[PATCH 5/7] d3d10core/tests: Add test for SV_ClipDistance.
Józef Kucia
jkucia at codeweavers.com
Mon Dec 11 03:25:28 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 392 +++++++++++++++++++++++++++++++++++++++---
1 file changed, 364 insertions(+), 28 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 980d405ce810..8eb11da47d5b 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -1116,12 +1116,13 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context
default_vs_code, sizeof(default_vs_code), &context->input_layout);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- context->vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
-
hr = ID3D10Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), &context->vs);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
}
+ if (!context->vb)
+ context->vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
+
ID3D10Device_IASetInputLayout(context->device, context->input_layout);
ID3D10Device_IASetPrimitiveTopology(context->device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stride = sizeof(*quad);
@@ -8263,11 +8264,8 @@ done:
static void test_cb_relative_addressing(void)
{
struct d3d10core_test_context test_context;
- ID3D10Buffer *vb, *colors_cb, *index_cb;
- ID3D10InputLayout *input_layout;
+ ID3D10Buffer *colors_cb, *index_cb;
unsigned int i, index[4] = {0};
- unsigned int stride, offset;
- ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
ID3D10Device *device;
DWORD color;
@@ -8343,13 +8341,6 @@ float4 main(const ps_in v) : SV_TARGET
0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
};
- static const struct vec2 quad[] =
- {
- {-1.0f, -1.0f},
- {-1.0f, 1.0f},
- { 1.0f, -1.0f},
- { 1.0f, 1.0f},
- };
static const struct
{
float color[4];
@@ -8394,24 +8385,17 @@ float4 main(const ps_in v) : SV_TARGET
device = test_context.device;
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
- vs_code, sizeof(vs_code), &input_layout);
+ vs_code, sizeof(vs_code), &test_context.input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
colors_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(colors), &colors);
index_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
- hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
+ hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
- ID3D10Device_IASetInputLayout(device, input_layout);
- ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
- stride = sizeof(*quad);
- offset = 0;
- ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
- ID3D10Device_VSSetShader(device, vs);
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &index_cb);
ID3D10Device_VSSetConstantBuffers(device, 1, 1, &colors_cb);
ID3D10Device_PSSetShader(device, ps);
@@ -8423,8 +8407,7 @@ float4 main(const ps_in v) : SV_TARGET
index[0] = test_data[i].index;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)index_cb, 0, NULL, index, 0, 0);
- ID3D10Device_Draw(device, 4, 0);
-
+ draw_quad(&test_context);
color = get_texture_color(test_context.backbuffer, 319, 239);
ok(compare_color(color, test_data[i].expected, 1),
"Got unexpected color 0x%08x for index %d.\n", color, test_data[i].index);
@@ -8432,11 +8415,7 @@ float4 main(const ps_in v) : SV_TARGET
ID3D10Buffer_Release(index_cb);
ID3D10Buffer_Release(colors_cb);
-
ID3D10PixelShader_Release(ps);
- ID3D10VertexShader_Release(vs);
- ID3D10Buffer_Release(vb);
- ID3D10InputLayout_Release(input_layout);
release_test_context(&test_context);
}
@@ -13157,6 +13136,362 @@ static void test_format_compatibility(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void check_clip_distance(struct d3d10core_test_context *test_context, ID3D10Buffer *vb)
+{
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ struct vertex
+ {
+ float clip_distance0;
+ float clip_distance1;
+ };
+
+ ID3D10Device *device = test_context->device;
+ struct resource_readback rb;
+ struct vertex vertices[4];
+ unsigned int i;
+ RECT rect;
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = 1.0f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context->backbuffer_rtv, white);
+ ID3D10Device_Draw(device, 4, 0);
+ check_texture_color(test_context->backbuffer, 0xff00ff00, 1);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = 0.0f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context->backbuffer_rtv, white);
+ ID3D10Device_Draw(device, 4, 0);
+ check_texture_color(test_context->backbuffer, 0xff00ff00, 1);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = -1.0f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context->backbuffer_rtv, white);
+ ID3D10Device_Draw(device, 4, 0);
+ check_texture_color(test_context->backbuffer, 0xffffffff, 1);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context->backbuffer_rtv, white);
+ ID3D10Device_Draw(device, 4, 0);
+ get_texture_readback(test_context->backbuffer, 0, &rb);
+ SetRect(&rect, 0, 0, 320, 480);
+ check_readback_data_color(&rb, &rect, 0xff00ff00, 1);
+ SetRect(&rect, 320, 0, 320, 480);
+ check_readback_data_color(&rb, &rect, 0xffffffff, 1);
+ release_resource_readback(&rb);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = i % 2 ? 1.0f : -1.0f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context->backbuffer_rtv, white);
+ ID3D10Device_Draw(device, 4, 0);
