| /* |
| * Copyright 2016 Nikolay Sivov for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| */ |
| |
| #define COBJMACROS |
| #include "initguid.h" |
| #include "d3d10_1.h" |
| #include "d3dx10.h" |
| #include "wine/test.h" |
| |
| static BOOL compare_float(float f, float g, unsigned int ulps) |
| { |
| int x = *(int *)&f; |
| int y = *(int *)&g; |
| |
| if (x < 0) |
| x = INT_MIN - x; |
| if (y < 0) |
| y = INT_MIN - y; |
| |
| if (abs(x - y) > ulps) |
| return FALSE; |
| |
| return TRUE; |
| } |
| |
| static ID3D10Device *create_device(void) |
| { |
| ID3D10Device *device; |
| HMODULE d3d10_mod = LoadLibraryA("d3d10.dll"); |
| HRESULT (WINAPI *pD3D10CreateDevice)(IDXGIAdapter *, D3D10_DRIVER_TYPE, HMODULE, UINT, UINT, ID3D10Device **); |
| |
| if (!d3d10_mod) |
| { |
| win_skip("d3d10.dll not present\n"); |
| return NULL; |
| } |
| |
| pD3D10CreateDevice = (void *)GetProcAddress(d3d10_mod, "D3D10CreateDevice"); |
| if (SUCCEEDED(pD3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &device))) |
| return device; |
| if (SUCCEEDED(pD3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, D3D10_SDK_VERSION, &device))) |
| return device; |
| if (SUCCEEDED(pD3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &device))) |
| return device; |
| |
| return NULL; |
| } |
| |
| static void test_D3DX10UnsetAllDeviceObjects(void) |
| { |
| static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = |
| { |
| {"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, |
| }; |
| #if 0 |
| float4 main(float4 pos : POSITION) : POSITION |
| { |
| return pos; |
| } |
| #endif |
| static const DWORD simple_vs[] = |
| { |
| 0x43425844, 0x66689e7c, 0x643f0971, 0xb7f67ff4, 0xabc48688, 0x00000001, 0x000000d4, 0x00000003, |
| 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, |
| 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00, |
| 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, |
| 0x00000000, 0x0000000f, 0x49534f50, 0x4e4f4954, 0xababab00, 0x52444853, 0x00000038, 0x00010040, |
| 0x0000000e, 0x0300005f, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, |
| 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, |
| }; |
| |
| #if 0 |
| struct gs_out |
| { |
| float4 pos : SV_POSITION; |
| }; |
| |
| [maxvertexcount(4)] |
| void main(point float4 vin[1] : POSITION, inout TriangleStream<gs_out> vout) |
| { |
| float offset = 0.1 * vin[0].w; |
| gs_out v; |
| |
| v.pos = float4(vin[0].x - offset, vin[0].y - offset, vin[0].z, vin[0].w); |
| vout.Append(v); |
| v.pos = float4(vin[0].x - offset, vin[0].y + offset, vin[0].z, vin[0].w); |
| vout.Append(v); |
| v.pos = float4(vin[0].x + offset, vin[0].y - offset, vin[0].z, vin[0].w); |
| vout.Append(v); |
| v.pos = float4(vin[0].x + offset, vin[0].y + offset, vin[0].z, vin[0].w); |
| vout.Append(v); |
| } |
| #endif |
| static const DWORD simple_gs[] = |
| { |
| 0x43425844, 0x000ee786, 0xc624c269, 0x885a5cbe, 0x444b3b1f, 0x00000001, 0x0000023c, 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, 0x000001a0, 0x00020040, |
| 0x00000068, 0x0400005f, 0x002010f2, 0x00000001, 0x00000000, 0x02000068, 0x00000001, 0x0100085d, |
| 0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x0200005e, 0x00000004, 0x0f000032, |
| 0x00100032, 0x00000000, 0x80201ff6, 0x00000041, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, |
| 0x3dcccccd, 0x00000000, 0x00000000, 0x00201046, 0x00000000, 0x00000000, 0x05000036, 0x00102032, |
| 0x00000000, 0x00100046, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, |
| 0x00000000, 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x0e000032, |
| 0x00100052, 0x00000000, 0x00201ff6, 0x00000000, 0x00000000, 0x00004002, 0x3dcccccd, 0x00000000, |
| 0x3dcccccd, 0x00000000, 0x00201106, 0x00000000, 0x00000000, 0x05000036, 0x00102022, 0x00000000, |
| 0x0010002a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, |
| 0x01000013, 0x05000036, 0x00102012, 0x00000000, 0x0010000a, 0x00000000, 0x05000036, 0x00102022, |
