[PATCH 4/5] d3d10core/tests: Test render to depth texture.
Józef Kucia
jkucia at codeweavers.com
Tue Mar 22 07:41:49 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 195 +++++++++++++++++++++++++++++++++++++++---
1 file changed, 181 insertions(+), 14 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index a402d60..4c41d25 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -2348,24 +2348,19 @@ static void test_scissor(void)
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
static const DWORD ps_code[] =
{
- /* float4 main(float4 position : SV_POSITION) : SV_Target
- * {
- * return float4(0.0, 1.0, 0.0, 1.0);
- * } */
- 0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005,
- 0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000,
- 0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
- 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
- 0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+#if 0
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ return float4(0.0, 1.0, 0.0, 1.0);
+ }
+#endif
+ 0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
- 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002,
- 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
- 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
};
if (!init_test_context(&test_context))
@@ -5936,6 +5931,177 @@ static void test_clear_depth_stencil_view(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
+static void test_draw_depth_only(void)
+{
+ ID3D10DepthStencilState *depth_stencil_state;
+ D3D10_DEPTH_STENCIL_DESC depth_stencil_desc;
+ struct d3d10core_test_context test_context;
+ ID3D10PixelShader *ps_color, *ps_depth;
+ D3D10_TEXTURE2D_DESC texture_desc;
+ D3D10_BUFFER_DESC buffer_desc;
+ ID3D10DepthStencilView *dsv;
+ struct texture_readback rb;
+ ID3D10Texture2D *texture;
+ ID3D10Device *device;
+ unsigned int i, j;
+ D3D10_VIEWPORT vp;
+ struct vec4 depth;
+ ID3D10Buffer *cb;
+ HRESULT hr;
+
+ static const DWORD ps_color_code[] =
+ {
+#if 0
+ float4 main(float4 position : SV_POSITION) : SV_Target
+ {
+ return float4(0.0, 1.0, 0.0, 1.0);
+ }
+#endif
+ 0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
+ 0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
+ 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
+ };
+ static const DWORD ps_depth_code[] =
+ {
+#if 0
+ float depth;
+
+ float main() : SV_Depth
+ {
+ return depth;
+ }
+#endif
+ 0x43425844, 0x91af6cd0, 0x7e884502, 0xcede4f54, 0x6f2c9326, 0x00000001, 0x000000b0, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0xffffffff,
+ 0x00000e01, 0x445f5653, 0x68747065, 0xababab00, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
+ 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065, 0x0000c001, 0x05000036, 0x0000c001,
+ 0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
+ };
+
+ if (!init_test_context(&test_context))
+ return;
+
+ device = test_context.device;
+
+ buffer_desc.ByteWidth = sizeof(depth);
+ buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+ buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+
+ hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
+ ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+
+ texture_desc.Width = 640;
+ texture_desc.Height = 480;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D10_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)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 = D3D10_DEPTH_WRITE_MASK_ALL;
+ depth_stencil_desc.DepthFunc = D3D10_COMPARISON_LESS;
+ depth_stencil_desc.StencilEnable = FALSE;
+
+ hr = ID3D10Device_CreateDepthStencilState(device, &depth_stencil_desc, &depth_stencil_state);
+ ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr);
+
+ hr = ID3D10Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), &ps_color);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ hr = ID3D10Device_CreatePixelShader(device, ps_depth_code, sizeof(ps_depth_code), &ps_depth);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
+ ID3D10Device_PSSetShader(device, ps_color);
+ ID3D10Device_OMSetRenderTargets(device, 0, NULL, dsv);
+ ID3D10Device_OMSetDepthStencilState(device, depth_stencil_state, 0);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
+ check_texture_float(texture, 1.0f, 1);
+ draw_quad(&test_context);
+ check_texture_float(texture, 0.0f, 1);
+
+ ID3D10Device_PSSetShader(device, ps_depth);
+
+ depth.x = 0.7f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
+ draw_quad(&test_context);
+ check_texture_float(texture, 0.0f, 1);
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
+ check_texture_float(texture, 1.0f, 1);
+ draw_quad(&test_context);
+ check_texture_float(texture, 0.7f, 1);
+ depth.x = 0.8f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
+ draw_quad(&test_context);
+ check_texture_float(texture, 0.7f, 1);
+ depth.x = 0.5f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
+ draw_quad(&test_context);
+ check_texture_float(texture, 0.5f, 1);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
+ depth.x = 0.1f;
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < 4; ++j)
+ {
+ depth.x = 1.0f / 16.0f * (j + 4 * i);
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
+
+ vp.TopLeftX = 160 * j;
+ vp.TopLeftY = 120 * i;
+ vp.Width = 160;
+ vp.Height = 120;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ ID3D10Device_RSSetViewports(device, 1, &vp);
+
+ draw_quad(&test_context);
+ }
+ }
+ get_texture_readback(texture, &rb);
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < 4; ++j)
+ {
+ float obtained_depth, expected_depth;
+
+ obtained_depth = get_readback_float(&rb, 80 + j * 160, 60 + i * 120);
+ expected_depth = 1.0f / 16.0f * (j + 4 * i);
+ ok(compare_float(obtained_depth, expected_depth, 1),
+ "Got unexpected depth %.8e at (%u, %u), expected %.8e.\n",
+ obtained_depth, j, i, expected_depth);
+ }
+ }
+ release_texture_readback(&rb);
+
+ ID3D10Buffer_Release(cb);
+ ID3D10PixelShader_Release(ps_color);
+ ID3D10PixelShader_Release(ps_depth);
+ ID3D10DepthStencilView_Release(dsv);
+ ID3D10DepthStencilState_Release(depth_stencil_state);
+ ID3D10Texture2D_Release(texture);
+ release_test_context(&test_context);
+}
+
START_TEST(device)
{
test_feature_level();
@@ -5970,4 +6136,5 @@ START_TEST(device)
test_cb_relative_addressing();
test_swapchain_flip();
test_clear_depth_stencil_view();
+ test_draw_depth_only();
}
--
2.4.10
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