Esempio n. 1
0
static BOOL compare_surface(IDXGISurface *surface, const char *ref_sha1)
{
    D3D10_MAPPED_TEXTURE2D mapped_texture;
    D3D10_TEXTURE2D_DESC texture_desc;
    DXGI_SURFACE_DESC surface_desc;
    ID3D10Resource *src_resource;
    ID3D10Texture2D *texture;
    ID3D10Device *device;
    HRESULT hr;
    BOOL ret;

    hr = IDXGISurface_GetDevice(surface, &IID_ID3D10Device, (void **)&device);
    ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr);
    hr = IDXGISurface_QueryInterface(surface, &IID_ID3D10Resource, (void **)&src_resource);
    ok(SUCCEEDED(hr), "Failed to query resource interface, hr %#x.\n", hr);

    hr = IDXGISurface_GetDesc(surface, &surface_desc);
    ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr);
    texture_desc.Width = surface_desc.Width;
    texture_desc.Height = surface_desc.Height;
    texture_desc.MipLevels = 1;
    texture_desc.ArraySize = 1;
    texture_desc.Format = surface_desc.Format;
    texture_desc.SampleDesc = surface_desc.SampleDesc;
    texture_desc.Usage = D3D10_USAGE_STAGING;
    texture_desc.BindFlags = 0;
    texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
    texture_desc.MiscFlags = 0;
    hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);

    ID3D10Device_CopyResource(device, (ID3D10Resource *)texture, src_resource);
    hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_READ, 0, &mapped_texture);
    ok(SUCCEEDED(hr), "Failed to map texture, hr %#x.\n", hr);
    ret = compare_sha1(mapped_texture.pData, mapped_texture.RowPitch, 4,
            texture_desc.Width, texture_desc.Height, ref_sha1);
    ID3D10Texture2D_Unmap(texture, 0);

    ID3D10Texture2D_Release(texture);
    ID3D10Resource_Release(src_resource);
    ID3D10Device_Release(device);

    return ret;
}
Esempio n. 2
0
HRESULT d2d_bitmap_init_shared(struct d2d_bitmap *bitmap, struct d2d_d3d_render_target *render_target,
        REFIID iid, void *data, const D2D1_BITMAP_PROPERTIES *desc)
{
    if (IsEqualGUID(iid, &IID_ID2D1Bitmap))
    {
        struct d2d_bitmap *src_impl = unsafe_impl_from_ID2D1Bitmap(data);
        D2D1_BITMAP_PROPERTIES d;
        ID3D10Device *device;

        if (src_impl->factory != render_target->factory)
            return D2DERR_WRONG_FACTORY;

        ID3D10ShaderResourceView_GetDevice(src_impl->view, &device);
        ID3D10Device_Release(device);
        if (device != render_target->device)
            return D2DERR_UNSUPPORTED_OPERATION;

        if (!desc)
        {
            d.pixelFormat = src_impl->format;
            d.dpiX = src_impl->dpi_x;
            d.dpiY = src_impl->dpi_y;
            desc = &d;
        }

        if (!format_supported(&desc->pixelFormat))
        {
            WARN("Tried to create bitmap with unsupported format {%#x / %#x}.\n",
                    desc->pixelFormat.format, desc->pixelFormat.alphaMode);
            return D2DERR_UNSUPPORTED_PIXEL_FORMAT;
        }

        d2d_bitmap_init(bitmap, render_target->factory, src_impl->view, src_impl->pixel_size, desc);

        return S_OK;
    }

    WARN("Unhandled interface %s.\n", debugstr_guid(iid));

    return E_INVALIDARG;
}
Esempio n. 3
0
static void test_create_device(void)
{
    ID3D10Device *device;
    unsigned int i;
    HRESULT hr;

    if (FAILED(hr = D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &device)))
    {
        skip("Failed to create HAL device.\n");
        return;
    }
    ID3D10Device_Release(device);