| 0x00000000, 0x0010001a, 0x00000000, 0x06000036, 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, |
| 0x00000000, 0x01000013, 0x05000036, 0x00102032, 0x00000000, 0x00100086, 0x00000000, 0x06000036, |
| 0x001020c2, 0x00000000, 0x00201ea6, 0x00000000, 0x00000000, 0x01000013, 0x0100003e, |
| }; |
| |
| #if 0 |
| float4 main(float4 color : COLOR) : SV_TARGET |
| { |
| return color; |
| } |
| #endif |
| static const DWORD simple_ps[] = |
| { |
| 0x43425844, 0x08c2b568, 0x17d33120, 0xb7d82948, 0x13a570fb, 0x00000001, 0x000000d0, 0x00000003, |
| 0x0000002c, 0x0000005c, 0x00000090, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, |
| 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x4f4c4f43, 0xabab0052, 0x4e47534f, |
| 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, |
| 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x00000038, 0x00000040, 0x0000000e, |
| 0x03001062, 0x001010f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, |
| 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, |
| }; |
| |
| D3D10_VIEWPORT tmp_viewport[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
| ID3D10ShaderResourceView *tmp_srv[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; |
| ID3D10ShaderResourceView *srv[D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT]; |
| ID3D10RenderTargetView *tmp_rtv[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; |
| RECT tmp_rect[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
| ID3D10SamplerState *tmp_sampler[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]; |
| ID3D10RenderTargetView *rtv[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; |
| ID3D10Texture2D *rt_texture[D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT]; |
| ID3D10Buffer *cb[D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT]; |
| ID3D10Buffer *tmp_buffer[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; |
| ID3D10SamplerState *sampler[D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT]; |
| ID3D10Buffer *buffer[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; |
| unsigned int offset[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; |
| unsigned int stride[D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT]; |
| ID3D10Buffer *so_buffer[D3D10_SO_BUFFER_SLOT_COUNT]; |
| ID3D10InputLayout *tmp_input_layout, *input_layout; |
| ID3D10DepthStencilState *tmp_ds_state, *ds_state; |
| ID3D10BlendState *tmp_blend_state, *blend_state; |
| ID3D10RasterizerState *tmp_rs_state, *rs_state; |
| ID3D10Predicate *tmp_predicate, *predicate; |
| D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; |
| ID3D10DepthStencilView *tmp_dsv, *dsv; |
| D3D10_PRIMITIVE_TOPOLOGY topology; |
| D3D10_TEXTURE2D_DESC texture_desc; |
| ID3D10GeometryShader *tmp_gs, *gs; |
| D3D10_DEPTH_STENCIL_DESC ds_desc; |
| ID3D10VertexShader *tmp_vs, *vs; |
| D3D10_SAMPLER_DESC sampler_desc; |
| D3D10_QUERY_DESC predicate_desc; |
| ID3D10PixelShader *tmp_ps, *ps; |
| D3D10_RASTERIZER_DESC rs_desc; |
| D3D10_BUFFER_DESC buffer_desc; |
| D3D10_BLEND_DESC blend_desc; |
| ID3D10Texture2D *ds_texture; |
| unsigned int sample_mask; |
| unsigned int stencil_ref; |
| unsigned int count, i; |
| float blend_factor[4]; |
| ID3D10Device *device; |
| BOOL predicate_value; |
| DXGI_FORMAT format; |
| ULONG refcount; |
| HRESULT hr; |
| |
| if (!(device = create_device())) |
| { |
| skip("Failed to create device, skipping tests.\n"); |
| return; |
| } |
| |
| buffer_desc.ByteWidth = 1024; |
| buffer_desc.Usage = D3D10_USAGE_DEFAULT; |
| buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; |
| buffer_desc.CPUAccessFlags = 0; |
| buffer_desc.MiscFlags = 0; |
| |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb[i]); |
| ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); |
| } |
| |
| buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_INDEX_BUFFER | D3D10_BIND_SHADER_RESOURCE; |
| |
| for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer[i]); |
| ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); |
