[PATCH 2/2] d3d11/tests: Add test for forced early depth stencil.
Józef Kucia
jkucia at codeweavers.com
Sun Jul 23 17:15:56 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 122 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 122 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 5f87281cb4..9af9f875c3 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -20666,6 +20666,127 @@ static void test_fractional_viewports(void)
release_test_context(&test_context);
}
+static void test_early_depth_stencil(void)
+{
+ ID3D11DepthStencilState *depth_stencil_state;
+ D3D11_DEPTH_STENCIL_DESC depth_stencil_desc;
+ ID3D11Texture2D *texture, *depth_texture;
+ struct d3d11_test_context test_context;
+ D3D11_TEXTURE2D_DESC texture_desc;
+ ID3D11UnorderedAccessView *uav;
+ ID3D11DeviceContext *context;
+ ID3D11DepthStencilView *dsv;
+ ID3D11PixelShader *ps;
+ ID3D11Device *device;
+ D3D11_VIEWPORT vp;
+ HRESULT hr;
+
+ static const DWORD ps_code[] =
+ {
+#if 0
+ RWTexture2D<int> u;
+
+ [earlydepthstencil]
+ float4 main() : SV_Target
+ {
+ InterlockedAdd(u[uint2(0, 0)], 1);
+ return float4(1.0f, 1.0f, 1.0f, 1.0f);
+ }
+#endif
+ 0x43425844, 0xda4325ad, 0xc01d3815, 0xfd610cc9, 0x8ed1e351, 0x00000001, 0x000000ec, 0x00000003,
+ 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
+ 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
+ 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000074, 0x00000050, 0x0000001d,
+ 0x0100286a, 0x0400189c, 0x0011e000, 0x00000001, 0x00003333, 0x03000065, 0x001020f2, 0x00000000,
+ 0x0a0000ad, 0x0011e000, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+ 0x00004001, 0x00000001, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000,
+ 0x3f800000, 0x3f800000, 0x0100003e,
+ };
+ static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
+ static const UINT values[4] = {0};
+
+ if (!init_test_context(&test_context, &feature_level))
+ return;
+
+ device = test_context.device;
+ context = test_context.immediate_context;
+
+ depth_stencil_desc.DepthEnable = TRUE;
+ depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
+ depth_stencil_desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
+ depth_stencil_desc.StencilEnable = FALSE;
+ hr = ID3D11Device_CreateDepthStencilState(device, &depth_stencil_desc, &depth_stencil_state);
+ ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr);
+
+ texture_desc.Width = 1;
+ texture_desc.Height = 1;
+ texture_desc.MipLevels = 1;
+ texture_desc.ArraySize = 1;
+ texture_desc.Format = DXGI_FORMAT_R32_SINT;
+ texture_desc.SampleDesc.Count = 1;
+ texture_desc.SampleDesc.Quality = 0;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
+ texture_desc.CPUAccessFlags = 0;
+ texture_desc.MiscFlags = 0;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)texture, NULL, &uav);
+ ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr);
+
+ ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
+ texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
+ texture_desc.Usage = D3D11_USAGE_DEFAULT;
+ texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+ hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)depth_texture, NULL, &dsv);
+ ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
+
+ hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
+
+ memset(&vp, 0, sizeof(vp));
+ vp.Width = 1.0f;
+ vp.Height = 100.0f;
+ vp.MinDepth = 0.5f;
+ vp.MaxDepth = 0.5f;
+ ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
+ ID3D11DeviceContext_OMSetDepthStencilState(context, depth_stencil_state, 0);
+ ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context,
+ 1, &test_context.backbuffer_rtv, dsv, 1, 1, &uav, NULL);
+
+ ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.6f, 0);
+ draw_quad(&test_context);
+ check_texture_color(texture, 100, 1);
+ draw_quad(&test_context);
+ check_texture_color(texture, 200, 1);
+ check_texture_float(depth_texture, 0.6f, 1);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.3f, 0);
+ draw_quad(&test_context);
+ draw_quad(&test_context);
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.55f, 0);
+ draw_quad(&test_context);
+ check_texture_color(texture, 300, 1);
+
+ ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.5f, 0);
+ draw_quad(&test_context);
+ check_texture_color(texture, 400, 1);
+ check_texture_float(depth_texture, 0.5f, 1);
+
+ ID3D11Texture2D_Release(depth_texture);
+ ID3D11DepthStencilView_Release(dsv);
+ ID3D11DepthStencilState_Release(depth_stencil_state);
+ ID3D11PixelShader_Release(ps);
+ ID3D11Texture2D_Release(texture);
+ ID3D11UnorderedAccessView_Release(uav);
+ release_test_context(&test_context);
+}
+
START_TEST(d3d11)
{
test_create_device();
@@ -20763,4 +20884,5 @@ START_TEST(d3d11)
test_gather();
test_gather_c();
test_fractional_viewports();
+ test_early_depth_stencil();
}
--
2.13.0
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