+ get_texture_readback(test_context->backbuffer, 0, &rb);
+ SetRect(&rect, 0, 0, 640, 240);
+ check_readback_data_color(&rb, &rect, 0xff00ff00, 1);
+ SetRect(&rect, 0, 240, 640, 240);
+ check_readback_data_color(&rb, &rect, 0xffffffff, 1);
+ release_resource_readback(&rb);
+}
+
+static void test_clip_distance(void)
+{
+ struct d3d10core_test_context test_context;
+ struct resource_readback rb;
+ unsigned int offset, stride;
+ ID3D10Buffer *vs_cb, *gs_cb;
+ ID3D10GeometryShader *gs;
+ ID3D10Device *device;
+ ID3D10Buffer *vb;
+ unsigned int i;
+ HRESULT hr;
+ RECT rect;
+
+ static const DWORD vs_code[] =
+ {
+#if 0
+ bool use_constant;
+ float clip_distance;
+
+ struct input
+ {
+ float4 position : POSITION;
+ float distance0 : CLIP_DISTANCE0;
+ float distance1 : CLIP_DISTANCE1;
+ };
+
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float user_clip : CLIP_DISTANCE;
+ float clip : SV_ClipDistance;
+ };
+
+ void main(input vin, out vertex vertex)
+ {
+ vertex.position = vin.position;
+ vertex.user_clip = vin.distance0;
+ vertex.clip = vin.distance0;
+ if (use_constant)
+ vertex.clip = clip_distance;
+ }
+#endif
+ 0x43425844, 0x09dfef58, 0x88570f2e, 0x1ebcf953, 0x9f97e22a, 0x00000001, 0x000001dc, 0x00000003,
+ 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000001, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f,
+ 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
+ 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a,
+ 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065,
+ 0x52444853, 0x000000b4, 0x00010040, 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001,
+ 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002,
+ 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102012,
+ 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012, 0x00000002, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a, 0x00000001, 0x0100003e,
+ };
+ static const DWORD vs_multiple_code[] =
+ {
+#if 0
+ bool use_constant;
+ float clip_distance0;
+ float clip_distance1;
+
+ struct input
+ {
+ float4 position : POSITION;
+ float distance0 : CLIP_DISTANCE0;
+ float distance1 : CLIP_DISTANCE1;
+ };
+
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float user_clip : CLIP_DISTANCE;
+ float2 clip : SV_ClipDistance;
+ };
+
+ void main(input vin, out vertex vertex)
+ {
+ vertex.position = vin.position;
+ vertex.user_clip = vin.distance0;
+ vertex.clip.x = vin.distance0;
+ if (use_constant)
+ vertex.clip.x = clip_distance0;
+ vertex.clip.y = vin.distance1;
+ if (use_constant)
+ vertex.clip.y = clip_distance1;
+ }
+#endif
+ 0x43425844, 0xef5cc236, 0xe2fbfa69, 0x560b6591, 0x23037999, 0x00000001, 0x00000214, 0x00000003,
+ 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
+ 0x00000101, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f,
+ 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
+ 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a,
+ 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000c03, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065,
+ 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059, 0x00208e46, 0x00000000, 0x00000001,
+ 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x0300005f, 0x00101012,
+ 0x00000002, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001,
+ 0x04000067, 0x00102032, 0x00000002, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46,
+ 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012,
+ 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a,
+ 0x00000001, 0x0b000037, 0x00102022, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020802a,
+ 0x00000000, 0x00000000, 0x0010100a, 0x00000002, 0x0100003e,
+ };
+ static const DWORD gs_code[] =
+ {
+#if 0
+ bool use_constant;
+ float clip_distance;
+
+ struct vertex
+ {
+ float4 position : SV_POSITION;
+ float user_clip : CLIP_DISTANCE;
+ float clip : SV_ClipDistance;
+ };
+
+ [maxvertexcount(3)]
+ void main(triangle vertex input[3], inout TriangleStream<vertex> output)
+ {
+ vertex o;
+ o = input[0];
+ o.clip = input[0].user_clip;
+ if (use_constant)
+ o.clip = clip_distance;
+ output.Append(o);
+ o = input[1];
+ o.clip = input[1].user_clip;
+ if (use_constant)
+ o.clip = clip_distance;
+ output.Append(o);
+ o = input[2];
+ o.clip = input[2].user_clip;
+ if (use_constant)
+ o.clip = clip_distance;
+ output.Append(o);
+ }
+#endif
+ 0x43425844, 0x9b0823e9, 0xab3ed100, 0xba0ff618, 0x1bbd1cb8, 0x00000001, 0x00000338, 0x00000003,
+ 0x0000002c, 0x000000b0, 0x00000134, 0x4e475349, 0x0000007c, 0x00000003, 0x00000008, 0x00000050,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x0000005c, 0x00000000, 0x00000000,
+ 0x00000003, 0x00000001, 0x00000101, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, 0x00000002,
+ 0x00000001, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045,
+ 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x4e47534f, 0x0000007c, 0x00000003, 0x00000008,
+ 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000,
+ 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, 0x00000000, 0x00000002, 0x00000003,
+ 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154,
+ 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x52444853, 0x000001fc, 0x00020040,
+ 0x0000007f, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x05000061, 0x002010f2, 0x00000003,
