[PATCH 08/12] d3d10core/tests: Port test_depth_stencil_sampling() from d3d11.
Józef Kucia
jkucia at codeweavers.com
Fri Jan 13 05:53:51 CST 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 375 +++++++++++++++++++++++++++++++++++++++++-
1 file changed, 372 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 0b38265..b148a9c 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -808,9 +808,8 @@ static ID3D10Device *create_device(void)
return NULL;
}
-static BOOL is_warp_device(ID3D10Device *device)
+static void get_device_adapter_desc(ID3D10Device *device, DXGI_ADAPTER_DESC *adapter_desc)
{
- DXGI_ADAPTER_DESC adapter_desc;
IDXGIDevice *dxgi_device;
IDXGIAdapter *adapter;
HRESULT hr;
@@ -820,15 +819,31 @@ static BOOL is_warp_device(ID3D10Device *device)
hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter);
ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr);
IDXGIDevice_Release(dxgi_device);
- hr = IDXGIAdapter_GetDesc(adapter, &adapter_desc);
+ hr = IDXGIAdapter_GetDesc(adapter, adapter_desc);
ok(SUCCEEDED(hr), "Failed to get adapter desc, hr %#x.\n", hr);
IDXGIAdapter_Release(adapter);
+}
+static BOOL is_warp_device(ID3D10Device *device)
+{
+ DXGI_ADAPTER_DESC adapter_desc;
+ get_device_adapter_desc(device, &adapter_desc);
return !adapter_desc.SubSysId && !adapter_desc.Revision
&& ((!adapter_desc.VendorId && !adapter_desc.DeviceId)
|| (adapter_desc.VendorId == 0x1414 && adapter_desc.DeviceId == 0x008c));
}
+static BOOL is_amd_device(ID3D10Device *device)
+{
+ DXGI_ADAPTER_DESC adapter_desc;
+
+ if (!strcmp(winetest_platform, "wine"))
+ return FALSE;
+
+ get_device_adapter_desc(device, &adapter_desc);
+ return adapter_desc.VendorId == 0x1002;
+}
+
static BOOL is_d3d11_interface_available(ID3D10Device *device)
{
ID3D11Device *d3d11_device;
@@ -6000,6 +6015,359 @@ static void test_texture(void)
release_test_context(&test_context);
}
+static void test_depth_stencil_sampling(void)
+{
+ ID3D10PixelShader *ps_cmp, *ps_depth, *ps_stencil, *ps_depth_stencil;
+ ID3D10ShaderResourceView *depth_srv, *stencil_srv;
+ struct d3d10core_test_context test_context;
+ ID3D10SamplerState *cmp_sampler, *sampler;
+ D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
+ D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
+ ID3D10Texture2D *texture, *rt_texture;
+ D3D10_TEXTURE2D_DESC texture_desc;
+ D3D10_SAMPLER_DESC sampler_desc;
+ ID3D10DepthStencilView *dsv;
+ ID3D10RenderTargetView *rtv;
+ struct vec4 ps_constant;
+ ID3D10Device *device;
+ ID3D10Buffer *cb;
+ unsigned int i;
+ HRESULT hr;
+
+ static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
+ static const DWORD ps_compare_code[] =
+ {
+#if 0
+ Texture2D t;
+ SamplerComparisonState s;
+
+ float ref;
+
+ float4 main(float4 position : SV_Position) : SV_Target
+ {
+ return t.SampleCmp(s, float2(position.x / 640.0f, position.y / 480.0f), ref);
+ }
+#endif
+ 0x43425844, 0xc2e0d84e, 0x0522c395, 0x9ff41580, 0xd3ca29cc, 0x00000001, 0x00000164, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000c8, 0x00000040,
+ 0x00000032, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, 0x00000000,
+ 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
+ 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000,
+ 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c000046,
+ 0x00100012, 0x00000000, 0x00100046, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000000,
+ 0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000,
+ 0x0100003e,
+ };
+ static const DWORD ps_sample_code[] =
+ {
+#if 0
+ Texture2D t;
+ SamplerState s;
+
+ float4 main(float4 position : SV_Position) : SV_Target
+ {
+ return t.Sample(s, float2(position.x / 640.0f, position.y / 480.0f));
+ }
+#endif
+ 0x43425844, 0x7472c092, 0x5548f00e, 0xf4e007f1, 0x5970429c, 0x00000001, 0x00000134, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
+ 0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
+ 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
+ 0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
+ 0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
+ 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
+ };
+ static const DWORD ps_stencil_code[] =
+ {
+#if 0
+ Texture2D<uint4> t;
+
+ float4 main(float4 position : SV_Position) : SV_Target
+ {
+ float2 s;
+ t.GetDimensions(s.x, s.y);
+ return t.Load(int3(float3(s.x * position.x / 640.0f, s.y * position.y / 480.0f, 0))).y;
+ }
+#endif
+ 0x43425844, 0x929fced8, 0x2cd93320, 0x0591ece3, 0xee50d04a, 0x00000001, 0x000001a0, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000104, 0x00000040,
+ 0x00000041, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032, 0x00000000,
+ 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700003d, 0x001000f2,
+ 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032, 0x00000000,
