Zebediah Figura : d3d10core/tests: Add a regression test for writing to the stencil buffer after clearing it.
Alexandre Julliard
julliard at winehq.org
Fri Jun 3 15:53:08 CDT 2022
Module: wine
Branch: master
Commit: 67b893ac090b0cbca22e1706934e0d82e95d09d4
URL: https://source.winehq.org/git/wine.git/?a=commit;h=67b893ac090b0cbca22e1706934e0d82e95d09d4
Author: Zebediah Figura <zfigura at codeweavers.com>
Date: Thu Jun 2 20:23:47 2022 -0500
d3d10core/tests: Add a regression test for writing to the stencil buffer after clearing it.
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d10core/tests/d3d10core.c | 66 ++++++++++++++++++++++++++++++++++++++++
1 file changed, 66 insertions(+)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index d796087ef3f..c3adcec77cd 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -19346,6 +19346,71 @@ static void test_rtv_depth_slice(void)
release_test_context(&test_context);
}
+/* This is a regression test for a rather specific code path, triggered by
+ * SnowRunner.
+ *
+ * When a DSV is written to with a depth/stencil state that only writes stencil,
+ * we need to ensure that locations other than the draw binding are invalidated.
+ * In particular, if the texture was previously in CLEARED, that must be
+ * invalidated.
+ */
+static void test_stencil_only_write_after_clear(void)
+{
+ static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
+ static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
+ struct d3d10core_test_context test_context;
+ ID3D10DepthStencilState *ds_state;
+ D3D10_TEXTURE2D_DESC texture_desc;
+ ID3D10DepthStencilView *dsv;
+ ID3D10Texture2D *ds_texture;
+ ID3D10Device *device;
+ HRESULT hr;
+
+ static const struct D3D10_DEPTH_STENCIL_DESC ds_desc =
+ {
+ .DepthEnable = FALSE,
+ .StencilEnable = TRUE,
+ .StencilReadMask = 0xff,
+ .StencilWriteMask = 0xff,
+ .FrontFace.StencilFunc = D3D10_COMPARISON_NOT_EQUAL,
+ .FrontFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE,
+ .FrontFace.StencilFailOp = D3D10_STENCIL_OP_REPLACE,
+ .FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_REPLACE,
+ .BackFace.StencilFunc = D3D10_COMPARISON_NOT_EQUAL,
+ .BackFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE,
+ .BackFace.StencilFailOp = D3D10_STENCIL_OP_REPLACE,
+ .BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_REPLACE,
+ };
+
+ if (!init_test_context(&test_context))
+ return;
+ device = test_context.device;
+
+ ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+ texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
+ texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &ds_texture);
+ ok(hr == S_OK, "Got hr %#x.\n", hr);
+ hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)ds_texture, NULL, &dsv);
+ ok(hr == S_OK, "Got hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state);
+ ok(hr == S_OK, "Got hr %#x.\n", hr);
+
+ ID3D10Device_OMSetDepthStencilState(device, ds_state, 0xff);
+ ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, dsv);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
+ draw_color_quad(&test_context, &green);
+ draw_color_quad(&test_context, &red);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
+
+ ID3D10Texture2D_Release(ds_texture);
+ ID3D10DepthStencilView_Release(dsv);
+ ID3D10DepthStencilState_Release(ds_state);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d10core)
{
unsigned int argc, i;
@@ -19477,6 +19542,7 @@ START_TEST(d3d10core)
queue_test(test_texture_compressed_3d);
queue_test(test_dynamic_map_synchronization);
queue_test(test_rtv_depth_slice);
+ queue_test(test_stencil_only_write_after_clear);
run_queued_tests();
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