    for (i = 0; i < 100; ++i)
    {
        if (i == D3D10_SDK_VERSION)
            continue;
        hr = D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, i, &device);
        ok(hr == E_INVALIDARG, "Got unexpected hr %#x for SDK version %#x.\n", hr, i);
    }
}
Esempio n. 4
0
static IDXGIDevice *create_device(void)
{
    IDXGIDevice *dxgi_device;
    ID3D10Device *device;
    HRESULT hr;

    if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &device)))
        goto success;
    if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_WARP, NULL, 0, D3D10_SDK_VERSION, &device)))
        goto success;
    if (SUCCEEDED(D3D10CreateDevice(NULL, D3D10_DRIVER_TYPE_REFERENCE, NULL, 0, D3D10_SDK_VERSION, &device)))
        goto success;

    return NULL;

success:
    hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device);
    ok(SUCCEEDED(hr), "Created device does not implement IDXGIDevice\n");
    ID3D10Device_Release(device);

    return dxgi_device;
}
static void test_create_blend_state(void)
{
    static const D3D10_BLEND_DESC1 desc_conversion_tests[] =
    {
        {
            FALSE, FALSE,
            {
                {
                    FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD
                },
            },
        },
        {
            FALSE, TRUE,
            {
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_RED
                },
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_GREEN
                },
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
            },
        },
        {
            FALSE, TRUE,
            {
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_SUBTRACT,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    TRUE, D3D10_BLEND_ZERO, D3D10_BLEND_ONE, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ZERO, D3D10_BLEND_ONE, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ONE, D3D10_BLEND_OP_MAX,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    TRUE, D3D10_BLEND_ONE, D3D10_BLEND_ONE, D3D10_BLEND_OP_MIN,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
                {
                    FALSE, D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD,
                    D3D10_BLEND_ONE, D3D10_BLEND_ZERO, D3D10_BLEND_OP_ADD, D3D10_COLOR_WRITE_ENABLE_ALL
                },
            },
        },
    };

    ID3D10BlendState1 *blend_state1, *blend_state2;
    D3D10_BLEND_DESC1 desc, obtained_desc;
    ID3D10BlendState *d3d10_blend_state;
    D3D10_BLEND_DESC d3d10_blend_desc;
    ULONG refcount, expected_refcount;
    ID3D10Device1 *device;
    ID3D10Device *tmp;
    unsigned int i, j;
    IUnknown *iface;
    HRESULT hr;

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

    hr = ID3D10Device1_CreateBlendState1(device, NULL, &blend_state1);
    ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);

    memset(&desc, 0, sizeof(desc));
    desc.AlphaToCoverageEnable = FALSE;
    desc.IndependentBlendEnable = FALSE;
    desc.RenderTarget[0].BlendEnable = FALSE;
    desc.RenderTarget[0].SrcBlend = D3D10_BLEND_ONE;
    desc.RenderTarget[0].DestBlend = D3D10_BLEND_ZERO;
    desc.RenderTarget[0].BlendOp = D3D10_BLEND_OP_ADD;
    desc.RenderTarget[0].SrcBlendAlpha = D3D10_BLEND_ONE;
    desc.RenderTarget[0].DestBlendAlpha = D3D10_BLEND_ZERO;
    desc.RenderTarget[0].BlendOpAlpha = D3D10_BLEND_OP_ADD;
    desc.RenderTarget[0].RenderTargetWriteMask = D3D10_COLOR_WRITE_ENABLE_ALL;

    expected_refcount = get_refcount((IUnknown *)device) + 1;
    hr = ID3D10Device1_CreateBlendState1(device, &desc, &blend_state1);
    ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
    hr = ID3D10Device1_CreateBlendState1(device, &desc, &blend_state2);
    ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
    ok(blend_state1 == blend_state2, "Got different blend state objects.\n");
    refcount = get_refcount((IUnknown *)device);
    ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
    tmp = NULL;
    expected_refcount = refcount + 1;
    ID3D10BlendState1_GetDevice(blend_state1, &tmp);
    ok(tmp == (ID3D10Device *)device, "Got unexpected device %p, expected %p.\n", tmp, device);
    refcount = get_refcount((IUnknown *)device);
    ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
    ID3D10Device_Release(tmp);

