From 06b0dac15dd0a20178a77ff799a0ba5af5e545db Mon Sep 17 00:00:00 2001 From: =?utf8?q?Jos=C3=A9=20Fonseca?= <jfonseca@vmware.com> Date: Tue, 27 Nov 2012 20:07:08 +0000 Subject: [PATCH] apps/d3d11: Comprehensive test. --- apps/d3d10/tri.ref.txt | 8 +-- apps/d3d10_1/tri.ref.txt | 8 +-- apps/d3d11/tri.ref.txt | 116 +++++++++++++++++++++++++++++++++++++++ 3 files changed, 124 insertions(+), 8 deletions(-) diff --git a/apps/d3d10/tri.ref.txt b/apps/d3d10/tri.ref.txt index 1f04627..e5d7356 100644 --- a/apps/d3d10/tri.ref.txt +++ b/apps/d3d10/tri.ref.txt @@ -1,9 +1,9 @@ D3D10CreateDeviceAndSwapChain(pAdapter = NULL, DriverType = D3D10_DRIVER_TYPE_HARDWARE, Software = NULL, Flags = <>, SDKVersion = 29, pSwapChainDesc = &{BufferDesc = {Width = 250, Height = 250, RefreshRate = {Numerator = 60, Denominator = 1}, Format = DXGI_FORMAT_R8G8B8A8_UNORM, ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, Scaling = DXGI_MODE_SCALING_UNSPECIFIED}, SampleDesc = {Count = 1, Quality = 0}, BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount = 2, OutputWindow = <hWnd>, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, Flags = 0x0}, ppSwapChain = &<pSwapChain>, ppDevice = &<pDevice>) = S_OK IDXGISwapChain::GetBuffer(this = <pSwapChain>, Buffer = 0, riid = {Data1 = 2608745476, Data2 = 13356, Data3 = 16646, Data4 = {161, 159, 79, 39, 4, 246, 137, 240}}, ppSurface = &<pSurface>) = S_OK -ID3D10Device::CreateRenderTargetView(this = <pDevice>, pResource = <pSurface>, pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &<pRenderTargetViews>) = S_OK +ID3D10Device::CreateRenderTargetView(this = <pDevice>, pResource = <pSurface>, pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &<pRenderTargetView>) = S_OK ID3D10Texture2D::Release(this = <pSurface>) = 0 -ID3D10Device::OMSetRenderTargets(this = <pDevice>, NumViews = 1, ppRenderTargetViews = &<pRenderTargetViews>, pDepthStencilView = NULL) -ID3D10Device::ClearRenderTargetView(this = <pDevice>, pRenderTargetView = <pRenderTargetViews>, ColorRGBA = {0.3, 0.1, 0.3, 1}) +ID3D10Device::OMSetRenderTargets(this = <pDevice>, NumViews = 1, ppRenderTargetViews = &<pRenderTargetView>, pDepthStencilView = NULL) +ID3D10Device::ClearRenderTargetView(this = <pDevice>, pRenderTargetView = <pRenderTargetView>, ColorRGBA = {0.3, 0.1, 0.3, 1}) ID3D10Device::CreateVertexShader(this = <pDevice>, pShaderBytecode = "// // Generated by Microsoft (R) D3D Shader Disassembler // @@ -104,7 +104,7 @@ IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_ ID3D10Device::IASetVertexBuffers(this = <pDevice>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0) ID3D10Buffer::Release(this = <pVertexBuffer>) = 0 ID3D10Device::OMSetRenderTargets(this = <pDevice>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL) -ID3D10RenderTargetView::Release(this = <pRenderTargetViews>) = 0 +ID3D10RenderTargetView::Release(this = <pRenderTargetView>) = 0 ID3D10Device::IASetInputLayout(this = <pDevice>, pInputLayout = NULL) ID3D10InputLayout::Release(this = <pInputLayout>) = 0 ID3D10Device::VSSetShader(this = <pDevice>, pVertexShader = NULL) diff --git a/apps/d3d10_1/tri.ref.txt b/apps/d3d10_1/tri.ref.txt index a326cac..35fcd88 100644 --- a/apps/d3d10_1/tri.ref.txt +++ b/apps/d3d10_1/tri.ref.txt @@ -1,9 +1,9 @@ D3D10CreateDeviceAndSwapChain1(pAdapter = NULL, DriverType = D3D10_DRIVER_TYPE_HARDWARE, Software = NULL, Flags = <>, HardwareLevel = D3D10_FEATURE_LEVEL_10_0, SDKVersion = 32, pSwapChainDesc = &{BufferDesc = {Width = 250, Height = 250, RefreshRate = {Numerator = 60, Denominator = 1}, Format = DXGI_FORMAT_R8G8B8A8_UNORM, ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, Scaling = DXGI_MODE_SCALING_UNSPECIFIED}, SampleDesc = {Count = 1, Quality = 0}, BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount = 2, OutputWindow = <hWnd>, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, Flags = 0x0}, ppSwapChain = &<pSwapChain>, ppDevice = &<pDevice>) = S_OK IDXGISwapChain::GetBuffer(this = <pSwapChain>, Buffer = 0, riid = {Data1 = 2608745476, Data2 = 13356, Data3 = 16646, Data4 = {161, 159, 79, 39, 4, 246, 137, 240}}, ppSurface = &<pSurface>) = S_OK -ID3D10Device1::CreateRenderTargetView(this = <pDevice>, pResource = <pSurface>, pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &<pRenderTargetViews>) = S_OK +ID3D10Device1::CreateRenderTargetView(this = <pDevice>, pResource = <pSurface>, pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &<pRenderTargetView>) = S_OK ID3D10Texture2D::Release(this = <pSurface>) = 0 -ID3D10Device1::OMSetRenderTargets(this = <pDevice>, NumViews = 1, ppRenderTargetViews = &<pRenderTargetViews>, pDepthStencilView = NULL) -ID3D10Device1::ClearRenderTargetView(this = <pDevice>, pRenderTargetView = <pRenderTargetViews>, ColorRGBA = {0.3, 0.1, 0.3, 1}) +ID3D10Device1::OMSetRenderTargets(this = <pDevice>, NumViews = 1, ppRenderTargetViews = &<pRenderTargetView>, pDepthStencilView = NULL) +ID3D10Device1::ClearRenderTargetView(this = <pDevice>, pRenderTargetView = <pRenderTargetView>, ColorRGBA = {0.3, 0.1, 0.3, 1}) ID3D10Device1::CreateVertexShader(this = <pDevice>, pShaderBytecode = "// // Generated by Microsoft (R) D3D Shader Disassembler // @@ -104,7 +104,7 @@ IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_ ID3D10Device1::IASetVertexBuffers(this = <pDevice>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0) ID3D10Buffer::Release(this = <pVertexBuffer>) = 0 ID3D10Device1::OMSetRenderTargets(this = <pDevice>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL) -ID3D10RenderTargetView::Release(this = <pRenderTargetViews>) = 0 +ID3D10RenderTargetView::Release(this = <pRenderTargetView>) = 0 ID3D10Device1::IASetInputLayout(this = <pDevice>, pInputLayout = NULL) ID3D10InputLayout::Release(this = <pInputLayout>) = 0 ID3D10Device1::VSSetShader(this = <pDevice>, pVertexShader = NULL) diff --git a/apps/d3d11/tri.ref.txt b/apps/d3d11/tri.ref.txt index e69de29..f16d16f 100644 --- a/apps/d3d11/tri.ref.txt +++ b/apps/d3d11/tri.ref.txt @@ -0,0 +1,116 @@ +D3D11CreateDeviceAndSwapChain(pAdapter = NULL, DriverType = D3D_DRIVER_TYPE_HARDWARE, Software = NULL, Flags = <>, pFeatureLevels = {D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0}, FeatureLevels = 3, SDKVersion = 7, pSwapChainDesc = &{BufferDesc = {Width = 250, Height = 250, RefreshRate = {Numerator = 60, Denominator = 1}, Format = DXGI_FORMAT_R8G8B8A8_UNORM, ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, Scaling = DXGI_MODE_SCALING_UNSPECIFIED}, SampleDesc = {Count = 1, Quality = 0}, BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT, BufferCount = 2, OutputWindow = <hWnd>, Windowed = TRUE, SwapEffect = DXGI_SWAP_EFFECT_DISCARD, Flags = 0x0}, ppSwapChain = &<pSwapChain>, ppDevice = &<pDevice>, pFeatureLevel = NULL, ppImmediateContext = &<pDeviceContext>) = S_OK +IDXGISwapChain::GetBuffer(this = <pSwapChain>, Buffer = 0, riid = {Data1 = 1863690994, Data2 = 53768, Data3 = 20105, Data4 = {154, 180, 72, 149, 53, 211, 79, 156}}, ppSurface = &<pSurface>) = S_OK +ID3D11Device::CreateRenderTargetView(this = <pDevice>, pResource = <pSurface>, pDesc = &{Format = DXGI_FORMAT_R8G8B8A8_UNORM, ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D, Texture2D = {MipSlice = 0}}, ppRTView = &<pRenderTargetView>) = S_OK +ID3D11Texture2D::Release(this = <pSurface>) = 0 +ID3D11DeviceContext::OMSetRenderTargets(this = <pDeviceContext>, NumViews = 1, ppRenderTargetViews = &<pRenderTargetView>, pDepthStencilView = NULL) +ID3D11DeviceContext::ClearRenderTargetView(this = <pDeviceContext>, pRenderTargetView = <pRenderTargetView>, ColorRGBA = {0.3, 0.1, 0.3, 1}) +ID3D11Device::CreateVertexShader(this = <pDevice>, pShaderBytecode = "// +// Generated by Microsoft (R) D3D Shader Disassembler +// +// +// Input signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// POSITION 0 xyzw 0 NONE float xyzw +// COLOR 0 xyzw 1 NONE float xyzw +// +// +// Output signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_POSITION 0 xyzw 0 POS float xyzw +// COLOR 0 xyzw 1 NONE float xyzw +// +vs_4_0 +dcl_input v0.xyzw +dcl_input v1.xyzw +dcl_output_siv o0.xyzw, position +dcl_output o1.xyzw +mov o0.xyzw, v0.xyzw +mov o1.xyzw, v1.xyzw +ret +// Approximately 0 instruction slots used +", BytecodeLength = 320, pClassLinkage = NULL, ppVertexShader = &<pVertexShader>) = S_OK +ID3D11Device::CreateInputLayout(this = <pDevice>, pInputElementDescs = {{SemanticName = "POSITION", SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32A32_FLOAT, InputSlot = 0, AlignedByteOffset = 0, InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0}, {SemanticName = "COLOR", SemanticIndex = 0, Format = DXGI_FORMAT_R32G32B32A32_FLOAT, InputSlot = 0, AlignedByteOffset = 16, InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0}}, NumElements = 2, pShaderBytecodeWithInputSignature = "// +// Generated by Microsoft (R) D3D Shader Disassembler +// +// +// Input signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// POSITION 0 xyzw 0 NONE float xyzw +// COLOR 0 xyzw 1 NONE float xyzw +// +// +// Output signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_POSITION 0 xyzw 0 POS float xyzw +// COLOR 0 xyzw 1 NONE float xyzw +// +vs_4_0 +dcl_input v0.xyzw +dcl_input v1.xyzw +dcl_output_siv o0.xyzw, position +dcl_output o1.xyzw +mov o0.xyzw, v0.xyzw +mov o1.xyzw, v1.xyzw +ret +// Approximately 0 instruction slots used +", BytecodeLength = 320, ppInputLayout = &<pInputLayout>) = S_OK +ID3D11DeviceContext::IASetInputLayout(this = <pDeviceContext>, pInputLayout = <pInputLayout>) +ID3D11Device::CreatePixelShader(this = <pDevice>, pShaderBytecode = "// +// Generated by Microsoft (R) D3D Shader Disassembler +// +// +// Input signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_POSITION 0 xyzw 0 POS float +// COLOR 0 xyzw 1 NONE float xyzw +// +// +// Output signature: +// +// Name Index Mask Register SysValue Format Used +// -------------------- ----- ------ -------- -------- ------- ------ +// SV_Target 0 xyzw 0 TARGET float xyzw +// +ps_4_0 +dcl_input_ps linear v1.xyzw +dcl_output o0.xyzw +mov o0.xyzw, v1.xyzw +ret +// Approximately 0 instruction slots used +", BytecodeLength = 244, pClassLinkage = NULL, ppPixelShader = &<pPixelShader>) = S_OK +ID3D11DeviceContext::VSSetShader(this = <pDeviceContext>, pVertexShader = <pVertexShader>, ppClassInstances = NULL, NumClassInstances = 0) +ID3D11DeviceContext::PSSetShader(this = <pDeviceContext>, pPixelShader = <pPixelShader>, ppClassInstances = NULL, NumClassInstances = 0) +ID3D11Device::CreateBuffer(this = <pDevice>, pDesc = &{ByteWidth = 96, Usage = D3D11_USAGE_DYNAMIC, BindFlags = D3D11_BIND_VERTEX_BUFFER, CPUAccessFlags = D3D11_CPU_ACCESS_WRITE, MiscFlags = 0x0, StructureByteStride = 0}, pInitialData = &{pSysMem = blob(96), SysMemPitch = 0, SysMemSlicePitch = 0}, ppBuffer = &<pVertexBuffer>) = S_OK +ID3D11DeviceContext::IASetVertexBuffers(this = <pDeviceContext>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &<pVertexBuffer>, pStrides = &32, pOffsets = &0) +ID3D11DeviceContext::RSSetViewports(this = <pDeviceContext>, NumViewports = 1, pViewports = &{TopLeftX = 0, TopLeftY = 0, Width = 250, Height = 250, MinDepth = 0, MaxDepth = 1}) +ID3D11Device::CreateRasterizerState(this = <pDevice>, pRasterizerDesc = &{FillMode = D3D11_FILL_SOLID, CullMode = D3D11_CULL_NONE, FrontCounterClockwise = TRUE, DepthBias = 0, DepthBiasClamp = 0, SlopeScaledDepthBias = 0, DepthClipEnable = TRUE, ScissorEnable = FALSE, MultisampleEnable = FALSE, AntialiasedLineEnable = FALSE}, ppRasterizerState = &<pRasterizerState>) = S_OK +ID3D11DeviceContext::RSSetState(this = <pDeviceContext>, pRasterizerState = <pRasterizerState>) +ID3D11DeviceContext::IASetPrimitiveTopology(this = <pDeviceContext>, Topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP) +ID3D11DeviceContext::Draw(this = <pDeviceContext>, VertexCount = 3, StartVertexLocation = 0) +IDXGISwapChain::Present(this = <pSwapChain>, SyncInterval = 0, Flags = 0x0) = S_OK + +ID3D11DeviceContext::IASetVertexBuffers(this = <pDeviceContext>, StartSlot = 0, NumBuffers = 1, ppVertexBuffers = &NULL, pStrides = &0, pOffsets = &0) +ID3D11Buffer::Release(this = <pVertexBuffer>) = 0 +ID3D11DeviceContext::OMSetRenderTargets(this = <pDeviceContext>, NumViews = 0, ppRenderTargetViews = NULL, pDepthStencilView = NULL) +ID3D11RenderTargetView::Release(this = <pRenderTargetView>) = 0 +ID3D11DeviceContext::IASetInputLayout(this = <pDeviceContext>, pInputLayout = NULL) +ID3D11InputLayout::Release(this = <pInputLayout>) = 0 +ID3D11DeviceContext::VSSetShader(this = <pDeviceContext>, pVertexShader = NULL, ppClassInstances = NULL, NumClassInstances = 0) +ID3D11VertexShader::Release(this = <pVertexShader>) = 0 +ID3D11DeviceContext::PSSetShader(this = <pDeviceContext>, pPixelShader = NULL, ppClassInstances = NULL, NumClassInstances = 0) +ID3D11PixelShader::Release(this = <pPixelShader>) = 0 +ID3D11DeviceContext::RSSetState(this = <pDeviceContext>, pRasterizerState = NULL) +ID3D11RasterizerState::Release(this = <pRasterizerState>) = 0 +IDXGISwapChain::Release(this = <pSwapChain>) = 0 +ID3D11DeviceContext::Release(this = <pDeviceContext>) = 0 +ID3D11Device::Release(this = <pDevice>) = 0 -- 2.45.2