From 1a88022bbda59ae1d1e0fe7dd892273b90d600de Mon Sep 17 00:00:00 2001 From: Zebediah Figura Date: Tue, 1 May 2018 09:41:32 -0500 Subject: [PATCH] d3d10core/tests: Add test for depth clip. Signed-off-by: Zebediah Figura Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d10core/tests/device.c | 72 +++++++++++++++++++++++++++++++++++ 1 file changed, 72 insertions(+) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index a1924f9a5bd..65f610d81ce 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -16750,6 +16750,77 @@ static void test_multisample_resolve(void) release_test_context(&test_context); } +static void test_depth_clip(void) +{ + struct d3d10core_test_context test_context; + D3D10_TEXTURE2D_DESC texture_desc; + D3D10_RASTERIZER_DESC rs_desc; + ID3D10DepthStencilView *dsv; + ID3D10RasterizerState *rs; + ID3D10Texture2D *texture; + ID3D10Device *device; + unsigned int count; + D3D10_VIEWPORT vp; + HRESULT hr; + + if (!init_test_context(&test_context)) + return; + device = test_context.device; + + ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + texture_desc.Format = DXGI_FORMAT_D32_FLOAT; + texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; + + 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); + ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, dsv); + + count = 1; + ID3D10Device_RSGetViewports(device, &count, &vp); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0); + set_viewport(device, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f); + draw_quad_z(&test_context, 2.0f); + check_texture_float(texture, 1.0f, 1); + draw_quad_z(&test_context, 0.5f); + check_texture_float(texture, 0.5f, 1); + draw_quad_z(&test_context, -1.0f); + check_texture_float(texture, 0.5f, 1); + + rs_desc.FillMode = D3D10_FILL_SOLID; + rs_desc.CullMode = D3D10_CULL_BACK; + rs_desc.FrontCounterClockwise = FALSE; + rs_desc.DepthBias = 0; + rs_desc.DepthBiasClamp = 0.0f; + rs_desc.SlopeScaledDepthBias = 0.0f; + rs_desc.DepthClipEnable = FALSE; + rs_desc.ScissorEnable = FALSE; + rs_desc.MultisampleEnable = FALSE; + rs_desc.AntialiasedLineEnable = FALSE; + hr = ID3D10Device_CreateRasterizerState(device, &rs_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); + set_viewport(device, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f); + draw_quad_z(&test_context, 2.0f); +todo_wine + check_texture_float(texture, 0.6f, 1); + draw_quad_z(&test_context, 0.5f); + check_texture_float(texture, 0.5f, 1); + draw_quad_z(&test_context, -1.0f); +todo_wine + check_texture_float(texture, 0.4f, 1); + + ID3D10DepthStencilView_Release(dsv); + ID3D10Texture2D_Release(texture); + ID3D10RasterizerState_Release(rs); + release_test_context(&test_context); +} + START_TEST(device) { unsigned int argc, i; @@ -16853,4 +16924,5 @@ START_TEST(device) test_alpha_to_coverage(); test_multiple_viewports(); test_multisample_resolve(); + test_depth_clip(); }