d3d10core/tests: Add test for depth bias.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
bf398dfa46
commit
1df478b72b
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@ -17,12 +17,13 @@
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*/
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#include <assert.h>
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#include <limits.h>
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#include <math.h>
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#define COBJMACROS
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#include "initguid.h"
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#include "d3d11_4.h"
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#include "wine/heap.h"
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#include "wine/test.h"
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#include <limits.h>
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#ifndef ARRAY_SIZE
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#define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
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@ -1075,6 +1076,8 @@ struct d3d10core_test_context
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ID3D10InputLayout *input_layout;
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ID3D10VertexShader *vs;
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const DWORD *vs_code;
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ID3D10Buffer *vs_cb;
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ID3D10Buffer *vb;
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ID3D10PixelShader *ps;
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@ -1135,6 +1138,8 @@ static void release_test_context_(unsigned int line, struct d3d10core_test_conte
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ID3D10InputLayout_Release(context->input_layout);
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if (context->vs)
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ID3D10VertexShader_Release(context->vs);
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if (context->vs_cb)
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ID3D10Buffer_Release(context->vs_cb);
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if (context->vb)
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ID3D10Buffer_Release(context->vb);
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if (context->ps)
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@ -1151,12 +1156,14 @@ static void release_test_context_(unsigned int line, struct d3d10core_test_conte
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ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref);
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}
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#define draw_quad(c) draw_quad_(__LINE__, c)
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static void draw_quad_(unsigned int line, struct d3d10core_test_context *context)
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#define draw_quad(context) draw_quad_vs_(__LINE__, context, NULL, 0)
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#define draw_quad_vs(a, b, c) draw_quad_vs_(__LINE__, a, b, c)
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static void draw_quad_vs_(unsigned int line, struct d3d10core_test_context *context,
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const DWORD *vs_code, size_t vs_code_size)
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{
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static const D3D10_INPUT_ELEMENT_DESC default_layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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};
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static const DWORD default_vs_code[] =
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{
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@ -1174,26 +1181,40 @@ 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 vec2 quad[] =
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static const struct vec3 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, 0.0f},
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{-1.0f, 1.0f, 0.0f},
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{ 1.0f, -1.0f, 0.0f},
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{ 1.0f, 1.0f, 0.0f},
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};
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ID3D10Device *device = context->device;
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unsigned int stride, offset;
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HRESULT hr;
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if (!vs_code)
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{
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vs_code = default_vs_code;
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vs_code_size = sizeof(default_vs_code);
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}
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if (!context->input_layout)
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{
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hr = ID3D10Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc),
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default_vs_code, sizeof(default_vs_code), &context->input_layout);
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vs_code, vs_code_size, &context->input_layout);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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}
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hr = ID3D10Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), &context->vs);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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if (context->vs_code != vs_code)
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{
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if (context->vs)
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ID3D10VertexShader_Release(context->vs);
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hr = ID3D10Device_CreateVertexShader(device, vs_code, vs_code_size, &context->vs);
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ok_(__FILE__, line)(hr == S_OK, "Failed to create vertex shader, hr %#x.\n", hr);
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context->vs_code = vs_code;
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}
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if (!context->vb)
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@ -1209,8 +1230,45 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context
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ID3D10Device_Draw(context->device, 4, 0);
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}
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#define draw_color_quad(c, color) draw_color_quad_(__LINE__, c, color)
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static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *context, const struct vec4 *color)
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#define draw_quad_z(context, z) draw_quad_z_(__LINE__, context, z)
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static void draw_quad_z_(unsigned int line, struct d3d10core_test_context *context, float z)
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{
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static const DWORD vs_code[] =
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{
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#if 0
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float depth;
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void main(float4 in_position : POSITION, out float4 out_position : SV_Position)
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{
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out_position = in_position;
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out_position.z = depth;
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}
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#endif
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0x43425844, 0x22d7ff76, 0xd53b167c, 0x1b49ccf1, 0xbebfec39, 0x00000001, 0x00000100, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000b0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52444853, 0x00000064, 0x00010040,