| |
| stride[i] = (i + 1) * 4; |
| offset[i] = (i + 1) * 16; |
| } |
| |
| buffer_desc.BindFlags = D3D10_BIND_STREAM_OUTPUT; |
| |
| for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i) |
| { |
| hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &so_buffer[i]); |
| ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); |
| } |
| |
| srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; |
| srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER; |
| U(srv_desc).Buffer.ElementOffset = 0; |
| U(srv_desc).Buffer.ElementWidth = 64; |
| |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| hr = ID3D10Device_CreateShaderResourceView(device, |
| (ID3D10Resource *)buffer[i % D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT], &srv_desc, &srv[i]); |
| ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); |
| } |
| |
| sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; |
| sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; |
| sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; |
| sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; |
| sampler_desc.MipLODBias = 0.0f; |
| sampler_desc.MaxAnisotropy = 16; |
| sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER; |
| sampler_desc.BorderColor[0] = 0.0f; |
| sampler_desc.BorderColor[1] = 0.0f; |
| sampler_desc.BorderColor[2] = 0.0f; |
| sampler_desc.BorderColor[3] = 0.0f; |
| sampler_desc.MinLOD = 0.0f; |
| sampler_desc.MaxLOD = 16.0f; |
| |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| sampler_desc.MinLOD = (float)i; |
| |
| hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler[i]); |
| ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); |
| } |
| |
| hr = ID3D10Device_CreateVertexShader(device, simple_vs, sizeof(simple_vs), &vs); |
| ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); |
| |
| hr = ID3D10Device_CreateGeometryShader(device, simple_gs, sizeof(simple_gs), &gs); |
| ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); |
| |
| hr = ID3D10Device_CreatePixelShader(device, simple_ps, sizeof(simple_ps), &ps); |
| ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); |
| |
| hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), |
| simple_vs, sizeof(simple_vs), &input_layout); |
| ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); |
| |
| blend_desc.AlphaToCoverageEnable = FALSE; |
| blend_desc.BlendEnable[0] = FALSE; |
| blend_desc.BlendEnable[1] = FALSE; |
| blend_desc.BlendEnable[2] = FALSE; |
| blend_desc.BlendEnable[3] = FALSE; |
| blend_desc.BlendEnable[4] = FALSE; |
| blend_desc.BlendEnable[5] = FALSE; |
| blend_desc.BlendEnable[6] = FALSE; |
| blend_desc.BlendEnable[7] = FALSE; |
| blend_desc.SrcBlend = D3D10_BLEND_ONE; |
| blend_desc.DestBlend = D3D10_BLEND_ZERO; |
| blend_desc.BlendOp = D3D10_BLEND_OP_ADD; |
| blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE; |
| blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO; |
| blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; |
| blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; |
| blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_ALL; |
| blend_desc.RenderTargetWriteMask[2] = D3D10_COLOR_WRITE_ENABLE_ALL; |
| blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_ALL; |
| blend_desc.RenderTargetWriteMask[4] = D3D10_COLOR_WRITE_ENABLE_ALL; |
| blend_desc.RenderTargetWriteMask[5] = D3D10_COLOR_WRITE_ENABLE_ALL; |
| blend_desc.RenderTargetWriteMask[6] = D3D10_COLOR_WRITE_ENABLE_ALL; |
| blend_desc.RenderTargetWriteMask[7] = D3D10_COLOR_WRITE_ENABLE_ALL; |
| |
| hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state); |
| ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); |
| |
| ds_desc.DepthEnable = TRUE; |
| ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; |
| ds_desc.DepthFunc = D3D10_COMPARISON_LESS; |
| ds_desc.StencilEnable = FALSE; |
| ds_desc.StencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK; |
| ds_desc.StencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK; |
| ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; |
| ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; |
| ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; |
| ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; |
| ds_desc.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; |
| ds_desc.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; |
| ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; |
| ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS; |
| |
| hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state); |
| ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); |
| |
| texture_desc.Width = 512; |
| texture_desc.Height = 512; |
| texture_desc.MipLevels = 1; |
| texture_desc.ArraySize = 1; |
| texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| texture_desc.SampleDesc.Count = 1; |
| texture_desc.SampleDesc.Quality = 0; |
| texture_desc.Usage = D3D10_USAGE_DEFAULT; |
| texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET; |
| texture_desc.CPUAccessFlags = 0; |
| texture_desc.MiscFlags = 0; |
| |
| for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) |
| { |
| hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture[i]); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| } |
| |
| texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; |
| texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; |
| |
| hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &ds_texture); |
| ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); |
| |
| for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) |
| { |
| hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture[i], NULL, &rtv[i]); |
| ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); |
| } |
| |
| hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)ds_texture, NULL, &dsv); |
| ok(SUCCEEDED(hr), "Failed to create depthstencil view, hr %#x.\n", hr); |
| |
| for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i) |
| { |
| SetRect(&tmp_rect[i], i, i * 2, i + 1, (i + 1) * 2); |
| |
| tmp_viewport[i].TopLeftX = i * 3; |
| tmp_viewport[i].TopLeftY = i * 4; |
| tmp_viewport[i].Width = 3; |
| tmp_viewport[i].Height = 4; |
| tmp_viewport[i].MinDepth = i * 0.01f; |
| tmp_viewport[i].MaxDepth = (i + 1) * 0.01f; |
| } |
| |
| rs_desc.FillMode = D3D10_FILL_SOLID; |
| rs_desc.CullMode = D3D10_CULL_BACK; |
| rs_desc.FrontCounterClockwise = FALSE; |
| rs_desc.DepthBias = 0; |
| rs_desc.DepthBiasClamp = 0.0f; |
| rs_desc.SlopeScaledDepthBias = 0.0f; |
| rs_desc.DepthClipEnable = TRUE; |
| rs_desc.ScissorEnable = FALSE; |
| rs_desc.MultisampleEnable = FALSE; |
| rs_desc.AntialiasedLineEnable = FALSE; |
| |
| hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs_state); |
| ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); |
| |
| predicate_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE; |
| predicate_desc.MiscFlags = 0; |
| |
| hr = ID3D10Device_CreatePredicate(device, &predicate_desc, &predicate); |
| ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr); |
| |
| ID3D10Device_VSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb); |
| ID3D10Device_VSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv); |
| ID3D10Device_VSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler); |
| ID3D10Device_VSSetShader(device, vs); |
| |
| ID3D10Device_GSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb); |
| ID3D10Device_GSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv); |
| ID3D10Device_GSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler); |
| ID3D10Device_GSSetShader(device, gs); |
| |
| ID3D10Device_PSSetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, cb); |
| ID3D10Device_PSSetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, srv); |
| ID3D10Device_PSSetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, sampler); |
| ID3D10Device_PSSetShader(device, ps); |
| |
| ID3D10Device_IASetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, buffer, stride, offset); |
