[PATCH 5/5] d3d11/tests: Add test for negative viewport coordinates.
Matteo Bruni
mbruni at codeweavers.com
Tue Jun 5 17:32:40 CDT 2018
From: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
I haven't tested it but I suspect
https://lists.freedesktop.org/archives/mesa-dev/2018-June/196667.html
fixes this test on Intel.
dlls/d3d11/tests/d3d11.c | 52 ++++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 52 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 1043722eb58..c641372bc8e 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -24602,6 +24602,57 @@ static void test_fractional_viewports(void)
release_test_context(&test_context);
}
+static void test_negative_viewports(const D3D_FEATURE_LEVEL feature_level)
+{
+ struct d3d11_test_context test_context;
+ ID3D11DeviceContext *context;
+ BOOL quirk;
+ RECT rect;
+
+ 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};
+
+ if (!init_test_context(&test_context, &feature_level))
+ return;
+ context = test_context.immediate_context;
+
+ set_viewport(context, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
+
+ set_viewport(context, -0.0f, -0.0f, 640.0f, 480.0f, 0.0f, 1.0f);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
+
+ /* For feature levels greater than or equal to 11_0, a negative top left
+ * corner shifts the bottom right corner by a whole integer. It seems that
+ * floor() is used to round viewport corners to integers.
+ */
+ quirk = feature_level >= D3D_FEATURE_LEVEL_11_0;
+
+ set_viewport(context, -0.4f, -0.4f, 640.0f, 480.0f, 0.0f, 1.0f);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ SetRect(&rect, 0, 0, 639, 479);
+ check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, 0xff00ff00, 1);
+ SetRect(&rect, 639, 479, 640, 480);
+ todo_wine_if(quirk)
+ check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, quirk ? 0xffffffff : 0xff00ff00, 1);
+
+ set_viewport(context, -1.0f / 128.0f, -1.0 / 128.0f, 640.0f, 480.0f, 0.0f, 1.0f);
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
+ draw_color_quad(&test_context, &green);
+ SetRect(&rect, 0, 0, 639, 479);
+ check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, 0xff00ff00, 1);
+ SetRect(&rect, 639, 479, 640, 480);
+ todo_wine_if(quirk)
+ check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, quirk ? 0xffffffff : 0xff00ff00, 1);
+
+ release_test_context(&test_context);
+}
+
static void test_early_depth_stencil(void)
{
ID3D11DepthStencilState *depth_stencil_state;
@@ -27669,6 +27720,7 @@ START_TEST(d3d11)
test_gather_c();
test_depth_bias();
test_fractional_viewports();
+ run_for_each_feature_level_in_range(D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_11_0, test_negative_viewports);
test_early_depth_stencil();
test_conservative_depth_output();
test_format_compatibility();
--
2.16.1
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