9
*
surface
=
NULL
,
*
backbuffer
;
IDirect3DPixelShader9
*
shader
,
*
shader_frac
;
...
...
@@ -18050,7 +18050,7 @@ START_TEST(visual)
nested_loop_test
();
pretransformed_varying_test
();
vface_register_test
();
vpos_register_test
();
test_fragment_coords
();
multiple_rendertargets_test
();
texop_test
();
texop_range_test
();
...
...
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