+ 0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046,
+ 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0500001b, 0x00100032,
+ 0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
+ 0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100556, 0x00000000, 0x0100003e,
+ };
+ static const DWORD ps_depth_stencil_code[] =
+ {
+#if 0
+ SamplerState samp;
+ Texture2D depth_tex;
+ Texture2D<uint4> stencil_tex;
+
+ float main(float4 position: SV_Position) : SV_Target
+ {
+ float2 s, p;
+ float depth, stencil;
+ depth_tex.GetDimensions(s.x, s.y);
+ p = float2(s.x * position.x / 640.0f, s.y * position.y / 480.0f);
+ depth = depth_tex.Sample(samp, p).r;
+ stencil = stencil_tex.Load(int3(float3(p.x, p.y, 0))).y;
+ return depth + stencil;
+ }
+#endif
+ 0x43425844, 0x348f8377, 0x977d1ee0, 0x8cca4f35, 0xff5c5afc, 0x00000001, 0x000001fc, 0x00000003,
+ 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
+ 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
+ 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
+ 0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000160, 0x00000040,
+ 0x00000058, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
+ 0x04001858, 0x00107000, 0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
+ 0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, 0x00000000,
+ 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046,
+ 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000,
+ 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0500001b, 0x00100032, 0x00000001,
+ 0x00100046, 0x00000000, 0x09000045, 0x001000f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46,
+ 0x00000000, 0x00106000, 0x00000000, 0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000,
+ 0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000001, 0x00100e46, 0x00000001,
+ 0x00107e46, 0x00000001, 0x05000056, 0x00100022, 0x00000000, 0x0010001a, 0x00000001, 0x07000000,
+ 0x00102012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
+ };
+ static const struct test
+ {
+ DXGI_FORMAT typeless_format;
+ DXGI_FORMAT dsv_format;
+ DXGI_FORMAT depth_view_format;
+ DXGI_FORMAT stencil_view_format;
+ }
+ tests[] =
+ {
+ {DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
+ DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, DXGI_FORMAT_X32_TYPELESS_G8X24_UINT},
+ {DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT,
+ DXGI_FORMAT_R32_FLOAT},
+ {DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT,
+ DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_X24_TYPELESS_G8_UINT},
+ {DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM,
+ DXGI_FORMAT_R16_UNORM},
+ };
+
+ if (!init_test_context(&test_context))
+ return;
+
+ device = test_context.device;
+
+ if (is_amd_device(device))
+ {
+ /* Reads from depth/stencil shader resource views return stale values on some AMD drivers. */
+ win_skip("Some AMD drivers have a bug affecting the test.\n");
+ release_test_context(&test_context);
+ return;
+ }
+
+ sampler_desc.Filter = D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
+ sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
+ sampler_desc.MipLODBias = 0.0f;
+ sampler_desc.MaxAnisotropy = 0;
+ sampler_desc.ComparisonFunc = D3D10_COMPARISON_GREATER;
+ sampler_desc.BorderColor[0] = 0.0f;
+ sampler_desc.BorderColor[1] = 0.0f;
+ sampler_desc.BorderColor[2] = 0.0f;
+ sampler_desc.BorderColor[3] = 0.0f;
+ sampler_desc.MinLOD = 0.0f;
+ sampler_desc.MaxLOD = 0.0f;
+ hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &cmp_sampler);
+ ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
+
+ sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
+ sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
+ hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler);
+ ok(SUCCEEDED(hr), "Failed to create sampler state, 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_R32_FLOAT;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D10_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture, NULL, &rtv);
+ ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
+ ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
+
+ memset(&ps_constant, 0, sizeof(ps_constant));
+ cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(ps_constant), &ps_constant);
+ ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
+
+ hr = ID3D10Device_CreatePixelShader(device, ps_compare_code, sizeof(ps_compare_code), &ps_cmp);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ hr = ID3D10Device_CreatePixelShader(device, ps_sample_code, sizeof(ps_sample_code), &ps_depth);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ hr = ID3D10Device_CreatePixelShader(device, ps_stencil_code, sizeof(ps_stencil_code), &ps_stencil);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ hr = ID3D10Device_CreatePixelShader(device, ps_depth_stencil_code, sizeof(ps_depth_stencil_code),
