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);
}
static void test_getdc(void)
{
    struct device_desc device_desc;
    D3D10_TEXTURE2D_DESC desc;
    ID3D10Texture2D *texture;
    IDXGISurface1 *surface1;
    ID3D10Device1 *device;
    ULONG refcount;
    HRESULT hr;
    HDC dc;

    device_desc.feature_level = D3D10_FEATURE_LEVEL_10_1;
    device_desc.flags = D3D10_CREATE_DEVICE_BGRA_SUPPORT;
    if (!(device = create_device(&device_desc)))
    {
        skip("Failed to create device.\n");
        return;
    }

    /* Without D3D10_RESOURCE_MISC_GDI_COMPATIBLE. */
    desc.Width = 512;
    desc.Height = 512;
    desc.MipLevels = 1;
    desc.ArraySize = 1;
    desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    desc.SampleDesc.Count = 1;
    desc.SampleDesc.Quality = 0;
    desc.Usage = D3D10_USAGE_DEFAULT;
    desc.BindFlags = D3D10_BIND_RENDER_TARGET;
    desc.CPUAccessFlags = 0;
    desc.MiscFlags = 0;
    hr = ID3D10Device1_CreateTexture2D(device, &desc, NULL, &texture);
    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);

    hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface1, (void**)&surface1);
    ok(SUCCEEDED(hr), "Failed to get IDXGISurface1 interface, hr %#x.\n", hr);

    hr = IDXGISurface1_GetDC(surface1, FALSE, &dc);
    todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);

    IDXGISurface1_Release(surface1);
    ID3D10Texture2D_Release(texture);

    desc.MiscFlags = D3D10_RESOURCE_MISC_GDI_COMPATIBLE;
    hr = ID3D10Device1_CreateTexture2D(device, &desc, NULL, &texture);
    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);

    hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface1, (void**)&surface1);
    ok(SUCCEEDED(hr), "Failed to get IDXGISurface1 interface, hr %#x.\n", hr);

    hr = IDXGISurface1_ReleaseDC(surface1, NULL);
    todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);

    hr = IDXGISurface1_GetDC(surface1, FALSE, &dc);
    todo_wine ok(SUCCEEDED(hr), "Failed to get DC, hr %#x.\n", hr);

    /* One more time. */
    dc = (HDC)0xdeadbeef;
    hr = IDXGISurface1_GetDC(surface1, FALSE, &dc);
    todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);
    ok(dc == (HDC)0xdeadbeef, "Got unexpected dc %p.\n", dc);

    hr = IDXGISurface1_ReleaseDC(surface1, NULL);
    todo_wine ok(SUCCEEDED(hr), "Failed to release DC, hr %#x.\n", hr);

    hr = IDXGISurface1_ReleaseDC(surface1, NULL);
    todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr);

    IDXGISurface1_Release(surface1);
    ID3D10Texture2D_Release(texture);

    refcount = ID3D10Device1_Release(device);
    ok(!refcount, "Device has %u references left.\n", refcount);
}
Exemple #3
0
HRESULT d2d_wic_render_target_init(struct d2d_wic_render_target *render_target, ID2D1Factory1 *factory,
        ID3D10Device1 *d3d_device, IWICBitmap *bitmap, const D2D1_RENDER_TARGET_PROPERTIES *desc)
{
    D3D10_TEXTURE2D_DESC texture_desc;
    ID3D10Texture2D *texture;
    IDXGIDevice *dxgi_device;
    ID2D1Device *device;
    HRESULT hr;

    render_target->IUnknown_iface.lpVtbl = &d2d_wic_render_target_vtbl;

    if (FAILED(hr = IWICBitmap_GetSize(bitmap, &render_target->width, &render_target->height)))
    {
        WARN("Failed to get bitmap dimensions, hr %#x.\n", hr);
        return hr;
    }

    texture_desc.Width = render_target->width;
    texture_desc.Height = render_target->height;
    texture_desc.MipLevels = 1;
    texture_desc.ArraySize = 1;

    texture_desc.Format = desc->pixelFormat.format;
    if (texture_desc.Format == DXGI_FORMAT_UNKNOWN)
    {
        WICPixelFormatGUID bitmap_format;