    ID3D10BlendState1_GetDesc1(blend_state1, &obtained_desc);
    ok(obtained_desc.AlphaToCoverageEnable == FALSE, "Got unexpected alpha to coverage enable %#x.\n",
            obtained_desc.AlphaToCoverageEnable);
    ok(obtained_desc.IndependentBlendEnable == FALSE, "Got unexpected independent blend enable %#x.\n",
            obtained_desc.IndependentBlendEnable);
    for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
    {
        ok(obtained_desc.RenderTarget[i].BlendEnable == FALSE,
                "Got unexpected blend enable %#x for render target %u.\n",
                obtained_desc.RenderTarget[i].BlendEnable, i);
        ok(obtained_desc.RenderTarget[i].SrcBlend == D3D10_BLEND_ONE,
                "Got unexpected src blend %u for render target %u.\n",
                obtained_desc.RenderTarget[i].SrcBlend, i);
        ok(obtained_desc.RenderTarget[i].DestBlend == D3D10_BLEND_ZERO,
                "Got unexpected dest blend %u for render target %u.\n",
                obtained_desc.RenderTarget[i].DestBlend, i);
        ok(obtained_desc.RenderTarget[i].BlendOp == D3D10_BLEND_OP_ADD,
                "Got unexpected blend op %u for render target %u.\n",
                obtained_desc.RenderTarget[i].BlendOp, i);
        ok(obtained_desc.RenderTarget[i].SrcBlendAlpha == D3D10_BLEND_ONE,
                "Got unexpected src blend alpha %u for render target %u.\n",
                obtained_desc.RenderTarget[i].SrcBlendAlpha, i);
        ok(obtained_desc.RenderTarget[i].DestBlendAlpha == D3D10_BLEND_ZERO,
                "Got unexpected dest blend alpha %u for render target %u.\n",
                obtained_desc.RenderTarget[i].DestBlendAlpha, i);
        ok(obtained_desc.RenderTarget[i].BlendOpAlpha == D3D10_BLEND_OP_ADD,
                "Got unexpected blend op alpha %u for render target %u.\n",
                obtained_desc.RenderTarget[i].BlendOpAlpha, i);
        ok(obtained_desc.RenderTarget[i].RenderTargetWriteMask == D3D10_COLOR_WRITE_ENABLE_ALL,
                "Got unexpected render target write mask %#x for render target %u.\n",
                obtained_desc.RenderTarget[0].RenderTargetWriteMask, i);
    }

    hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&iface);
    ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n");
    IUnknown_Release(iface);
    hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D11BlendState, (void **)&iface);
    ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
            "Blend state should implement ID3D11BlendState.\n");
    if (SUCCEEDED(hr)) IUnknown_Release(iface);

    refcount = ID3D10BlendState1_Release(blend_state1);
    ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
    refcount = ID3D10BlendState1_Release(blend_state2);
    ok(!refcount, "Blend state has %u references left.\n", refcount);

    for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i)
    {
        const D3D10_BLEND_DESC1 *current_desc = &desc_conversion_tests[i];

        hr = ID3D10Device1_CreateBlendState1(device, current_desc, &blend_state1);
        ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);

        hr = ID3D10BlendState1_QueryInterface(blend_state1, &IID_ID3D10BlendState, (void **)&d3d10_blend_state);
        ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n");