| ID3D10Device_IASetIndexBuffer(device, buffer[0], DXGI_FORMAT_R32_UINT, offset[0]); |
| ID3D10Device_IASetInputLayout(device, input_layout); |
| ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); |
| |
| blend_factor[0] = 0.1f; |
| blend_factor[1] = 0.2f; |
| blend_factor[2] = 0.3f; |
| blend_factor[3] = 0.4f; |
| ID3D10Device_OMSetBlendState(device, blend_state, blend_factor, 0xff00ff00); |
| ID3D10Device_OMSetDepthStencilState(device, ds_state, 3); |
| ID3D10Device_OMSetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, rtv, dsv); |
| |
| ID3D10Device_RSSetScissorRects(device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, tmp_rect); |
| ID3D10Device_RSSetViewports(device, D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, tmp_viewport); |
| ID3D10Device_RSSetState(device, rs_state); |
| |
| ID3D10Device_SOSetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, so_buffer, offset); |
| |
| ID3D10Device_SetPredication(device, predicate, TRUE); |
| |
| hr = D3DX10UnsetAllDeviceObjects(device); |
| ok(SUCCEEDED(hr), "D3DX10UnsetAllDeviceObjects() failed, %#x.\n", hr); |
| |
| ID3D10Device_VSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i); |
| } |
| ID3D10Device_VSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv); |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i); |
| } |
| ID3D10Device_VSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler); |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); |
| } |
| ID3D10Device_VSGetShader(device, &tmp_vs); |
| ok(!tmp_vs, "Got unexpected vertex shader %p.\n", tmp_vs); |
| |
| ID3D10Device_GSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i); |
| } |
| ID3D10Device_GSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv); |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i); |
| } |
| ID3D10Device_GSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler); |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); |
| } |
| ID3D10Device_GSGetShader(device, &tmp_gs); |
| ok(!tmp_gs, "Got unexpected geometry shader %p.\n", tmp_gs); |
| |
| ID3D10Device_PSGetConstantBuffers(device, 0, D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT, tmp_buffer); |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_buffer[i], "Got unexpected constant buffer %p in slot %u.\n", tmp_buffer[i], i); |
| } |
| ID3D10Device_PSGetShaderResources(device, 0, D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, tmp_srv); |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_srv[i], "Got unexpected shader resource view %p in slot %u.\n", tmp_srv[i], i); |
| } |
| ID3D10Device_PSGetSamplers(device, 0, D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT, tmp_sampler); |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_sampler[i], "Got unexpected sampler %p in slot %u.\n", tmp_sampler[i], i); |
| } |
| ID3D10Device_PSGetShader(device, &tmp_ps); |
| ok(!tmp_ps, "Got unexpected pixel shader %p.\n", tmp_ps); |
| |
| ID3D10Device_IAGetVertexBuffers(device, 0, D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, tmp_buffer, stride, offset); |
| for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_buffer[i], "Got unexpected vertex buffer %p in slot %u.\n", tmp_buffer[i], i); |
| todo_wine ok(!stride[i], "Got unexpected stride %u in slot %u.\n", stride[i], i); |
| todo_wine ok(!offset[i], "Got unexpected offset %u in slot %u.\n", offset[i], i); |
| } |
| ID3D10Device_IAGetIndexBuffer(device, tmp_buffer, &format, offset); |
| ok(!tmp_buffer[0], "Got unexpected index buffer %p.\n", tmp_buffer[0]); |
| ok(format == DXGI_FORMAT_R32_UINT, "Got unexpected index buffer format %#x.\n", format); |
| ok(!offset[0], "Got unexpected index buffer offset %u.\n", offset[0]); |
| ID3D10Device_IAGetInputLayout(device, &tmp_input_layout); |
| ok(!tmp_input_layout, "Got unexpected input layout %p.\n", tmp_input_layout); |
| ID3D10Device_IAGetPrimitiveTopology(device, &topology); |
