d3d11/tests: Add basic test for drawing on feature level 9.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Józef Kucia 2016-08-11 12:57:29 +02:00 committed by Alexandre Julliard
parent 74eace2a37
commit c61d8c2af1
1 changed files with 87 additions and 12 deletions

View File

@ -1125,13 +1125,21 @@ static void draw_quad_(unsigned int line, struct d3d11_test_context *context)
return position;
}
#endif
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0x90e40000, 0x02000001, 0xc00c0000, 0x90e40000, 0x0000ffff, 0x52444853, 0x0000003c, 0x00010040,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 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,
};
static const struct vec2 quad[] =
{
@ -1181,12 +1189,17 @@ static void draw_color_quad_(unsigned int line, struct d3d11_test_context *conte
return color;
}
#endif
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};
ID3D11Device *device = context->device;
@ -10386,6 +10399,67 @@ static void test_required_format_support(void)
}
}
static void test_fl9_draw(void)
{
struct d3d11_test_context test_context;
ID3D11DeviceContext *context;
ID3D11PixelShader *ps;
ID3D11Device *device;
unsigned int i;
HRESULT hr;
static const D3D_FEATURE_LEVEL feature_levels[] =
{
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1,
};
static const struct vec4 color = {0.2f, 0.3f, 0.0f, 1.0f};
static const DWORD ps_code[] =
{
#if 0
float4 main() : SV_TARGET
{
return float4(1.0f, 0.0f, 0.0f, 0.5f);
}
#endif
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};
for (i = 0; i < sizeof(feature_levels) / sizeof(*feature_levels); ++i)
{
if (!init_test_context(&test_context, &feature_levels[i]))
return;
device = test_context.device;
context = test_context.immediate_context;
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x, feature level %#x.\n",
hr, feature_levels[i]);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0x7f0000ff, 1);
ID3D11PixelShader_Release(ps);
draw_color_quad(&test_context, &color);
todo_wine check_texture_color(test_context.backbuffer, 0xff004c33, 1);
release_test_context(&test_context);
}
}
START_TEST(d3d11)
{
test_create_device();
@ -10444,4 +10518,5 @@ START_TEST(d3d11)
test_face_culling();
test_line_antialiasing_blending();
test_required_format_support();
test_fl9_draw();
}