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0x00000019, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005f, 0x001010b2, 0x00000000,
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0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x05000036, 0x001020b2, 0x00000000, 0x00101c46,
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0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
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};
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struct vec4 data = {z};
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if (!context->vs_cb)
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context->vs_cb = create_buffer(context->device, D3D10_BIND_CONSTANT_BUFFER, sizeof(data), NULL);
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ID3D10Device_UpdateSubresource(context->device, (ID3D10Resource *)context->vs_cb, 0, NULL, &data, 0, 0);
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ID3D10Device_VSSetConstantBuffers(context->device, 0, 1, &context->vs_cb);
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draw_quad_vs_(__LINE__, context, vs_code, sizeof(vs_code));
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}
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#define draw_color_quad(a, b) draw_color_quad_(__LINE__, a, b, NULL, 0)
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#define draw_color_quad_vs(a, b, c, d) draw_color_quad_(__LINE__, a, b, c, d)
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static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *context,
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const struct vec4 *color, const DWORD *vs_code, unsigned int vs_code_size)
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{
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static const DWORD ps_color_code[] =
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{
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@ -1247,7 +1305,7 @@ static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *c
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)context->ps_cb, 0, NULL, color, 0, 0);
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draw_quad_(line, context);
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draw_quad_vs_(line, context, vs_code, vs_code_size);
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}
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static void test_feature_level(void)
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@ -9526,8 +9584,6 @@ float4 main(const ps_in v) : SV_TARGET
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colors_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(colors), &colors);
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index_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
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hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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@ -9542,7 +9598,7 @@ float4 main(const ps_in v) : SV_TARGET
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index[0] = test_data[i].index;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)index_cb, 0, NULL, index, 0, 0);
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draw_quad(&test_context);
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draw_quad_vs(&test_context, vs_code, sizeof(vs_code));
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color = get_texture_color(test_context.backbuffer, 319, 239);
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ok(compare_color(color, test_data[i].expected, 1),
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"Got unexpected color 0x%08x for index %d.\n", color, test_data[i].index);
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@ -9650,9 +9706,6 @@ static void test_vs_input_relative_addressing(void)
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offset = 0;
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ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
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hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetShader(device, ps);
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@ -9662,7 +9715,7 @@ static void test_vs_input_relative_addressing(void)
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*index = i;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, index, 0, 0);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
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draw_quad(&test_context);
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draw_quad_vs(&test_context, vs_code, sizeof(vs_code));
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check_texture_color(test_context.backbuffer, colors[i], 1);
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}
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@ -12045,12 +12098,12 @@ static void test_face_culling(void)
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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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static const struct vec3 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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{-1.0f, 1.0f, 0.0f},
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{-1.0f, -1.0f, 0.0f},
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{ 1.0f, 1.0f, 0.0f},
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{ 1.0f, -1.0f, 0.0f},
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};
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static const struct
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{
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@ -12680,12 +12733,12 @@ static void test_stencil_separate(void)
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static const float 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 struct vec2 ccw_quad[] =
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static const struct vec3 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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{-1.0f, -1.0f, 0.0f},
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{ 1.0f, -1.0f, 0.0f},
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{-1.0f, 1.0f, 0.0f},
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{ 1.0f, 1.0f, 0.0f},
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};
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if (!init_test_context(&test_context))
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@ -14284,6 +14337,295 @@ static void test_stream_output_resume(void)
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release_test_context(&test_context);
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}
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static void test_depth_bias(void)
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{
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struct vec3 vertices[] =
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{
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{-1.0f, -1.0f, 0.5f},
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{-1.0f, 1.0f, 0.5f},
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{ 1.0f, -1.0f, 0.5f},
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{ 1.0f, 1.0f, 0.5f},
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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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struct swapchain_desc swapchain_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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double m, r, bias, depth, data;
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struct resource_readback rb;
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ID3D10DepthStencilView *dsv;
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unsigned int expected_value;
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ID3D10RasterizerState *rs;
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ID3D10Texture2D *texture;
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unsigned int format_idx;
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unsigned int x, y, i, j;