+ 0x00000000, 0x00000001, 0x0400005f, 0x00201012, 0x00000003, 0x00000001, 0x0400005f, 0x00201012,
+ 0x00000003, 0x00000002, 0x02000068, 0x00000001, 0x0100185d, 0x0100285c, 0x04000067, 0x001020f2,
+ 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002,
+ 0x00000002, 0x0200005e, 0x00000003, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000000,
+ 0x00000000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000000, 0x00000001, 0x0c000037,
+ 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000,
+ 0x0020100a, 0x00000000, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000,
+ 0x01000013, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000001, 0x00000000, 0x06000036,
+ 0x00102012, 0x00000001, 0x0020100a, 0x00000001, 0x00000001, 0x0c000037, 0x00100012, 0x00000000,
+ 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000001,
+ 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x06000036,
+ 0x001020f2, 0x00000000, 0x00201e46, 0x00000002, 0x00000000, 0x06000036, 0x00102012, 0x00000001,
+ 0x0020100a, 0x00000002, 0x00000001, 0x0c000037, 0x00100012, 0x00000000, 0x0020800a, 0x00000000,
+ 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000002, 0x00000001, 0x05000036,
+ 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x0100003e,
+ };
+ static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ {"CLIP_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ {"CLIP_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 4, D3D10_INPUT_PER_VERTEX_DATA, 0},
+ };
+ struct
+ {
+ float clip_distance0;
+ float clip_distance1;
+ }
+ vertices[] =
+ {
+ {1.0f, 1.0f},
+ {1.0f, 1.0f},
+ {1.0f, 1.0f},
+ {1.0f, 1.0f},
+ };
+ static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
+ static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
+ struct
+ {
+ BOOL use_constant;
+ float clip_distance0;
+ float clip_distance1;
+ float tessellation_factor;
+ } cb_data;
+
+ if (!init_test_context(&test_context))
+ return;
+ device = test_context.device;
+
+ hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
+ vs_code, sizeof(vs_code), &test_context.input_layout);
+ ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
+
+ vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
+ stride = sizeof(*vertices);
+ offset = 0;
+ ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
+
+ hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+
+ memset(&cb_data, 0, sizeof(cb_data));
+ cb_data.tessellation_factor = 1.0f;
+ vs_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data);
+ ID3D10Device_VSSetConstantBuffers(device, 0, 1, &vs_cb);
+ gs_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data);
+ ID3D10Device_GSSetConstantBuffers(device, 0, 1, &gs_cb);
+
+ /* vertex shader */
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+ check_clip_distance(&test_context, vb);
+
+ cb_data.use_constant = TRUE;
+ cb_data.clip_distance0 = -1.0f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vs_cb, 0, NULL, &cb_data, 0, 0);
+
+ /* geometry shader */
+ hr = ID3D10Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), &gs);
+ ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr);
+ ID3D10Device_GSSetShader(device, gs);
+
+ check_clip_distance(&test_context, vb);
+
+ cb_data.use_constant = TRUE;
+ cb_data.clip_distance0 = 1.0f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)gs_cb, 0, NULL, &cb_data, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
+ ID3D10Device_Draw(device, 4, 0);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+ /* multiple clip distances */
+ ID3D10Device_GSSetShader(device, NULL);
+
+ ID3D10VertexShader_Release(test_context.vs);
+ hr = ID3D10Device_CreateVertexShader(device, vs_multiple_code, sizeof(vs_multiple_code), &test_context.vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+
+ cb_data.use_constant = FALSE;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vs_cb, 0, NULL, &cb_data, 0, 0);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ vertices[i].clip_distance0 = 1.0f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+ for (i = 0; i < ARRAY_SIZE(vertices); ++i)
+ {
+ vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f;
+ vertices[i].clip_distance1 = i % 2 ? 1.0f : -1.0f;
+ }
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ SetRect(&rect, 0, 0, 320, 240);
+ check_readback_data_color(&rb, &rect, 0xff00ff00, 1);
+ SetRect(&rect, 0, 240, 320, 480);
+ check_readback_data_color(&rb, &rect, 0xffffffff, 1);
+ SetRect(&rect, 320, 0, 640, 480);
+ check_readback_data_color(&rb, &rect, 0xffffffff, 1);
+ release_resource_readback(&rb);
+
+ cb_data.use_constant = TRUE;
+ cb_data.clip_distance0 = 0.0f;
+ cb_data.clip_distance1 = 0.0f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vs_cb, 0, NULL, &cb_data, 0, 0);
+ ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
+
+ ID3D10GeometryShader_Release(gs);
+ ID3D10Buffer_Release(vb);
+ ID3D10Buffer_Release(vs_cb);
+ ID3D10Buffer_Release(gs_cb);
+ release_test_context(&test_context);
+}
+
START_TEST(device)
{
test_feature_level();
@@ -13231,4 +13566,5 @@ START_TEST(device)
test_stream_output();
test_stream_output_resume();
test_format_compatibility();
+ test_clip_distance();
}
--
2.13.6
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