+ &ps_depth_stencil);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+
+ for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
+ {
+ texture_desc.Format = tests[i].typeless_format;
+ texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_DEPTH_STENCIL;
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture for format %#x, hr %#x.\n",
+ texture_desc.Format, hr);
+
+ dsv_desc.Format = tests[i].dsv_format;
+ dsv_desc.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
+ U(dsv_desc).Texture2D.MipSlice = 0;
+ hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsv);
+ ok(SUCCEEDED(hr), "Failed to create depth stencil view for format %#x, hr %#x.\n",
+ dsv_desc.Format, hr);
+
+ srv_desc.Format = tests[i].depth_view_format;
+ srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
+ U(srv_desc).Texture2D.MostDetailedMip = 0;
+ U(srv_desc).Texture2D.MipLevels = 1;
+ hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &depth_srv);
+ ok(SUCCEEDED(hr), "Failed to create depth shader resource view for format %#x, hr %#x.\n",
+ srv_desc.Format, hr);
+
+ ID3D10Device_PSSetShader(device, ps_cmp);
+ ID3D10Device_PSSetShaderResources(device, 0, 1, &depth_srv);
+ ID3D10Device_PSSetSamplers(device, 0, 1, &cmp_sampler);
+
+ ps_constant.x = 0.5f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0,
+ NULL, &ps_constant, 0, 0);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 0.0f, 2);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.0f, 0);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 1.0f, 2);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.5f, 0);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 0.0f, 2);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.6f, 0);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 0.0f, 2);
+
+ ps_constant.x = 0.7f;
+ ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0,
+ NULL, &ps_constant, 0, 0);
+
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 1.0f, 2);
+
+ ID3D10Device_PSSetShader(device, ps_depth);
+ ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 1.0f, 2);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.2f, 0);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 0.2f, 2);
+
+ if (!tests[i].stencil_view_format)
+ {
+ ID3D10DepthStencilView_Release(dsv);
+ ID3D10ShaderResourceView_Release(depth_srv);
+ ID3D10Texture2D_Release(texture);
+ continue;
+ }
+
+ srv_desc.Format = tests[i].stencil_view_format;
+ hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &stencil_srv);
+ ok(SUCCEEDED(hr), "Failed to create stencil shader resource view for format %#x, hr %#x.\n",
+ srv_desc.Format, hr);
+
+ ID3D10Device_PSSetShader(device, ps_stencil);
+ ID3D10Device_PSSetShaderResources(device, 0, 1, &stencil_srv);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 0);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 0.0f, 0);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 100);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 100.0f, 0);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 255);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 255.0f, 0);
+
+ ID3D10Device_PSSetShader(device, ps_depth_stencil);
+ ID3D10Device_PSSetShaderResources(device, 0, 1, &depth_srv);
+ ID3D10Device_PSSetShaderResources(device, 1, 1, &stencil_srv);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.3f, 3);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 3.3f, 2);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 3);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 4.0f, 2);
+
+ ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0);
+ ID3D10Device_ClearRenderTargetView(device, rtv, black);
+ draw_quad(&test_context);
+ check_texture_float(rt_texture, 0.0f, 2);
+
+ ID3D10DepthStencilView_Release(dsv);
+ ID3D10ShaderResourceView_Release(depth_srv);
+ ID3D10ShaderResourceView_Release(stencil_srv);
+ ID3D10Texture2D_Release(texture);
+ }
+
+ ID3D10Buffer_Release(cb);
+ ID3D10PixelShader_Release(ps_cmp);
+ ID3D10PixelShader_Release(ps_depth);
+ ID3D10PixelShader_Release(ps_depth_stencil);
+ ID3D10PixelShader_Release(ps_stencil);
+ ID3D10RenderTargetView_Release(rtv);
+ ID3D10SamplerState_Release(cmp_sampler);
+ ID3D10SamplerState_Release(sampler);
+ ID3D10Texture2D_Release(rt_texture);
+ release_test_context(&test_context);
+}
+
static void test_multiple_render_targets(void)
{
D3D10_TEXTURE2D_DESC texture_desc;
@@ -10278,6 +10646,7 @@ START_TEST(device)
test_clear_state();
test_blend();
test_texture();
+ test_depth_stencil_sampling();
test_multiple_render_targets();
test_private_data();
test_il_append_aligned();
--
2.7.3
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