        ID3D10BlendState_GetDesc(d3d10_blend_state, &d3d10_blend_desc);
        ok(d3d10_blend_desc.AlphaToCoverageEnable == current_desc->AlphaToCoverageEnable,
                "Got unexpected alpha to coverage enable %#x for test %u.\n",
                d3d10_blend_desc.AlphaToCoverageEnable, i);
        ok(d3d10_blend_desc.SrcBlend == current_desc->RenderTarget[0].SrcBlend,
                "Got unexpected src blend %u for test %u.\n", d3d10_blend_desc.SrcBlend, i);
        ok(d3d10_blend_desc.DestBlend == current_desc->RenderTarget[0].DestBlend,
                "Got unexpected dest blend %u for test %u.\n", d3d10_blend_desc.DestBlend, i);
        ok(d3d10_blend_desc.BlendOp == current_desc->RenderTarget[0].BlendOp,
                "Got unexpected blend op %u for test %u.\n", d3d10_blend_desc.BlendOp, i);
        ok(d3d10_blend_desc.SrcBlendAlpha == current_desc->RenderTarget[0].SrcBlendAlpha,
                "Got unexpected src blend alpha %u for test %u.\n", d3d10_blend_desc.SrcBlendAlpha, i);
        ok(d3d10_blend_desc.DestBlendAlpha == current_desc->RenderTarget[0].DestBlendAlpha,
                "Got unexpected dest blend alpha %u for test %u.\n", d3d10_blend_desc.DestBlendAlpha, i);
        ok(d3d10_blend_desc.BlendOpAlpha == current_desc->RenderTarget[0].BlendOpAlpha,
                "Got unexpected blend op alpha %u for test %u.\n", d3d10_blend_desc.BlendOpAlpha, i);
        for (j = 0; j < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; j++)
        {
            unsigned int k = current_desc->IndependentBlendEnable ? j : 0;
            ok(d3d10_blend_desc.BlendEnable[j] == current_desc->RenderTarget[k].BlendEnable,
                    "Got unexpected blend enable %#x for test %u, render target %u.\n",
                    d3d10_blend_desc.BlendEnable[j], i, j);
            ok(d3d10_blend_desc.RenderTargetWriteMask[j] == current_desc->RenderTarget[k].RenderTargetWriteMask,
                    "Got unexpected render target write mask %#x for test %u, render target %u.\n",
                    d3d10_blend_desc.RenderTargetWriteMask[j], i, j);
        }

        ID3D10BlendState_Release(d3d10_blend_state);

        refcount = ID3D10BlendState1_Release(blend_state1);
        ok(!refcount, "Got unexpected refcount %u.\n", refcount);
    }

    refcount = ID3D10Device1_Release(device);
    ok(!refcount, "Device has %u references left.\n", refcount);
}
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);
}
Esempio n. 7
0
static HRESULT d2d_wic_render_target_present(IUnknown *outer_unknown)
{
    struct d2d_wic_render_target *render_target = impl_from_IUnknown(outer_unknown);
    D3D10_MAPPED_TEXTURE2D mapped_texture;
    ID3D10Resource *src_resource;
    IWICBitmapLock *bitmap_lock;
    UINT dst_size, dst_pitch;
    ID3D10Device *device;
    WICRect dst_rect;
    BYTE *src, *dst;
    unsigned int i;
    HRESULT hr;

    if (FAILED(hr = IDXGISurface_QueryInterface(render_target->dxgi_surface,
            &IID_ID3D10Resource, (void **)&src_resource)))
    {
        ERR("Failed to get source resource interface, hr %#x.\n", hr);
        goto end;
    }

