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d3d10core/tests: Add test for index buffer offset.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -8932,6 +8932,181 @@ static void test_uint_shader_instructions(void)
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release_test_context(&test_context);
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}
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static void test_index_buffer_offset(void)
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{
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struct d3d10core_test_context test_context;
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ID3D10Buffer *vb, *ib, *so_buffer;
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ID3D10InputLayout *input_layout;
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struct resource_readback rb;
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ID3D10GeometryShader *gs;
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const struct vec4 *data;
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ID3D10VertexShader *vs;
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ID3D10Device *device;
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UINT stride, offset;
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unsigned int i;
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HRESULT hr;
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static const DWORD vs_code[] =
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{
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#if 0
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void main(float4 position : SV_POSITION, float4 attrib : ATTRIB,
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out float4 out_position : SV_Position, out float4 out_attrib : ATTRIB)
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{
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out_position = position;
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out_attrib = attrib;
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}
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#endif
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0x43425844, 0xd7716716, 0xe23207f3, 0xc8af57c0, 0x585e2919, 0x00000001, 0x00000144, 0x00000003,
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0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52545441, 0xab004249,
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0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
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0x505f5653, 0x7469736f, 0x006e6f69, 0x52545441, 0xab004249, 0x52444853, 0x00000068, 0x00010040,
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0x0000001a, 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x001010f2, 0x00000001, 0x04000067,
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0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000001, 0x05000036, 0x001020f2,
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0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x001020f2, 0x00000001, 0x00101e46, 0x00000001,
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0x0100003e,
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};
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static const DWORD gs_code[] =
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{
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#if 0
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struct vertex
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{
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float4 position : SV_POSITION;
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float4 attrib : ATTRIB;
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};
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[maxvertexcount(1)]
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void main(point vertex input[1], inout PointStream<vertex> output)
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{
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output.Append(input[0]);
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output.RestartStrip();
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}
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#endif
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0x43425844, 0x3d1dc497, 0xdf450406, 0x284ab03b, 0xa4ec0fd6, 0x00000001, 0x00000170, 0x00000003,
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0x0000002c, 0x00000080, 0x000000d4, 0x4e475349, 0x0000004c, 0x00000002, 0x00000008, 0x00000038,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x00000044, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000f0f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52545441, 0xab004249,
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0x4e47534f, 0x0000004c, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
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0x505f5653, 0x5449534f, 0x004e4f49, 0x52545441, 0xab004249, 0x52444853, 0x00000094, 0x00020040,
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0x00000025, 0x05000061, 0x002010f2, 0x00000001, 0x00000000, 0x00000001, 0x0400005f, 0x002010f2,
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0x00000001, 0x00000001, 0x0100085d, 0x0100085c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x03000065, 0x001020f2, 0x00000001, 0x0200005e, 0x00000001, 0x06000036, 0x001020f2, 0x00000000,
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0x00201e46, 0x00000000, 0x00000000, 0x06000036, 0x001020f2, 0x00000001, 0x00201e46, 0x00000000,
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0x00000001, 0x01000013, 0x01000009, 0x0100003e,
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};
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static const D3D10_INPUT_ELEMENT_DESC input_desc[] =
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{
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{"SV_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"ATTRIB", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
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};
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static const D3D10_SO_DECLARATION_ENTRY so_declaration[] =
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{
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{"SV_Position", 0, 0, 4, 0},
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{"ATTRIB", 0, 0, 4, 0},
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};
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static const struct
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{
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struct vec4 position;
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struct vec4 attrib;
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}
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vertices[] =
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{
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{{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f}},
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{{-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f}},
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{{ 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f}},
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{{ 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f}},
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};
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static const unsigned int indices[] =
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{
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0, 1, 2, 3,
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3, 2, 1, 0,
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1, 3, 2, 0,
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};
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static const struct vec4 expected_data[] =
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{
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{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f},
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{-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f},
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{ 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f},
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{ 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f},
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{ 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f},
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{ 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f},
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{-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f},
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{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f},
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{-1.0f, 1.0f, 0.0f, 1.0f}, {2.0f},
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{ 1.0f, 1.0f, 0.0f, 1.0f}, {4.0f},
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{ 1.0f, -1.0f, 0.0f, 1.0f}, {3.0f},
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{-1.0f, -1.0f, 0.0f, 1.0f}, {1.0f},
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};
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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hr = ID3D10Device_CreateInputLayout(device, input_desc, sizeof(input_desc) / sizeof(*input_desc),
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vs_code, sizeof(vs_code), &input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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stride = 32;
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hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code),
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so_declaration, sizeof(so_declaration) / sizeof(*so_declaration),
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stride, &gs);
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todo_wine ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr);
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if (FAILED(hr)) goto cleanup;
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hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
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ib = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices), indices);
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so_buffer = create_buffer(device, D3D10_BIND_STREAM_OUTPUT, 1024, NULL);
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ID3D10Device_VSSetShader(device, vs);
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ID3D10Device_GSSetShader(device, gs);
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ID3D10Device_IASetInputLayout(device, input_layout);
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ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
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stride = sizeof(*vertices);
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offset = 0;
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ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
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offset = 0;
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ID3D10Device_SOSetTargets(device, 1, &so_buffer, &offset);
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ID3D10Device_IASetIndexBuffer(device, ib, DXGI_FORMAT_R32_UINT, 0);
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ID3D10Device_DrawIndexed(device, 4, 0, 0);
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ID3D10Device_IASetIndexBuffer(device, ib, DXGI_FORMAT_R32_UINT, 4 * sizeof(*indices));
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ID3D10Device_DrawIndexed(device, 4, 0, 0);
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ID3D10Device_IASetIndexBuffer(device, ib, DXGI_FORMAT_R32_UINT, 8 * sizeof(*indices));
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ID3D10Device_DrawIndexed(device, 4, 0, 0);
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get_buffer_readback(so_buffer, &rb);
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for (i = 0; i < sizeof(expected_data) / sizeof(*expected_data); ++i)
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{
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data = get_readback_vec4(&rb, i, 0);
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ok(compare_vec4(data, &expected_data[i], 0),
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"Got unexpected result {%.8e, %.8e, %.8e, %.8e} at %u.\n",
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data->x, data->y, data->z, data->w, i);
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}
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release_resource_readback(&rb);
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ID3D10Buffer_Release(so_buffer);
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ID3D10Buffer_Release(ib);
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ID3D10Buffer_Release(vb);
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ID3D10VertexShader_Release(vs);
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ID3D10GeometryShader_Release(gs);
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cleanup:
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ID3D10InputLayout_Release(input_layout);
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release_test_context(&test_context);
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}
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START_TEST(device)
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{
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test_feature_level();
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@ -8980,4 +9155,5 @@ START_TEST(device)
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test_immediate_constant_buffer();
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test_fp_specials();
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test_uint_shader_instructions();
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test_index_buffer_offset();
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}
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