Beispiel #1
0
static void test_create_rendertarget_view(ID3D10Device *device)
{
    D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
    D3D10_TEXTURE2D_DESC texture_desc;
    D3D10_BUFFER_DESC buffer_desc;
    ID3D10RenderTargetView *rtview;
    ID3D10Texture2D *texture;
    ID3D10Buffer *buffer;
    HRESULT hr;

    buffer_desc.ByteWidth = 1024;
    buffer_desc.Usage = D3D10_USAGE_DEFAULT;
    buffer_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
    buffer_desc.CPUAccessFlags = 0;
    buffer_desc.MiscFlags = 0;

    hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
    ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);

    rtv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
    rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_BUFFER;
    U(rtv_desc).Buffer.ElementOffset = 0;
    U(rtv_desc).Buffer.ElementWidth = 64;

    hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)buffer, &rtv_desc, &rtview);
    ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x\n", hr);

    ID3D10RenderTargetView_Release(rtview);
    ID3D10Buffer_Release(buffer);

    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;

    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
    ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);

    /* For texture resources it's allowed to specify NULL as desc */
    hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtview);
    ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x\n", hr);

    ID3D10RenderTargetView_GetDesc(rtview, &rtv_desc);
    ok(rtv_desc.Format == texture_desc.Format, "Expected format %#x, got %#x\n", texture_desc.Format, rtv_desc.Format);
    ok(rtv_desc.ViewDimension == D3D10_RTV_DIMENSION_TEXTURE2D,
            "Expected view dimension D3D10_RTV_DIMENSION_TEXTURE2D, got %#x\n", rtv_desc.ViewDimension);
    ok(U(rtv_desc).Texture2D.MipSlice == 0, "Expected mip slice 0, got %#x\n", U(rtv_desc).Texture2D.MipSlice);

    ID3D10RenderTargetView_Release(rtview);
    ID3D10Texture2D_Release(texture);
}
static void test_create_shader_resource_view(void)
{
    D3D10_SHADER_RESOURCE_VIEW_DESC1 srv_desc;
    D3D10_TEXTURE2D_DESC texture_desc;
    ULONG refcount, expected_refcount;
    ID3D10ShaderResourceView1 *srview;
    D3D10_BUFFER_DESC buffer_desc;
    ID3D10Texture2D *texture;
    ID3D10Device *tmp_device;
    ID3D10Device1 *device;
    ID3D10Buffer *buffer;
    IUnknown *iface;
    HRESULT hr;

    if (!(device = create_device(NULL)))
    {
        skip("Failed to create device.\n");
        return;
    }

    buffer_desc.ByteWidth = 1024;
    buffer_desc.Usage = D3D10_USAGE_DEFAULT;
    buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
    buffer_desc.CPUAccessFlags = 0;
    buffer_desc.MiscFlags = 0;

    hr = ID3D10Device1_CreateBuffer(device, &buffer_desc, NULL, &buffer);
    ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);

    hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)buffer, NULL, &srview);
    ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);

    srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
    srv_desc.ViewDimension = D3D10_1_SRV_DIMENSION_BUFFER;
    U(srv_desc).Buffer.ElementOffset = 0;
    U(srv_desc).Buffer.ElementWidth = 64;

    expected_refcount = get_refcount((IUnknown *)device) + 1;
    hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)buffer, &srv_desc, &srview);
    ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
    refcount = get_refcount((IUnknown *)device);
    ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
    tmp_device = NULL;
    expected_refcount = refcount + 1;
    ID3D10ShaderResourceView1_GetDevice(srview, &tmp_device);
    ok(tmp_device == (ID3D10Device *)device, "Got unexpected device %p, expected %p.\n", tmp_device, device);
    refcount = get_refcount((IUnknown *)device);
    ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
    ID3D10Device_Release(tmp_device);

    hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
    ok(SUCCEEDED(hr), "Shader resource view should implement ID3D10ShaderResourceView.\n");
    IUnknown_Release(iface);
    hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface);
    ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
            "Shader resource view should implement ID3D11ShaderResourceView.\n");
    if (SUCCEEDED(hr)) IUnknown_Release(iface);

    ID3D10ShaderResourceView1_Release(srview);
    ID3D10Buffer_Release(buffer);

    texture_desc.Width = 512;
    texture_desc.Height = 512;
    texture_desc.MipLevels = 0;
    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_SHADER_RESOURCE;
    texture_desc.CPUAccessFlags = 0;
    texture_desc.MiscFlags = 0;

    hr = ID3D10Device1_CreateTexture2D(device, &texture_desc, NULL, &texture);
    ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);

    hr = ID3D10Device1_CreateShaderResourceView1(device, (ID3D10Resource *)texture, NULL, &srview);
    ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);

    ID3D10ShaderResourceView1_GetDesc1(srview, &srv_desc);
    ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format);
    ok(srv_desc.ViewDimension == D3D10_1_SRV_DIMENSION_TEXTURE2D,
            "Got unexpected view dimension %#x.\n", srv_desc.ViewDimension);
    ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n",
            U(srv_desc).Texture2D.MostDetailedMip);
    ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels);

    hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
    ok(SUCCEEDED(hr), "Shader resource view should implement ID3D10ShaderResourceView.\n");
    IUnknown_Release(iface);
    hr = ID3D10ShaderResourceView1_QueryInterface(srview, &IID_ID3D11ShaderResourceView, (void **)&iface);
    ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
            "Shader resource view should implement ID3D11ShaderResourceView.\n");
    if (SUCCEEDED(hr)) IUnknown_Release(iface);

    ID3D10ShaderResourceView1_Release(srview);
    ID3D10Texture2D_Release(texture);

    refcount = ID3D10Device1_Release(device);
    ok(!refcount, "Device has %u references left.\n", refcount);
}