    ID3D10Texture2D_GetDevice(render_target->readback_texture, &device);
    ID3D10Device_CopyResource(device, (ID3D10Resource *)render_target->readback_texture, src_resource);
    ID3D10Device_Release(device);
    ID3D10Resource_Release(src_resource);

    dst_rect.X = 0;
    dst_rect.Y = 0;
    dst_rect.Width = render_target->width;
    dst_rect.Height = render_target->height;
    if (FAILED(hr = IWICBitmap_Lock(render_target->bitmap, &dst_rect, WICBitmapLockWrite, &bitmap_lock)))
    {
        ERR("Failed to lock destination bitmap, hr %#x.\n", hr);
        goto end;
    }

    if (FAILED(hr = IWICBitmapLock_GetDataPointer(bitmap_lock, &dst_size, &dst)))
    {
        ERR("Failed to get data pointer, hr %#x.\n", hr);
        IWICBitmapLock_Release(bitmap_lock);
        goto end;
    }

    if (FAILED(hr = IWICBitmapLock_GetStride(bitmap_lock, &dst_pitch)))
    {
        ERR("Failed to get stride, hr %#x.\n", hr);
        IWICBitmapLock_Release(bitmap_lock);
        goto end;
    }

    if (FAILED(hr = ID3D10Texture2D_Map(render_target->readback_texture, 0, D3D10_MAP_READ, 0, &mapped_texture)))
    {
        ERR("Failed to map readback texture, hr %#x.\n", hr);
        IWICBitmapLock_Release(bitmap_lock);
        goto end;
    }

    src = mapped_texture.pData;

    for (i = 0; i < render_target->height; ++i)
    {
        memcpy(dst, src, render_target->bpp * render_target->width);
        src += mapped_texture.RowPitch;
        dst += dst_pitch;
    }

    ID3D10Texture2D_Unmap(render_target->readback_texture, 0);
    IWICBitmapLock_Release(bitmap_lock);

end:
    return S_OK;
}
Esempio n. 8
0
HRESULT WINAPI D3D10CreateDeviceAndSwapChain(IDXGIAdapter *adapter, D3D10_DRIVER_TYPE driver_type,
        HMODULE swrast, UINT flags, UINT sdk_version, DXGI_SWAP_CHAIN_DESC *swapchain_desc,
        IDXGISwapChain **swapchain, ID3D10Device **device)
{
    IDXGIDevice *dxgi_device;
    IDXGIFactory *factory;
    HRESULT hr;

    TRACE("adapter %p, driver_type %s, swrast %p, flags %#x, sdk_version %d,\n"
            "\tswapchain_desc %p, swapchain %p, device %p\n",
            adapter, debug_d3d10_driver_type(driver_type), swrast, flags, sdk_version,
            swapchain_desc, swapchain, device);

    hr = D3D10CreateDevice(adapter, driver_type, swrast, flags, sdk_version, device);
    if (FAILED(hr))
    {
        WARN("Failed to create a device, returning %#x\n", hr);
        *device = NULL;
        return hr;
    }

    TRACE("Created ID3D10Device %p\n", *device);

    hr = ID3D10Device_QueryInterface(*device, &IID_IDXGIDevice, (void **)&dxgi_device);
    if (FAILED(hr))
    {
        ERR("Failed to get a dxgi device from the d3d10 device, returning %#x\n", hr);
        ID3D10Device_Release(*device);
        *device = NULL;
        return hr;
    }

    hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
    IDXGIDevice_Release(dxgi_device);
    if (FAILED(hr))
    {
        ERR("Failed to get the device adapter, returning %#x\n", hr);
        ID3D10Device_Release(*device);
        *device = NULL;
        return hr;
    }

    hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory);
    IDXGIAdapter_Release(adapter);
    if (FAILED(hr))
    {
        ERR("Failed to get the adapter factory, returning %#x\n", hr);
        ID3D10Device_Release(*device);
        *device = NULL;
        return hr;
    }

    hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)*device, swapchain_desc, swapchain);
    IDXGIFactory_Release(factory);
    if (FAILED(hr))
    {
        ID3D10Device_Release(*device);
        *device = NULL;

        WARN("Failed to create a swapchain, returning %#x\n", hr);
        return hr;
    }

    TRACE("Created IDXGISwapChain %p\n", *swapchain);

    return S_OK;
}