[PATCH 2/2] d3d10core/tests: Add test for depth bias clamp.
Zebediah Figura
z.figura12 at gmail.com
Sat Oct 6 21:14:12 CDT 2018
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/d3d10core/tests/d3d10core.c | 120 +++++++++++++++++++++++----------------
1 file changed, 71 insertions(+), 49 deletions(-)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c
index 158a3e3..35a7b54 100644
--- a/dlls/d3d10core/tests/d3d10core.c
+++ b/dlls/d3d10core/tests/d3d10core.c
@@ -14992,10 +14992,10 @@ static void test_depth_bias(void)
struct resource_readback rb;
ID3D10DepthStencilView *dsv;
unsigned int expected_value;
+ unsigned int x, y, i, j, k;
ID3D10RasterizerState *rs;
ID3D10Texture2D *texture;
unsigned int format_idx;
- unsigned int x, y, i, j;
unsigned int shift = 0;
ID3D10Device *device;
float *depth_values;
@@ -15022,6 +15022,10 @@ static void test_depth_bias(void)
-10000, -1000, -100, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1,
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 50, 100, 200, 500, 1000, 10000,
};
+ static const float bias_clamp_tests[] =
+ {
+ 0.0f, -0.00001f, 0.00001f
+ };
static const float quad_slopes[] =
{
0.0f, 0.5f, 1.0f
@@ -15114,68 +15118,86 @@ static void test_depth_bias(void)
for (j = 0; j < ARRAY_SIZE(bias_tests); ++j)
{
rasterizer_desc.DepthBias = bias_tests[j];
- ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rs);
- ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
- ID3D10Device_RSSetState(device, rs);
- ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
- draw_quad(&test_context);
- switch (format)
+
+ for (k = 0; k < ARRAY_SIZE(bias_clamp_tests); ++k)
{
- case DXGI_FORMAT_D32_FLOAT:
- bias = rasterizer_desc.DepthBias * pow(2.0f, quads[i].exponent - 23.0f);
- depth = min(max(0.0f, quads[i].z + bias), 1.0f);
+ rasterizer_desc.DepthBiasClamp = bias_clamp_tests[k];
+ ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rs);
+ ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
+ ID3D10Device_RSSetState(device, rs);
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
+ draw_quad(&test_context);
+ switch (format)
+ {
+ case DXGI_FORMAT_D32_FLOAT:
+ bias = rasterizer_desc.DepthBias * pow(2.0f, quads[i].exponent - 23.0f);
+ if (rasterizer_desc.DepthBiasClamp > 0)
+ bias = min(bias, rasterizer_desc.DepthBiasClamp);
+ if (rasterizer_desc.DepthBiasClamp < 0)
+ bias = max(bias, rasterizer_desc.DepthBiasClamp);
+ depth = min(max(0.0f, quads[i].z + bias), 1.0f);
- check_texture_float(texture, depth, 2);
- break;
- case DXGI_FORMAT_D24_UNORM_S8_UINT:
- r = 1.0f / 16777215.0f;
- bias = rasterizer_desc.DepthBias * r;
- depth = min(max(0.0f, quads[i].z + bias), 1.0f);
+ check_texture_float(texture, depth, 2);
+ break;
+ case DXGI_FORMAT_D24_UNORM_S8_UINT:
+ r = 1.0f / 16777215.0f;
+ bias = rasterizer_desc.DepthBias * r;
+ if (rasterizer_desc.DepthBiasClamp > 0)
+ bias = min(bias, rasterizer_desc.DepthBiasClamp);
+ if (rasterizer_desc.DepthBiasClamp < 0)
+ bias = max(bias, rasterizer_desc.DepthBiasClamp);
+ depth = min(max(0.0f, quads[i].z + bias), 1.0f);
- get_texture_readback(texture, 0, &rb);
- for (y = 0; y < texture_desc.Height; ++y)
- {
- expected_value = depth * 16777215.0f + 0.5f;
- for (x = 0; x < texture_desc.Width; ++x)
+ get_texture_readback(texture, 0, &rb);
+ for (y = 0; y < texture_desc.Height; ++y)
{
- u32 = get_readback_data(&rb, x, y, sizeof(*u32));
- u32_value = *u32 >> shift;
- ok(abs(u32_value - expected_value) <= 1,
- "Got value %#x (%.8e), expected %#x (%.8e).\n",
- u32_value, u32_value / 16777215.0f,
- expected_value, expected_value / 16777215.0f);
+ expected_value = depth * 16777215.0f + 0.5f;
+ for (x = 0; x < texture_desc.Width; ++x)
+ {
+ u32 = get_readback_data(&rb, x, y, sizeof(*u32));
+ u32_value = *u32 >> shift;
+ ok(abs(u32_value - expected_value) <= 1,
+ "Got value %#x (%.8e), expected %#x (%.8e).\n",
+ u32_value, u32_value / 16777215.0f,
+ expected_value, expected_value / 16777215.0f);
+ }
}
- }
- release_resource_readback(&rb);
- break;
- case DXGI_FORMAT_D16_UNORM:
- r = 1.0f / 65535.0f;
- bias = rasterizer_desc.DepthBias * r;
- depth = min(max(0.0f, quads[i].z + bias), 1.0f);
+ release_resource_readback(&rb);
+ break;
+ case DXGI_FORMAT_D16_UNORM:
+ r = 1.0f / 65535.0f;
+ bias = rasterizer_desc.DepthBias * r;
+ if (rasterizer_desc.DepthBiasClamp > 0)
+ bias = min(bias, rasterizer_desc.DepthBiasClamp);
+ if (rasterizer_desc.DepthBiasClamp < 0)
+ bias = max(bias, rasterizer_desc.DepthBiasClamp);
+ depth = min(max(0.0f, quads[i].z + bias), 1.0f);
- get_texture_readback(texture, 0, &rb);
- for (y = 0; y < texture_desc.Height; ++y)
- {
- expected_value = depth * 65535.0f + 0.5f;
- for (x = 0; x < texture_desc.Width; ++x)
+ get_texture_readback(texture, 0, &rb);
+ for (y = 0; y < texture_desc.Height; ++y)
{
- u16 = get_readback_data(&rb, x, y, sizeof(*u16));
- ok(abs(*u16 - expected_value) <= 1,
- "Got value %#x (%.8e), expected %#x (%.8e).\n",
- *u16, *u16 / 65535.0f, expected_value, expected_value / 65535.0f);
+ expected_value = depth * 65535.0f + 0.5f;
+ for (x = 0; x < texture_desc.Width; ++x)
+ {
+ u16 = get_readback_data(&rb, x, y, sizeof(*u16));
+ ok(abs(*u16 - expected_value) <= 1,
+ "Got value %#x (%.8e), expected %#x (%.8e).\n",
+ *u16, *u16 / 65535.0f, expected_value, expected_value / 65535.0f);
+ }
}
- }
- release_resource_readback(&rb);
- break;
- default:
- break;
+ release_resource_readback(&rb);
+ break;
+ default:
+ break;
+ }
+ ID3D10RasterizerState_Release(rs);
}
- ID3D10RasterizerState_Release(rs);
}
}
/* SlopeScaledDepthBias */
rasterizer_desc.DepthBias = 0;
+ rasterizer_desc.DepthBiasClamp = 0.0f;
for (i = 0; i < ARRAY_SIZE(quad_slopes); ++i)
{
for (j = 0; j < ARRAY_SIZE(vertices); ++j)
--
2.7.4
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