[PATCH v2] d3d11/tests: Add test for depth clip.

Zebediah Figura z.figura12 at gmail.com
Tue May 15 11:14:31 CDT 2018


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/d3d11/tests/d3d11.c | 74 ++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 74 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 63f964a..ca6130b 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -26567,6 +26567,79 @@ static void test_multisample_resolve(void)
     release_test_context(&test_context);
 }
 
+static void test_depth_clip(void)
+{
+    struct d3d11_test_context test_context;
+    D3D11_TEXTURE2D_DESC texture_desc;
+    D3D11_RASTERIZER_DESC rs_desc;
+    ID3D11DeviceContext *context;
+    ID3D11DepthStencilView *dsv;
+    ID3D11RasterizerState *rs;
+    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 = D3D10_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);
+
+    ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
+    set_viewport(context, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f);
+    draw_quad_z(&test_context, 2.0f);
+    check_texture_float(texture, 1.0f, 1);
+    draw_quad_z(&test_context, 0.5f);
+    check_texture_float(texture, 0.5f, 1);
+    draw_quad_z(&test_context, -1.0f);
+    check_texture_float(texture, 0.5f, 1);
+
+    rs_desc.FillMode = D3D11_FILL_SOLID;
+    rs_desc.CullMode = D3D11_CULL_BACK;
+    rs_desc.FrontCounterClockwise = FALSE;
+    rs_desc.DepthBias = 0;
+    rs_desc.DepthBiasClamp = 0.0f;
+    rs_desc.SlopeScaledDepthBias = 0.0f;
+    rs_desc.DepthClipEnable = FALSE;
+    rs_desc.ScissorEnable = FALSE;
+    rs_desc.MultisampleEnable = FALSE;
+    rs_desc.AntialiasedLineEnable = FALSE;
+    hr = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
+    ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
+
+    ID3D11DeviceContext_RSSetState(context, rs);
+
+    ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
+    set_viewport(context, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f);
+    draw_quad_z(&test_context, 2.0f);
+todo_wine
+    check_texture_float(texture, 0.6f, 1);
+    draw_quad_z(&test_context, 0.5f);
+    check_texture_float(texture, 0.5f, 1);
+    draw_quad_z(&test_context, -1.0f);
+todo_wine
+    check_texture_float(texture, 0.4f, 1);
+
+    ID3D11DepthStencilView_Release(dsv);
+    ID3D11Texture2D_Release(texture);
+    ID3D11RasterizerState_Release(rs);
+    release_test_context(&test_context);
+}
+
 START_TEST(d3d11)
 {
     unsigned int argc, i;
@@ -26704,4 +26777,5 @@ START_TEST(d3d11)
     test_unbound_multisample_texture();
     test_multiple_viewports();
     test_multisample_resolve();
+    test_depth_clip();
 }
-- 
2.7.4




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