apps/d3d11: Comprehensive test.
authorJosé Fonseca <jfonseca@vmware.com>
Tue, 27 Nov 2012 20:07:08 +0000 (20:07 +0000)
committerJosé Fonseca <jfonseca@vmware.com>
Tue, 27 Nov 2012 20:07:08 +0000 (20:07 +0000)
apps/d3d10/tri.ref.txt
apps/d3d10_1/tri.ref.txt
apps/d3d11/tri.ref.txt

index 1f046274a5a3273933d7b17f3e87fd71cf9c4323..e5d73561981692efe884add78928187d974714ff 100644 (file)
@@ -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)
index a326cac7fb31f1f9dc5f48759b5c94eea3de842a..35fcd88b745c09ccd7aee4ac93acc86f552ecaad 100644 (file)
@@ -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)
index e69de29bb2d1d6434b8b29ae775ad8c2e48c5391..f16d16fd14eab90edbe13273167b611cd63bfe4d 100644 (file)
@@ -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