d3d10core/tests: Add test for face culling.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -982,16 +982,12 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const struct
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static const struct vec2 quad[] =
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{
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struct vec2 position;
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}
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quad[] =
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{
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{ 1.0f, -1.0f}},
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{{ 1.0f, 1.0f}},
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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ID3D10Device *device = context->device;
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@ -5871,16 +5867,12 @@ static void test_multiple_render_targets(void)
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0x3e4ccccd, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x00000000, 0x3e4ccccd, 0x3f000000,
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0x3f800000, 0x0100003e,
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};
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static const struct
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static const struct vec2 quad[] =
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{
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struct vec2 position;
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}
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quad[] =
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{
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{ 1.0f, -1.0f}},
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{{ 1.0f, 1.0f}},
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
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@ -7178,16 +7170,12 @@ float4 main(const ps_in v) : SV_TARGET
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0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
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0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
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};
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static const struct
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static const struct vec2 quad[] =
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{
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struct vec2 position;
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}
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quad[] =
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{
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{ 1.0f, -1.0f}},
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{{ 1.0f, 1.0f}},
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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static const struct
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{
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@ -7360,16 +7348,12 @@ static void test_swapchain_flip(void)
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000
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};
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static const struct
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static const struct vec2 quad[] =
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{
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struct vec2 position;
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}
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quad[] =
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{
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{ 1.0f, -1.0f}},
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{{ 1.0f, 1.0f}},
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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static const float green[] = {0.0f, 1.0f, 0.0f, 0.5f};
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@ -8293,16 +8277,12 @@ static void test_input_assembler(void)
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DXGI_FORMAT_R10G10B10A2_UNORM,
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DXGI_FORMAT_R10G10B10A2_UINT,
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};
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static const struct
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static const struct vec2 quad[] =
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{
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struct vec2 position;
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}
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quad[] =
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{
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{ 1.0f, -1.0f}},
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{{ 1.0f, 1.0f}},
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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static const DWORD ps_code[] =
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{
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@ -9128,6 +9108,164 @@ cleanup:
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release_test_context(&test_context);
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}
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static void test_face_culling(void)
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{
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struct d3d10core_test_context test_context;
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D3D10_RASTERIZER_DESC rasterizer_desc;
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ID3D10RasterizerState *state;
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ID3D10Buffer *cw_vb, *ccw_vb;
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ID3D10Device *device;
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BOOL broken_warp;
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unsigned int i;
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HRESULT hr;
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static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
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static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
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static const DWORD ps_code[] =
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{
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#if 0
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float4 main(uint front : SV_IsFrontFace) : SV_Target
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{
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return (front == ~0u) ? float4(0.0f, 1.0f, 0.0f, 1.0f) : float4(0.0f, 0.0f, 1.0f, 1.0f);
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}
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#endif
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0x43425844, 0x92002fad, 0xc5c620b9, 0xe7a154fb, 0x78b54e63, 0x00000001, 0x00000128, 0x00000003,
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0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000009, 0x00000001, 0x00000000, 0x00000101, 0x495f5653, 0x6f724673, 0x6146746e,
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0xab006563, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
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0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000088,
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0x00000040, 0x00000022, 0x04000863, 0x00101012, 0x00000000, 0x00000009, 0x03000065, 0x001020f2,
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0x00000000, 0x02000068, 0x00000001, 0x07000020, 0x00100012, 0x00000000, 0x0010100a, 0x00000000,
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0x00004001, 0xffffffff, 0x0f000037, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00004002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000,
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0x3f800000, 0x0100003e,
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};
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static const struct vec2 ccw_quad[] =
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{
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{-1.0f, 1.0f},
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{-1.0f, -1.0f},
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{ 1.0f, 1.0f},
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{ 1.0f, -1.0f},
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};
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static const struct
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{
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D3D10_CULL_MODE cull_mode;
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BOOL front_ccw;
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BOOL expected_cw;
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BOOL expected_ccw;
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}
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tests[] =
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{
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{D3D10_CULL_NONE, FALSE, TRUE, TRUE},
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{D3D10_CULL_NONE, TRUE, TRUE, TRUE},
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{D3D10_CULL_FRONT, FALSE, FALSE, TRUE},
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{D3D10_CULL_FRONT, TRUE, TRUE, FALSE},
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{D3D10_CULL_BACK, FALSE, TRUE, FALSE},
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{D3D10_CULL_BACK, TRUE, FALSE, TRUE},
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};
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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cw_vb = test_context.vb;
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ccw_vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(ccw_quad), ccw_quad);
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test_context.vb = ccw_vb;
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, 0xff0000ff, 0);
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rasterizer_desc.FillMode = D3D10_FILL_SOLID;
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rasterizer_desc.CullMode = D3D10_CULL_BACK;
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rasterizer_desc.FrontCounterClockwise = FALSE;
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rasterizer_desc.DepthBias = 0;
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rasterizer_desc.DepthBiasClamp = 0.0f;
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rasterizer_desc.SlopeScaledDepthBias = 0.0f;
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rasterizer_desc.DepthClipEnable = TRUE;
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rasterizer_desc.ScissorEnable = FALSE;
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rasterizer_desc.MultisampleEnable = FALSE;
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rasterizer_desc.AntialiasedLineEnable = FALSE;
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for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
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{
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rasterizer_desc.CullMode = tests[i].cull_mode;
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rasterizer_desc.FrontCounterClockwise = tests[i].front_ccw;
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hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state);
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ok(SUCCEEDED(hr), "Test %u: Failed to create rasterizer state, hr %#x.\n", i, hr);
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ID3D10Device_RSSetState(device, state);
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test_context.vb = cw_vb;
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, tests[i].expected_cw ? 0xff00ff00 : 0xff0000ff, 0);
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test_context.vb = ccw_vb;
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, tests[i].expected_ccw ? 0xff00ff00 : 0xff0000ff, 0);
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ID3D10RasterizerState_Release(state);
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}
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broken_warp = is_warp_device(device) && !is_d3d11_interface_available(device);
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/* Test SV_IsFrontFace. */
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ID3D10PixelShader_Release(test_context.ps);
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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &test_context.ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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rasterizer_desc.CullMode = D3D10_CULL_NONE;
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rasterizer_desc.FrontCounterClockwise = FALSE;
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hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state);
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ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
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ID3D10Device_RSSetState(device, state);
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test_context.vb = cw_vb;
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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test_context.vb = ccw_vb;
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
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draw_color_quad(&test_context, &green);
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if (!broken_warp)
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check_texture_color(test_context.backbuffer, 0xffff0000, 0);
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else
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win_skip("Broken WARP.\n");
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ID3D10RasterizerState_Release(state);
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rasterizer_desc.CullMode = D3D10_CULL_NONE;
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rasterizer_desc.FrontCounterClockwise = TRUE;
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hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state);
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ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
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ID3D10Device_RSSetState(device, state);
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test_context.vb = cw_vb;
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
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draw_color_quad(&test_context, &green);
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if (!broken_warp)
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check_texture_color(test_context.backbuffer, 0xffff0000 , 0);
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else
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win_skip("Broken WARP.\n");
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test_context.vb = ccw_vb;
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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ID3D10RasterizerState_Release(state);
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test_context.vb = cw_vb;
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ID3D10Buffer_Release(ccw_vb);
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release_test_context(&test_context);
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}
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START_TEST(device)
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{
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test_feature_level();
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@ -9177,4 +9315,5 @@ START_TEST(device)
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test_fp_specials();
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test_uint_shader_instructions();
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test_index_buffer_offset();
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test_face_culling();
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}
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