diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 30c89006dd3..9d9b2e48a23 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -252,6 +252,10 @@ struct d3d11_test_context ID3D11Texture2D *backbuffer; ID3D11RenderTargetView *backbuffer_rtv; ID3D11DeviceContext *immediate_context; + + ID3D11InputLayout *input_layout; + ID3D11VertexShader *vs; + ID3D11Buffer *vb; }; #define init_test_context(c) init_test_context_(__LINE__, c) @@ -297,6 +301,13 @@ static void release_test_context_(unsigned int line, struct d3d11_test_context * { ULONG ref; + if (context->input_layout) + ID3D11InputLayout_Release(context->input_layout); + if (context->vs) + ID3D11VertexShader_Release(context->vs); + if (context->vb) + ID3D11Buffer_Release(context->vb); + ID3D11DeviceContext_Release(context->immediate_context); ID3D11RenderTargetView_Release(context->backbuffer_rtv); ID3D11Texture2D_Release(context->backbuffer); @@ -307,6 +318,82 @@ static void release_test_context_(unsigned int line, struct d3d11_test_context * ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref); } +#define draw_quad(c) draw_quad_(__LINE__, c) +static void draw_quad_(unsigned int line, struct d3d11_test_context *context) +{ + static const D3D11_INPUT_ELEMENT_DESC default_layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, + }; + static const DWORD default_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 struct + { + struct vec2 position; + } + quad[] = + { + {{-1.0f, -1.0f}}, + {{-1.0f, 1.0f}}, + {{ 1.0f, -1.0f}}, + {{ 1.0f, 1.0f}}, + }; + + ID3D11Device *device = context->device; + D3D11_SUBRESOURCE_DATA resource_data; + D3D11_BUFFER_DESC buffer_desc; + unsigned int stride, offset; + HRESULT hr; + + if (!context->input_layout) + { + hr = ID3D11Device_CreateInputLayout(device, default_layout_desc, + sizeof(default_layout_desc) / sizeof(*default_layout_desc), + default_vs_code, sizeof(default_vs_code), &context->input_layout); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + + buffer_desc.ByteWidth = sizeof(quad); + buffer_desc.Usage = D3D11_USAGE_DEFAULT; + buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + buffer_desc.CPUAccessFlags = 0; + buffer_desc.MiscFlags = 0; + buffer_desc.StructureByteStride = 0; + + resource_data.pSysMem = quad; + resource_data.SysMemPitch = 0; + resource_data.SysMemSlicePitch = 0; + + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &context->vb); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + + hr = ID3D11Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), NULL, &context->vs); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + } + + ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout); + ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + stride = sizeof(*quad); + offset = 0; + ID3D11DeviceContext_IASetVertexBuffers(context->immediate_context, 0, 1, &context->vb, &stride, &offset); + ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0); + + ID3D11DeviceContext_Draw(context->immediate_context, 4, 0); +} + static void test_create_device(void) { D3D_FEATURE_LEVEL feature_level, supported_feature_level; @@ -3059,47 +3146,23 @@ static void test_texture(void) struct d3d11_test_context test_context; const struct texture *current_texture; - D3D11_SUBRESOURCE_DATA resource_data; D3D11_TEXTURE2D_DESC texture_desc; D3D11_SAMPLER_DESC sampler_desc; - ID3D11InputLayout *input_layout; const struct shader *current_ps; ID3D11ShaderResourceView *srv; D3D11_BUFFER_DESC buffer_desc; ID3D11DeviceContext *context; ID3D11SamplerState *sampler; - unsigned int stride, offset; struct texture_readback rb; ID3D11Texture2D *texture; - ID3D11VertexShader *vs; ID3D11PixelShader *ps; - ID3D11Buffer *vb, *cb; ID3D11Device *device; unsigned int i, x, y; struct vec4 miplevel; + ID3D11Buffer *cb; DWORD color; HRESULT hr; - static const D3D11_INPUT_ELEMENT_DESC layout_desc[] = - { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_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_ld_code[] = { #if 0 @@ -3290,17 +3353,6 @@ static void test_texture(void) static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)}; static const struct shader ps_sample_b = {ps_sample_b_code, sizeof(ps_sample_b_code)}; static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)}; - static const struct - { - struct vec2 position; - } - quad[] = - { - {{-1.0f, -1.0f}}, - {{-1.0f, 1.0f}}, - {{ 1.0f, -1.0f}}, - {{ 1.0f, 1.0f}}, - }; static const DWORD rgba_level_0[] = { 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, @@ -3526,39 +3578,16 @@ static void test_texture(void) device = test_context.device; context = test_context.immediate_context; - hr = ID3D11Device_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.ByteWidth = sizeof(miplevel); buffer_desc.Usage = D3D11_USAGE_DEFAULT; - buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; buffer_desc.CPUAccessFlags = 0; buffer_desc.MiscFlags = 0; buffer_desc.StructureByteStride = 0; - resource_data.pSysMem = quad; - resource_data.SysMemPitch = 0; - resource_data.SysMemSlicePitch = 0; - - hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); - - buffer_desc.ByteWidth = sizeof(miplevel); - buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &cb); ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); - hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); - - ID3D11DeviceContext_IASetInputLayout(context, input_layout); - ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - stride = sizeof(*quad); - offset = 0; - ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset); - ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); texture_desc.Width = 4; @@ -3656,7 +3685,8 @@ static void test_texture(void) ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &miplevel, 0, 0); ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red); - ID3D11DeviceContext_Draw(context, 4, 0); + + draw_quad(&test_context); get_texture_readback(test_context.backbuffer, &rb); for (x = 0; x < 4; ++x) @@ -3676,9 +3706,6 @@ static void test_texture(void) ID3D11PixelShader_Release(ps); ID3D11Buffer_Release(cb); - ID3D11VertexShader_Release(vs); - ID3D11Buffer_Release(vb); - ID3D11InputLayout_Release(input_layout); release_test_context(&test_context); } @@ -3872,48 +3899,15 @@ static void test_scissor(void) { struct d3d11_test_context test_context; ID3D11DeviceContext *immediate_context; - D3D11_SUBRESOURCE_DATA buffer_data; - ID3D11InputLayout *input_layout; D3D11_RASTERIZER_DESC rs_desc; - D3D11_BUFFER_DESC buffer_desc; - unsigned int stride, offset; ID3D11RasterizerState *rs; D3D11_RECT scissor_rect; - ID3D11VertexShader *vs; ID3D11PixelShader *ps; ID3D11Device *device; - ID3D11Buffer *vb; DWORD color; HRESULT hr; static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; - static const D3D11_INPUT_ELEMENT_DESC layout_desc[] = - { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, - }; - static const DWORD vs_code[] = - { -#if 0 - float4 main(float4 position : POSITION) : SV_POSITION - { - return position; - } -#endif - 0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005, - 0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000, - 0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f, - 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e, - 0x30303239, 0x3336312e, 0xab003438, 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, 0x54415453, 0x00000074, - 0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - }; static const DWORD ps_code[] = { #if 0 @@ -3937,17 +3931,6 @@ static void test_scissor(void) 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; - static const struct - { - float x, y; - } - quad[] = - { - {-1.0f, -1.0f}, - {-1.0f, 1.0f}, - { 1.0f, -1.0f}, - { 1.0f, 1.0f}, - }; if (!init_test_context(&test_context)) return; @@ -3955,25 +3938,6 @@ static void test_scissor(void) device = test_context.device; immediate_context = test_context.immediate_context; - hr = ID3D11Device_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 = D3D11_USAGE_DEFAULT; - buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - buffer_desc.CPUAccessFlags = 0; - buffer_desc.MiscFlags = 0; - buffer_desc.StructureByteStride = 0; - - buffer_data.pSysMem = quad; - buffer_data.SysMemPitch = 0; - buffer_data.SysMemSlicePitch = 0; - - hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); - hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); @@ -3990,12 +3954,6 @@ static void test_scissor(void) hr = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs); ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); - ID3D11DeviceContext_IASetInputLayout(immediate_context, input_layout); - ID3D11DeviceContext_IASetPrimitiveTopology(immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - stride = sizeof(*quad); - offset = 0; - ID3D11DeviceContext_IASetVertexBuffers(immediate_context, 0, 1, &vb, &stride, &offset); - ID3D11DeviceContext_VSSetShader(immediate_context, vs, NULL, 0); ID3D11DeviceContext_PSSetShader(immediate_context, ps, NULL, 0); scissor_rect.left = 160; @@ -4007,7 +3965,7 @@ static void test_scissor(void) ID3D11DeviceContext_ClearRenderTargetView(immediate_context, test_context.backbuffer_rtv, red); check_texture_color(test_context.backbuffer, 0xff0000ff, 1); - ID3D11DeviceContext_Draw(immediate_context, 4, 0); + draw_quad(&test_context); color = get_texture_color(test_context.backbuffer, 320, 60); ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color); color = get_texture_color(test_context.backbuffer, 80, 240); @@ -4021,7 +3979,7 @@ static void test_scissor(void) ID3D11DeviceContext_ClearRenderTargetView(immediate_context, test_context.backbuffer_rtv, red); ID3D11DeviceContext_RSSetState(immediate_context, rs); - ID3D11DeviceContext_Draw(immediate_context, 4, 0); + draw_quad(&test_context); color = get_texture_color(test_context.backbuffer, 320, 60); ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color); color = get_texture_color(test_context.backbuffer, 80, 240); @@ -4035,9 +3993,6 @@ static void test_scissor(void) ID3D11RasterizerState_Release(rs); ID3D11PixelShader_Release(ps); - ID3D11VertexShader_Release(vs); - ID3D11Buffer_Release(vb); - ID3D11InputLayout_Release(input_layout); release_test_context(&test_context); } @@ -4256,37 +4211,14 @@ static void test_fragment_coords(void) { struct d3d11_test_context test_context; D3D11_SUBRESOURCE_DATA resource_data; - ID3D11InputLayout *input_layout; ID3D11PixelShader *ps, *ps_frac; D3D11_BUFFER_DESC buffer_desc; ID3D11DeviceContext *context; - unsigned int stride, offset; - ID3D11Buffer *vb, *ps_cb; - ID3D11VertexShader *vs; ID3D11Device *device; + ID3D11Buffer *ps_cb; DWORD color; HRESULT hr; - static const D3D11_INPUT_ELEMENT_DESC layout_desc[] = - { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_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 @@ -4333,17 +4265,6 @@ static void test_fragment_coords(void) 0x0500001a, 0x00102032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e, }; - static const struct - { - struct vec2 position; - } - quad[] = - { - {{-1.0f, -1.0f}}, - {{-1.0f, 1.0f}}, - {{ 1.0f, -1.0f}}, - {{ 1.0f, 1.0f}}, - }; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f}; @@ -4353,51 +4274,31 @@ static void test_fragment_coords(void) device = test_context.device; context = test_context.immediate_context; - hr = ID3D11Device_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.ByteWidth = sizeof(cutoff); buffer_desc.Usage = D3D11_USAGE_DEFAULT; - buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; buffer_desc.CPUAccessFlags = 0; buffer_desc.MiscFlags = 0; buffer_desc.StructureByteStride = 0; - resource_data.pSysMem = quad; + resource_data.pSysMem = &cutoff; resource_data.SysMemPitch = 0; resource_data.SysMemSlicePitch = 0; - hr = ID3D11Device_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 = D3D11_BIND_CONSTANT_BUFFER; - - resource_data.pSysMem = &cutoff; - hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb); ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); - hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = ID3D11Device_CreatePixelShader(device, ps_frac_code, sizeof(ps_frac_code), NULL, &ps_frac); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); - ID3D11DeviceContext_IASetInputLayout(context, input_layout); - ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - stride = sizeof(*quad); - offset = 0; - ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset); - ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb); ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red); - ID3D11DeviceContext_Draw(context, 