[PATCH 10/10] d3d11/tests: Add test for initial depth stencil state.
Józef Kucia
jkucia at codeweavers.com
Wed Dec 6 04:00:40 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 77 ++++++++++++++++++++++++++++++++++--------------
1 file changed, 55 insertions(+), 22 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 330f20123b3f..705be4f66f0e 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -11788,10 +11788,61 @@ static void test_clear_buffer_unordered_access_view(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_initial_depth_stencil_state(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};
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ struct d3d11_test_context test_context;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11DeviceContext *context;
+ ID3D11DepthStencilView *dsv;
+ ID3D11Texture2D *texture;
+ ID3D11Device *device;
+ unsigned int count;
+ D3D11_VIEWPORT vp;
+ HRESULT hr;
+
+ if (!init_test_context(&test_context, NULL))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+ texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
+ texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, NULL, &dsv);
+ ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
+
+ ID3D11DeviceContext_OMSetRenderTargets(context, 1, &test_context.backbuffer_rtv, dsv);
+
+ count = 1;
+ ID3D11DeviceContext_RSGetViewports(context, &count, &vp);
+
+ /* check if depth function is D3D11_COMPARISON_LESS */
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.5f, 0);
+ vp.MinDepth = vp.MaxDepth = 0.4f;
+ ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
+ draw_color_quad(&test_context, &green);
+ draw_color_quad(&test_context, &red);
+ vp.MinDepth = vp.MaxDepth = 0.6f;
+ ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
+ draw_color_quad(&test_context, &red);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+ check_texture_float(texture, 0.4f, 1);
+
+ ID3D11DepthStencilView_Release(dsv);
+ ID3D11Texture2D_Release(texture);
+ release_test_context(&test_context);
+}
+
static void test_draw_depth_only(void)
{
- ID3D11DepthStencilState *depth_stencil_state;
- D3D11_DEPTH_STENCIL_DESC depth_stencil_desc;
struct d3d11_test_context test_context;
ID3D11PixelShader *ps_color, *ps_depth;
D3D11_TEXTURE2D_DESC texture_desc;
@@ -11848,32 +11899,15 @@ static void test_draw_depth_only(void)
cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(depth), NULL);
- texture_desc.Width = 640;
- texture_desc.Height = 480;
- texture_desc.MipLevels = 1;
- texture_desc.ArraySize = 1;
+ ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, NULL, &dsv);
ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
- depth_stencil_desc.DepthEnable = TRUE;
- depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- depth_stencil_desc.DepthFunc = D3D11_COMPARISON_LESS;
- depth_stencil_desc.StencilEnable = FALSE;
-
- hr = ID3D11Device_CreateDepthStencilState(device, &depth_stencil_desc, &depth_stencil_state);
- ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr);
-
hr = ID3D11Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), NULL, &ps_color);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = ID3D11Device_CreatePixelShader(device, ps_depth_code, sizeof(ps_depth_code), NULL, &ps_depth);
@@ -11882,7 +11916,6 @@ static void test_draw_depth_only(void)
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
ID3D11DeviceContext_PSSetShader(context, ps_color, NULL, 0);
ID3D11DeviceContext_OMSetRenderTargets(context, 0, NULL, dsv);
- ID3D11DeviceContext_OMSetDepthStencilState(context, depth_stencil_state, 0);
ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
check_texture_float(texture, 1.0f, 1);
@@ -11947,7 +11980,6 @@ static void test_draw_depth_only(void)
ID3D11PixelShader_Release(ps_color);
ID3D11PixelShader_Release(ps_depth);
ID3D11DepthStencilView_Release(dsv);
- ID3D11DepthStencilState_Release(depth_stencil_state);
ID3D11Texture2D_Release(texture);
release_test_context(&test_context);
}
@@ -23384,6 +23416,7 @@ START_TEST(d3d11)
test_clear_render_target_view();
test_clear_depth_stencil_view();
test_clear_buffer_unordered_access_view();
+ test_initial_depth_stencil_state();
test_draw_depth_only();
test_draw_uav_only();
test_cb_relative_addressing();
--
2.13.6
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