=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11/tests: Port test_create_depthstencil_state() from d3d10core.

Alexandre Julliard julliard at wine.codeweavers.com
Mon Oct 5 10:30:25 CDT 2015


Module: wine
Branch: master
Commit: 36249205fda537a68d8f1a9762cd4d5ebcd55393
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=36249205fda537a68d8f1a9762cd4d5ebcd55393

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Fri Oct  2 01:31:54 2015 +0200

d3d11/tests: Port test_create_depthstencil_state() from d3d10core.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>

---

 dlls/d3d11/tests/d3d11.c | 64 ++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 64 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index d2deffd..bc44dbd 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -1469,6 +1469,69 @@ static void test_create_shader(void)
     }
 }
 
+static void test_create_depthstencil_state(void)
+{
+    ID3D11DepthStencilState *ds_state1, *ds_state2;
+    ID3D10DepthStencilState *d3d10_ds_state;
+    ULONG refcount, expected_refcount;
+    D3D11_DEPTH_STENCIL_DESC ds_desc;
+    ID3D11Device *device, *tmp;
+    HRESULT hr;
+
+    if (!(device = create_device(NULL)))
+    {
+        skip("Failed to create device.\n");
+        return;
+    }
+
+    hr = ID3D11Device_CreateDepthStencilState(device, NULL, &ds_state1);
+    ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
+
+    ds_desc.DepthEnable = TRUE;
+    ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+    ds_desc.DepthFunc = D3D11_COMPARISON_LESS;
+    ds_desc.StencilEnable = FALSE;
+    ds_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
+    ds_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
+    ds_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+    ds_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+    ds_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+    ds_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+    ds_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+    ds_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
+    ds_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+    ds_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+    expected_refcount = get_refcount((IUnknown *)device) + 1;
+    hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state1);
+    ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
+    hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state2);
+    ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
+    ok(ds_state1 == ds_state2, "Got different depthstencil 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;
+    ID3D11DepthStencilState_GetDevice(ds_state1, &tmp);
+    ok(tmp == 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);
+    ID3D11Device_Release(tmp);
+
+    hr = ID3D11DepthStencilState_QueryInterface(ds_state1, &IID_ID3D10DepthStencilState, (void **)&d3d10_ds_state);
+    ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
+            "Depth stencil state should implement ID3D10DepthStencilState.\n");
+    if (SUCCEEDED(hr)) ID3D10DepthStencilState_Release(d3d10_ds_state);
+
+    refcount = ID3D11DepthStencilState_Release(ds_state2);
+    ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
+    refcount = ID3D11DepthStencilState_Release(ds_state1);
+    ok(!refcount, "Got unexpected refcount %u.\n", refcount);
+
+    refcount = ID3D11Device_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
 static void test_create_rasterizer_state(void)
 {
     ID3D11RasterizerState *rast_state1, *rast_state2;
@@ -1563,5 +1626,6 @@ START_TEST(d3d11)
     test_create_rendertarget_view();
     test_create_shader_resource_view();
     test_create_shader();
+    test_create_depthstencil_state();
     test_create_rasterizer_state();
 }




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