[PATCH 7/8] d3d11/tests: Add test for ClearDepthStencilView().
Józef Kucia
jkucia at codeweavers.com
Sun Mar 13 18:03:08 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 132 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 132 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 2238380..76252ab 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -21,6 +21,14 @@
#include "initguid.h"
#include "d3d11.h"
#include "wine/test.h"
+#include <limits.h>
+
+static inline float __port_nan(void)
+{
+ static const unsigned __nan_bytes = 0x7fc00000;
+ return *(const float *)&__nan_bytes;
+}
+#define NAN __port_nan()
static const D3D_FEATURE_LEVEL d3d11_feature_levels[] =
{
@@ -64,6 +72,22 @@ static ULONG get_refcount(IUnknown *iface)
return IUnknown_Release(iface);
}
+static BOOL compare_float(float f, float g, unsigned int ulps)
+{
+ int x = *(int *)&f;
+ int y = *(int *)&g;
+
+ if (x < 0)
+ x = INT_MIN - x;
+ if (y < 0)
+ y = INT_MIN - y;
+
+ if (abs(x - y) > ulps)
+ return FALSE;
+
+ return TRUE;
+}
+
static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
{
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff)
@@ -134,6 +158,12 @@ static DWORD get_readback_color(struct texture_readback *rb, unsigned int x, uns
? ((DWORD *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(DWORD) + x] : 0xdeadbeef;
}
+static float get_readback_float(struct texture_readback *rb, unsigned int x, unsigned int y)
+{
+ return rb->texture
+ ? ((float *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(float) + x] : NAN;
+}
+
static void release_texture_readback(struct texture_readback *rb)
{
if (!rb->texture)
@@ -185,6 +215,35 @@ static void check_texture_color_(unsigned int line, ID3D11Texture2D *texture,
"Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
}
+#define check_texture_float(r, f, d) check_texture_float_(__LINE__, r, f, d)
+static void check_texture_float_(unsigned int line, ID3D11Texture2D *texture,
+ float expected_value, BYTE max_diff)
+{
+ struct texture_readback rb;
+ unsigned int x = 0, y = 0;
+ BOOL all_match = TRUE;
+ float value = 0.0f;
+
+ get_texture_readback(texture, &rb);
+ for (y = 0; y < rb.height; ++y)
+ {
+ for (x = 0; x < rb.width; ++x)
+ {
+ value = get_readback_float(&rb, x, y);
+ if (!compare_float(value, expected_value, max_diff))
+ {
+ all_match = FALSE;
+ break;
+ }
+ }
+ if (!all_match)
+ break;
+ }
+ release_texture_readback(&rb);
+ ok_(__FILE__, line)(all_match,
+ "Got unexpected value %.8e at (%u, %u).\n", value, x, y);
+}
+
static ID3D11Device *create_device(const D3D_FEATURE_LEVEL *feature_level)
{
static const D3D_FEATURE_LEVEL default_feature_level[] =
@@ -5097,6 +5156,78 @@ static void test_create_typeless_resource(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_clear_depth_stencil_view(void)
+{
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11Texture2D *depth_texture;
+ ID3D11DeviceContext *context;
+ ID3D11DepthStencilView *dsv;
+ ID3D11Device *device;
+ ULONG refcount;
+ HRESULT hr;
+
+ if (!(device = create_device(NULL)))
+ {
+ skip("Failed to create device.\n");
+ return;
+ }
+
+ ID3D11Device_GetImmediateContext(device, &context);
+
+ texture_desc.Width = 640;
+ texture_desc.Height = 480;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture);
+ ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)depth_texture, NULL, &dsv);
+ ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
+ check_texture_float(depth_texture, 1.0f, 0);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.25f, 0);
+ check_texture_float(depth_texture, 0.25f, 0);
+
+ ID3D11Texture2D_Release(depth_texture);
+ ID3D11DepthStencilView_Release(dsv);
+
+ texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture);
+ ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)depth_texture, NULL, &dsv);
+ ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
+ todo_wine check_texture_color(depth_texture, 0x00ffffff, 0);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.0f, 0xff);
+ todo_wine check_texture_color(depth_texture, 0xff000000, 0);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0xff);
+ check_texture_color(depth_texture, 0xffffffff, 0);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.0f, 0);
+ check_texture_color(depth_texture, 0x00000000, 0);
+
+ ID3D11Texture2D_Release(depth_texture);
+ ID3D11DepthStencilView_Release(dsv);
+
+ ID3D11DeviceContext_Release(context);
+
+ refcount = ID3D11Device_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -5131,4 +5262,5 @@ START_TEST(d3d11)
test_multisample_init();
test_check_multisample_quality_levels();
test_create_typeless_resource();
+ test_clear_depth_stencil_view();
}
--
2.4.10
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