| ok(topology == D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, "Got unexpected primitive topology %#x.\n", topology); |
| |
| ID3D10Device_OMGetBlendState(device, &tmp_blend_state, blend_factor, &sample_mask); |
| ok(!tmp_blend_state, "Got unexpected blend state %p.\n", tmp_blend_state); |
| ok(blend_factor[0] == 0.0f && blend_factor[1] == 0.0f |
| && blend_factor[2] == 0.0f && blend_factor[3] == 0.0f, |
| "Got unexpected blend factor {%.8e, %.8e, %.8e, %.8e}.\n", |
| blend_factor[0], blend_factor[1], blend_factor[2], blend_factor[3]); |
| ok(sample_mask == 0, "Got unexpected sample mask %#x.\n", sample_mask); |
| ID3D10Device_OMGetDepthStencilState(device, &tmp_ds_state, &stencil_ref); |
| ok(!tmp_ds_state, "Got unexpected depth stencil state %p.\n", tmp_ds_state); |
| ok(!stencil_ref, "Got unexpected stencil ref %u.\n", stencil_ref); |
| ID3D10Device_OMGetRenderTargets(device, D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT, tmp_rtv, &tmp_dsv); |
| for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) |
| { |
| ok(!tmp_rtv[i], "Got unexpected render target view %p in slot %u.\n", tmp_rtv[i], i); |
| } |
| ok(!tmp_dsv, "Got unexpected depth stencil view %p.\n", tmp_dsv); |
| |
| ID3D10Device_RSGetScissorRects(device, &count, NULL); |
| todo_wine ok(count == D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, |
| "Got unexpected scissor rect count %u.\n", count); |
| memset(tmp_rect, 0x55, sizeof(tmp_rect)); |
| count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
| ID3D10Device_RSGetScissorRects(device, &count, tmp_rect); |
| for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i) |
| { |
| todo_wine_if(i) |
| ok(tmp_rect[i].left == i |
| && tmp_rect[i].top == i * 2 |
| && tmp_rect[i].right == i + 1 |
| && tmp_rect[i].bottom == (i + 1) * 2, |
| "Got unexpected scissor rect %s in slot %u.\n", |
| wine_dbgstr_rect(&tmp_rect[i]), i); |
| } |
| ID3D10Device_RSGetViewports(device, &count, NULL); |
| todo_wine ok(count == D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE, |
| "Got unexpected viewport count %u.\n", count); |
| memset(tmp_viewport, 0x55, sizeof(tmp_viewport)); |
| count = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
| ID3D10Device_RSGetViewports(device, &count, tmp_viewport); |
| for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i) |
| { |
| todo_wine_if(i) |
| ok(tmp_viewport[i].TopLeftX == i * 3 |
| && tmp_viewport[i].TopLeftY == i * 4 |
| && tmp_viewport[i].Width == 3 |
| && tmp_viewport[i].Height == 4 |
| && compare_float(tmp_viewport[i].MinDepth, i * 0.01f, 16) |
| && compare_float(tmp_viewport[i].MaxDepth, (i + 1) * 0.01f, 16), |
| "Got unexpected viewport {%d, %d, %u, %u, %.8e, %.8e} in slot %u.\n", |
| tmp_viewport[i].TopLeftX, tmp_viewport[i].TopLeftY, tmp_viewport[i].Width, |
| tmp_viewport[i].Height, tmp_viewport[i].MinDepth, tmp_viewport[i].MaxDepth, i); |
| } |
| ID3D10Device_RSGetState(device, &tmp_rs_state); |
| ok(!tmp_rs_state, "Got unexpected rasterizer state %p.\n", tmp_rs_state); |
| |
| ID3D10Device_SOGetTargets(device, D3D10_SO_BUFFER_SLOT_COUNT, tmp_buffer, offset); |
| for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i) |
| { |
| ok(!tmp_buffer[i], "Got unexpected stream output %p in slot %u.\n", tmp_buffer[i], i); |
| ok(offset[i] == ~0u, "Got unexpected stream output offset %u in slot %u.\n", offset[i], i); |
| } |
| |
| ID3D10Device_GetPredication(device, &tmp_predicate, &predicate_value); |
| ok(!tmp_predicate, "Got unexpected predicate %p.\n", tmp_predicate); |
| ok(!predicate_value, "Got unexpected predicate value %#x.\n", predicate_value); |
| |
| ID3D10Predicate_Release(predicate); |
| ID3D10RasterizerState_Release(rs_state); |
| ID3D10DepthStencilView_Release(dsv); |
| ID3D10Texture2D_Release(ds_texture); |
| |
| for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) |
| { |
| ID3D10RenderTargetView_Release(rtv[i]); |
| ID3D10Texture2D_Release(rt_texture[i]); |
| } |
| |
| ID3D10DepthStencilState_Release(ds_state); |
| ID3D10BlendState_Release(blend_state); |