4, 0); + draw_quad(&test_context); color = get_texture_color(test_context.backbuffer, 319, 239); ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color); @@ -4415,7 +4316,7 @@ static void test_fragment_coords(void) ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr); ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb); - ID3D11DeviceContext_Draw(context, 4, 0); + draw_quad(&test_context); color = get_texture_color(test_context.backbuffer, 14, 14); ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color); @@ -4437,55 +4338,26 @@ static void test_fragment_coords(void) ID3D11Buffer_Release(ps_cb); ID3D11PixelShader_Release(ps_frac); ID3D11PixelShader_Release(ps); - ID3D11VertexShader_Release(vs); - ID3D11Buffer_Release(vb); - ID3D11InputLayout_Release(input_layout); release_test_context(&test_context); } static void test_update_subresource(void) { struct d3d11_test_context test_context; - D3D11_SUBRESOURCE_DATA resource_data; D3D11_TEXTURE2D_DESC texture_desc; ID3D11SamplerState *sampler_state; ID3D11ShaderResourceView *ps_srv; D3D11_SAMPLER_DESC sampler_desc; - ID3D11InputLayout *input_layout; - D3D11_BUFFER_DESC buffer_desc; ID3D11DeviceContext *context; - unsigned int stride, offset; struct texture_readback rb; ID3D11Texture2D *texture; - ID3D11VertexShader *vs; ID3D11PixelShader *ps; ID3D11Device *device; unsigned int i, j; - ID3D11Buffer *vb; D3D11_BOX box; DWORD color; HRESULT hr; - static const D3D11_INPUT_ELEMENT_DESC layout_desc[] = - { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_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 @@ -4512,17 +4384,6 @@ static void test_update_subresource(void) 0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, }; - static const struct - { - float x, y; - } - quad[] = - { - {-1.0f, -1.0f}, - {-1.0f, 1.0f}, - { 1.0f, -1.0f}, - { 1.0f, 1.0f}, - }; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const DWORD bitmap_data[] = { @@ -4545,24 +4406,6 @@ static void test_update_subresource(void) device = test_context.device; context = test_context.immediate_context; - hr = ID3D11Device_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 = D3D11_USAGE_DEFAULT; - buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - buffer_desc.CPUAccessFlags = 0; - buffer_desc.MiscFlags = 0; - buffer_desc.StructureByteStride = 0; - - resource_data.pSysMem = quad; - resource_data.SysMemPitch = 0; - resource_data.SysMemSlicePitch = 0; - - hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); - texture_desc.Width = 4; texture_desc.Height = 4; texture_desc.MipLevels = 1; @@ -4598,17 +4441,9 @@ static void test_update_subresource(void) hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler_state); ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); - hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); - ID3D11DeviceContext_IASetInputLayout(context, input_layout); - ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - stride = sizeof(*quad); - offset = 0; - ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset); - ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv); ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state); ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); @@ -4616,7 +4451,7 @@ static void test_update_subresource(void) ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red); check_texture_color(test_context.backbuffer, 0x7f0000ff, 1); - ID3D11DeviceContext_Draw(context, 4, 0); + draw_quad(&test_context); check_texture_color(test_context.backbuffer, 0x00000000, 0); set_box(&box, 1, 1, 0, 3, 3, 1); @@ -4637,7 +4472,7 @@ static void test_update_subresource(void) set_box(&box, 0, 0, 0, 4, 4, 0); ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box, bitmap_data, 4 * sizeof(*bitmap_data), 0); - ID3D11DeviceContext_Draw(context, 4, 0); + draw_quad(&test_context); get_texture_readback(test_context.backbuffer, &rb); for (i = 0; i < 4; ++i) { @@ -4653,7 +4488,7 @@ static void test_update_subresource(void) ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, NULL, bitmap_data, 4 * sizeof(*bitmap_data), 0); - ID3D11DeviceContext_Draw(context, 4, 0); + draw_quad(&test_context); get_texture_readback(test_context.backbuffer, &rb); for (i = 0; i < 4; ++i) { @@ -4668,12 +4503,9 @@ static void test_update_subresource(void) release_texture_readback(&rb); ID3D11PixelShader_Release(ps); - ID3D11VertexShader_Release(vs); ID3D11SamplerState_Release(sampler_state); ID3D11ShaderResourceView_Release(ps_srv); ID3D11Texture2D_Release(texture); - ID3D11Buffer_Release(vb); - ID3D11InputLayout_Release(input_layout); release_test_context(&test_context); } @@ -4686,40 +4518,15 @@ static void test_copy_subresource_region(void) ID3D11SamplerState *sampler_state; ID3D11ShaderResourceView *ps_srv; D3D11_SAMPLER_DESC sampler_desc; - ID3D11InputLayout *input_layout; - D3D11_BUFFER_DESC buffer_desc; ID3D11DeviceContext *context; - unsigned int stride, offset; struct texture_readback rb; - ID3D11VertexShader *vs; ID3D11PixelShader *ps; ID3D11Device *device; unsigned int i, j; - ID3D11Buffer *vb; D3D11_BOX box; DWORD color; HRESULT hr; - static const D3D11_INPUT_ELEMENT_DESC layout_desc[] = - { - {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_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 @@ -4746,17 +4553,6 @@ static void test_copy_subresource_region(void) 0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, }; - static const struct - { - float x, y; - } - quad[] = - { - {-1.0f, -1.0f}, - {-1.0f, 1.0f}, - { 1.0f, -1.0f}, - { 1.0f, 1.0f}, - }; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const DWORD bitmap_data[] = { @@ -4779,24 +4575,6 @@ static void test_copy_subresource_region(void) device = test_context.device; context = test_context.immediate_context; - hr = ID3D11Device_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 = D3D11_USAGE_DEFAULT; - buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - buffer_desc.CPUAccessFlags = 0; - buffer_desc.MiscFlags = 0; - buffer_desc.StructureByteStride = 0; - - resource_data.pSysMem = quad; - resource_data.SysMemPitch = 0; - resource_data.SysMemSlicePitch = 0; - - hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); - texture_desc.Width = 4; texture_desc.Height = 4; texture_desc.MipLevels = 1; @@ -4816,6 +4594,7 @@ static void test_copy_subresource_region(void) resource_data.pSysMem = bitmap_data; resource_data.SysMemPitch = 4 * sizeof(*bitmap_data); + resource_data.SysMemSlicePitch = 0; hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &src_texture); ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr); @@ -4840,17 +4619,9 @@ static void test_copy_subresource_region(void) hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler_state); ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); - hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); - ID3D11DeviceContext_IASetInputLayout(context, input_layout); - ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - stride = sizeof(*quad); - offset = 0; - ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset); - ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv); ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state); ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); @@ -4875,7 +4646,7 @@ static void test_copy_subresource_region(void) set_box(&box, 0, 0, 0, 4, 4, 0); ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0, 0, 0, 0, (ID3D11Resource *)src_texture, 0, &box); - ID3D11DeviceContext_Draw(context, 4, 0); + draw_quad(&test_context); get_texture_readback(test_context.backbuffer, &rb); for (i = 0; i < 4; ++i) { @@ -4891,7 +4662,7 @@ static void test_copy_subresource_region(void) ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0, 0, 0, 0, (ID3D11Resource *)src_texture, 0, NULL); - ID3D11DeviceContext_Draw(context, 4, 0); + draw_quad(&test_context); get_texture_readback(test_context.backbuffer, &rb); for (i = 0; i < 4; ++i) { @@ -4906,13 +4677,10 @@ static void test_copy_subresource_region(void) release_texture_readback(&rb); ID3D11PixelShader_Release(ps); - ID3D11VertexShader_Release(vs); ID3D11SamplerState_Release(sampler_state); ID3D11ShaderResourceView_Release(ps_srv); ID3D11Texture2D_Release(dst_texture); ID3D11Texture2D_Release(src_texture); - ID3D11Buffer_Release(vb); - ID3D11InputLayout_Release(input_layout); release_test_context(&test_context); }