        if (FAILED(hr = IWICBitmap_GetPixelFormat(bitmap, &bitmap_format)))
        {
            WARN("Failed to get bitmap format, hr %#x.\n", hr);
            return hr;
        }

        if (IsEqualGUID(&bitmap_format, &GUID_WICPixelFormat32bppPBGRA)
                || IsEqualGUID(&bitmap_format, &GUID_WICPixelFormat32bppBGR))
        {
            texture_desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
        }
        else
        {
            WARN("Unsupported WIC bitmap format %s.\n", debugstr_guid(&bitmap_format));
            return D2DERR_UNSUPPORTED_PIXEL_FORMAT;
        }
    }

    switch (texture_desc.Format)
    {
        case DXGI_FORMAT_B8G8R8A8_UNORM:
            render_target->bpp = 4;
            break;

        default:
            FIXME("Unhandled format %#x.\n", texture_desc.Format);
            return D2DERR_UNSUPPORTED_PIXEL_FORMAT;
    }

    texture_desc.SampleDesc.Count = 1;
    texture_desc.SampleDesc.Quality = 0;
    texture_desc.Usage = D3D10_USAGE_DEFAULT;
    texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
    texture_desc.CPUAccessFlags = 0;
    texture_desc.MiscFlags = desc->usage & D2D1_RENDER_TARGET_USAGE_GDI_COMPATIBLE ?
            D3D10_RESOURCE_MISC_GDI_COMPATIBLE : 0;

    if (FAILED(hr = ID3D10Device1_CreateTexture2D(d3d_device, &texture_desc, NULL, &texture)))
    {
        WARN("Failed to create texture, hr %#x.\n", hr);
        return hr;
    }

    hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&render_target->dxgi_surface);
    ID3D10Texture2D_Release(texture);
    if (FAILED(hr))
    {
        WARN("Failed to get DXGI surface interface, hr %#x.\n", hr);
        return hr;
    }

    texture_desc.Usage = D3D10_USAGE_STAGING;
    texture_desc.BindFlags = 0;
    texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
    texture_desc.MiscFlags = 0;

    if (FAILED(hr = ID3D10Device1_CreateTexture2D(d3d_device, &texture_desc, NULL, &render_target->readback_texture)))
    {
        WARN("Failed to create readback texture, hr %#x.\n", hr);
        IDXGISurface_Release(render_target->dxgi_surface);
        return hr;
    }

    if (FAILED(hr = ID3D10Device1_QueryInterface(d3d_device, &IID_IDXGIDevice, (void **)&dxgi_device)))
    {
        WARN("Failed to get DXGI device, hr %#x.\n", hr);
        IDXGISurface_Release(render_target->dxgi_surface);
        return hr;
    }

    hr = ID2D1Factory1_CreateDevice(factory, dxgi_device, &device);
    IDXGIDevice_Release(dxgi_device);
    if (FAILED(hr))
    {
        WARN("Failed to create D2D device, hr %#x.\n", hr);
        IDXGISurface_Release(render_target->dxgi_surface);
        return hr;
    }

    hr = d2d_d3d_create_render_target(device, render_target->dxgi_surface, &render_target->IUnknown_iface,
            &d2d_wic_render_target_ops, desc, (void **)&render_target->dxgi_inner);
    ID2D1Device_Release(device);
    if (FAILED(hr))
    {
        WARN("Failed to create DXGI surface render target, hr %#x.\n", hr);
        ID3D10Texture2D_Release(render_target->readback_texture);
        IDXGISurface_Release(render_target->dxgi_surface);
        return hr;
    }

    if (FAILED(hr = IUnknown_QueryInterface(render_target->dxgi_inner,
            &IID_ID2D1RenderTarget, (void **)&render_target->dxgi_target)))
    {
        WARN("Failed to retrieve ID2D1RenderTarget interface, hr %#x.\n", hr);
        IUnknown_Release(render_target->dxgi_inner);
        ID3D10Texture2D_Release(render_target->readback_texture);
        IDXGISurface_Release(render_target->dxgi_surface);
        return hr;
    }

    render_target->bitmap = bitmap;
    IWICBitmap_AddRef(bitmap);

    return S_OK;
}