d3d8/tests: Add a stress test for dynamic buffer maps.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-09-27 17:04:51 -05:00 committed by Alexandre Julliard
parent 2a08d6ce80
commit 53d3d0b25f

View file

@ -263,6 +263,34 @@ static void check_rect(struct surface_readback *rb, RECT r, const char *message)
}
}
#define check_rt_color(a, b) check_rt_color_(__LINE__, a, b)
static void check_rt_color_(unsigned int line, IDirect3DSurface8 *rt, D3DCOLOR expected_color)
{
D3DCOLOR color = 0xdeadbeef;
struct surface_readback rb;
D3DSURFACE_DESC desc;
unsigned int x, y;
HRESULT hr;
hr = IDirect3DSurface8_GetDesc(rt, &desc);
ok_(__FILE__, line)(hr == S_OK, "Failed to get surface desc, hr %#x.\n", hr);
get_rt_readback(rt, &rb);
for (y = 0; y < desc.Height; ++y)
{
for (x = 0; x < desc.Width; ++x)
{
color = get_readback_color(&rb, x, y) & 0x00ffffff;
if (color != expected_color)
break;
}
if (color != expected_color)
break;
}
release_surface_readback(&rb);
ok_(__FILE__, line)(color == expected_color, "Got unexpected color 0x%08x.\n", color);
}
static IDirect3DDevice8 *create_device(IDirect3D8 *d3d, HWND device_window, HWND focus_window, BOOL windowed)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
@ -11157,6 +11185,113 @@ static void test_sample_mask(void)
DestroyWindow(window);
}
struct dynamic_vb_vertex
{
struct vec3 position;
DWORD diffuse;
};
static void fill_dynamic_vb_quad(struct dynamic_vb_vertex *quad, unsigned int x, unsigned int y)
{
unsigned int i;
memset(quad, 0, 4 * sizeof(*quad));
quad[0].position.x = quad[1].position.x = -1.0f + 0.01f * x;
quad[2].position.x = quad[3].position.x = -1.0f + 0.01f * (x + 1);
quad[0].position.y = quad[2].position.y = -1.0f + 0.01f * y;
quad[1].position.y = quad[3].position.y = -1.0f + 0.01f * (y + 1);
for (i = 0; i < 4; ++i)
quad[i].diffuse = 0xff00ff00;
}
static void test_dynamic_map_synchronization(void)
{
IDirect3DVertexBuffer8 *buffer;
IDirect3DDevice8 *device;
IDirect3DSurface8 *rt;
unsigned int x, y;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
BYTE *data;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateVertexBuffer(device, 200 * 4 * sizeof(struct dynamic_vb_vertex),
D3DUSAGE_DYNAMIC, D3DFVF_XYZ, D3DPOOL_DEFAULT, &buffer);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0);
ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(struct dynamic_vb_vertex));
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
for (y = 0; y < 200; ++y)
{
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &data, D3DLOCK_DISCARD);
ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr);
fill_dynamic_vb_quad((struct dynamic_vb_vertex *)data, 0, y);
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
for (x = 1; x < 200; ++x)
{
hr = IDirect3DVertexBuffer8_Lock(buffer, 4 * sizeof(struct dynamic_vb_vertex) * x,
4 * sizeof(struct dynamic_vb_vertex), &data, D3DLOCK_NOOVERWRITE);
ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr);
fill_dynamic_vb_quad((struct dynamic_vb_vertex *)data, x, y);
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4 * x, 2);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
}
}
hr = IDirect3DDevice8_GetRenderTarget(device, &rt);
ok(hr == S_OK, "Failed to get render target, hr %#x.\n", hr);
check_rt_color(rt, 0x0000ff00);
IDirect3DSurface8_Release(rt);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
IDirect3DVertexBuffer8_Release(buffer);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@ -11235,4 +11370,5 @@ START_TEST(visual)
test_alphatest();
test_desktop_window();
test_sample_mask();
test_dynamic_map_synchronization();
}