| ID3D10InputLayout_Release(input_layout); |
| ID3D10VertexShader_Release(vs); |
| ID3D10GeometryShader_Release(gs); |
| ID3D10PixelShader_Release(ps); |
| |
| for (i = 0; i < D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i) |
| { |
| ID3D10SamplerState_Release(sampler[i]); |
| } |
| |
| for (i = 0; i < D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| ID3D10ShaderResourceView_Release(srv[i]); |
| } |
| |
| for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i) |
| { |
| ID3D10Buffer_Release(so_buffer[i]); |
| } |
| |
| for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i) |
| { |
| ID3D10Buffer_Release(buffer[i]); |
| } |
| |
| for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i) |
| { |
| ID3D10Buffer_Release(cb[i]); |
| } |
| |
| refcount = ID3D10Device_Release(device); |
| ok(!refcount, "Device has %u references left.\n", refcount); |
| } |
| |
| static void test_D3DX10CreateAsyncMemoryLoader(void) |
| { |
| ID3DX10DataLoader *loader; |
| SIZE_T size; |
| DWORD data; |
| HRESULT hr; |
| void *ptr; |
| |
| hr = D3DX10CreateAsyncMemoryLoader(NULL, 0, NULL); |
| ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); |
| |
| hr = D3DX10CreateAsyncMemoryLoader(NULL, 0, &loader); |
| ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); |
| |
| hr = D3DX10CreateAsyncMemoryLoader(&data, 0, &loader); |
| ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); |
| |
| size = 100; |
| hr = ID3DX10DataLoader_Decompress(loader, &ptr, &size); |
| ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); |
| ok(ptr == &data, "Got data pointer %p, original %p.\n", ptr, &data); |
| ok(!size, "Got unexpected data size.\n"); |
| |
| /* Load() is no-op. */ |
| hr = ID3DX10DataLoader_Load(loader); |
| ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); |
| |
| hr = ID3DX10DataLoader_Destroy(loader); |
| ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); |
| |
| data = 0; |
| hr = D3DX10CreateAsyncMemoryLoader(&data, sizeof(data), &loader); |
| ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); |
| |
| /* Load() is no-op. */ |
| hr = ID3DX10DataLoader_Load(loader); |
| ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); |
| |
| hr = ID3DX10DataLoader_Decompress(loader, &ptr, &size); |
| ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); |
| ok(ptr == &data, "Got data pointer %p, original %p.\n", ptr, &data); |
| ok(size == sizeof(data), "Got unexpected data size.\n"); |
| |
| hr = ID3DX10DataLoader_Destroy(loader); |
| ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); |
| } |
| |
| static void create_testfile(WCHAR *path, const void *data, int data_len) |
| { |
| static const WCHAR test_filename[] = {'a','s','y','n','c','l','o','a','d','e','r','.','d','a','t','a',0}; |
| DWORD written; |
| HANDLE file; |
| BOOL ret; |
| |
| GetTempPathW(MAX_PATH, path); |
| lstrcatW(path, test_filename); |
| |
| file = CreateFileW(path, GENERIC_READ | GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, 0, 0); |
| ok(file != INVALID_HANDLE_VALUE, "Test file creation failed, at %s, error %d.\n", wine_dbgstr_w(path), |
| GetLastError()); |
| |
| ret = WriteFile(file, data, data_len, &written, NULL); |
| ok(ret, "Write to test file failed.\n"); |
| |
| CloseHandle(file); |
| } |
| |
| static void test_D3DX10CreateAsyncFileLoader(void) |
| { |
| static const char test_data1[] = "test data"; |
| static const char test_data2[] = "more test data"; |
| ID3DX10DataLoader *loader; |
| WCHAR path[MAX_PATH]; |
| SIZE_T size; |
| HRESULT hr; |
| void *ptr; |
| BOOL ret; |
| |
| hr = D3DX10CreateAsyncFileLoaderA(NULL, NULL); |
| ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); |
| |
| hr = D3DX10CreateAsyncFileLoaderA(NULL, &loader); |
| ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); |
| |
| hr = D3DX10CreateAsyncFileLoaderA("nonexistentfilename", &loader); |
| ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); |
| |
| hr = ID3DX10DataLoader_Decompress(loader, &ptr, &size); |
| ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); |
| |
| hr = ID3DX10DataLoader_Load(loader); |
| ok(hr == D3D10_ERROR_FILE_NOT_FOUND, "Got unexpected hr %#x.\n", hr); |
| |
| hr = ID3DX10DataLoader_Decompress(loader, &ptr, &size); |
| ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); |
| |
| hr = ID3DX10DataLoader_Destroy(loader); |
| ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); |
| |
| /* Test file sharing using dummy empty file. */ |
| create_testfile(path, test_data1, sizeof(test_data1)); |
| |
| hr = D3DX10CreateAsyncFileLoaderW(path, &loader); |
| ok(SUCCEEDED(hr), "Failed to create file loader, hr %#x.\n", hr); |
| |
| ret = DeleteFileW(path); |
| ok(ret, "DeleteFile() failed, ret %d, error %d.\n", ret, GetLastError()); |
| |
| /* File was removed before Load(). */ |
| hr = ID3DX10DataLoader_Load(loader); |
| ok(hr == D3D10_ERROR_FILE_NOT_FOUND, "Load() returned unexpected result, hr %#x.\n", hr); |
| |
| /* Create it again. */ |
| create_testfile(path, test_data1, sizeof(test_data1)); |
| hr = ID3DX10DataLoader_Load(loader); |
| ok(SUCCEEDED(hr), "Load() failed, hr %#x.\n", hr); |
| |
| /* Already loaded. */ |
| hr = ID3DX10DataLoader_Load(loader); |
| ok(SUCCEEDED(hr), "Load() failed, hr %#x.\n", hr); |
| |
| ret = DeleteFileW(path); |
| ok(ret, "DeleteFile() failed, ret %d, error %d.\n", ret, GetLastError()); |
| |
| /* Already loaded, file removed. */ |
| hr = ID3DX10DataLoader_Load(loader); |
| ok(hr == D3D10_ERROR_FILE_NOT_FOUND, "Load() returned unexpected result, hr %#x.\n", hr); |
| |
| /* Decompress still works. */ |
| ptr = NULL; |
| hr = ID3DX10DataLoader_Decompress(loader, &ptr, &size); |
| ok(SUCCEEDED(hr), "Decompress() failed, hr %#x.\n", hr); |
| ok(ptr != NULL, "Got unexpected ptr %p.\n", ptr); |
| ok(size == sizeof(test_data1), "Got unexpected decompressed size.\n"); |
| if (size == sizeof(test_data1)) |
| ok(!memcmp(ptr, test_data1, size), "Got unexpected file data.\n"); |
| |
| /* Create it again, with different data. */ |
| create_testfile(path, test_data2, sizeof(test_data2)); |
| |
| hr = ID3DX10DataLoader_Load(loader); |
| ok(SUCCEEDED(hr), "Load() failed, hr %#x.\n", hr); |
| |
| ptr = NULL; |
| hr = ID3DX10DataLoader_Decompress(loader, &ptr, &size); |
| ok(SUCCEEDED(hr), "Decompress() failed, hr %#x.\n", hr); |
| ok(ptr != NULL, "Got unexpected ptr %p.\n", ptr); |
| ok(size == sizeof(test_data2), "Got unexpected decompressed size.\n"); |
| if (size == sizeof(test_data2)) |
| ok(!memcmp(ptr, test_data2, size), "Got unexpected file data.\n"); |
| |
| hr = ID3DX10DataLoader_Destroy(loader); |
| ok(SUCCEEDED(hr), "Destroy() failed, hr %#x.\n", hr); |
| |
| ret = DeleteFileW(path); |
| ok(ret, "DeleteFile() failed, ret %d, error %d.\n", ret, GetLastError()); |
| } |
| |
| static void test_D3DX10CreateAsyncResourceLoader(void) |
| { |
| static const WCHAR resource_name[] = {'n','o','n','a','m','e',0}; |
| ID3DX10DataLoader *loader; |
| HRESULT hr; |
| |
| hr = D3DX10CreateAsyncResourceLoaderA(NULL, NULL, NULL); |
| ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); |
| |
| hr = D3DX10CreateAsyncResourceLoaderA(NULL, NULL, &loader); |
| ok(hr == D3DX10_ERR_INVALID_DATA, "Got unexpected hr %#x.\n", hr); |
| |
| hr = D3DX10CreateAsyncResourceLoaderA(NULL, "noname", &loader); |
| ok(hr == D3DX10_ERR_INVALID_DATA, "Got unexpected hr %#x.\n", hr); |
| |
| hr = D3DX10CreateAsyncResourceLoaderW(NULL, NULL, NULL); |
| ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); |
| |
| hr = D3DX10CreateAsyncResourceLoaderW(NULL, NULL, &loader); |
| ok(hr == D3DX10_ERR_INVALID_DATA, "Got unexpected hr %#x.\n", hr); |
| |
| hr = D3DX10CreateAsyncResourceLoaderW(NULL, resource_name, &loader); |
| ok(hr == D3DX10_ERR_INVALID_DATA, "Got unexpected hr %#x.\n", hr); |
| } |
| |
| START_TEST(d3dx10) |
| { |
| test_D3DX10UnsetAllDeviceObjects(); |
| test_D3DX10CreateAsyncMemoryLoader(); |
| test_D3DX10CreateAsyncFileLoader(); |
| test_D3DX10CreateAsyncResourceLoader(); |
| } |