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unsigned int shift = 0;
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ID3D10Device *device;
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float *depth_values;
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DXGI_FORMAT format;
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const UINT32 *u32;
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const UINT16 *u16;
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UINT32 u32_value;
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HRESULT hr;
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static const struct
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{
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float z;
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float exponent;
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}
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quads[] =
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{
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{0.125f, -3.0f},
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{0.250f, -2.0f},
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{0.500f, -1.0f},
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{1.000f, 0.0f},
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};
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static const int bias_tests[] =
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{
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-10000, -1000, -100, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1,
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1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 50, 100, 200, 500, 1000, 10000,
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};
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static const float quad_slopes[] =
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{
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0.0f, 0.5f, 1.0f
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};
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static const float slope_scaled_bias_tests[] =
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{
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0.0f, 0.5f, 1.0f, 2.0f, 128.0f, 1000.0f, 10000.0f,
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};
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static const DXGI_FORMAT formats[] =
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{
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DXGI_FORMAT_D32_FLOAT,
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DXGI_FORMAT_D24_UNORM_S8_UINT,
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DXGI_FORMAT_D16_UNORM,
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};
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swapchain_desc.windowed = TRUE;
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swapchain_desc.buffer_count = 1;
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swapchain_desc.width = 200;
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swapchain_desc.height = 200;
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swapchain_desc.swap_effect = DXGI_SWAP_EFFECT_DISCARD;
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swapchain_desc.flags = 0;
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if (!init_test_context_ext(&test_context, &swapchain_desc))
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return;
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device = test_context.device;
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memset(&rasterizer_desc, 0, sizeof(rasterizer_desc));
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rasterizer_desc.FillMode = D3D10_FILL_SOLID;
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rasterizer_desc.CullMode = D3D10_CULL_NONE;
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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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depth_values = heap_calloc(swapchain_desc.height, sizeof(*depth_values));
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ok(!!depth_values, "Failed to allocate memory.\n");
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for (format_idx = 0; format_idx < ARRAY_SIZE(formats); ++format_idx)
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{
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format = formats[format_idx];
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ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = format;
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texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsv);
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ok(SUCCEEDED(hr), "Failed to create render depth stencil view, hr %#x.\n", hr);
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ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, dsv);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
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draw_quad_z(&test_context, 1.0f);
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switch (format)
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{
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case DXGI_FORMAT_D32_FLOAT:
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check_texture_float(texture, 1.0f, 0);
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break;
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case DXGI_FORMAT_D24_UNORM_S8_UINT:
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/* FIXME: Depth/stencil byte order is reversed in wined3d. */
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shift = get_texture_color(texture, 0, 0) == 0xffffff ? 0 : 8;
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todo_wine
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check_texture_color(texture, 0xffffff, 1);
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break;
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case DXGI_FORMAT_D16_UNORM:
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get_texture_readback(texture, 0, &rb);
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for (y = 0; y < texture_desc.Height; ++y)
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{
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for (x = 0; x < texture_desc.Width; ++x)
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{
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u16 = get_readback_data(&rb, x, y, sizeof(*u16));
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ok(*u16 == 0xffff, "Got unexpected value %#x.\n", *u16);
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}
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}
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release_resource_readback(&rb);
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break;
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default:
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trace("Unhandled format %#x.\n", format);
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break;
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}
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draw_quad(&test_context);
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/* DepthBias */
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for (i = 0; i < ARRAY_SIZE(quads); ++i)
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{
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for (j = 0; j < ARRAY_SIZE(vertices); ++j)
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vertices[j].z = quads[i].z;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)test_context.vb,
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0, NULL, vertices, 0, 0);
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for (j = 0; j < ARRAY_SIZE(bias_tests); ++j)
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{
|
||||
rasterizer_desc.DepthBias = bias_tests[j];
|
||||
ID3D10Device_CreateRasterizerState(device, &rasterizer_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);
|
||||
draw_quad(&test_context);
|
||||
switch (format)
|
||||
{
|
||||
case DXGI_FORMAT_D32_FLOAT:
|
||||
bias = rasterizer_desc.DepthBias * pow(2.0f, quads[i].exponent - 23.0f);
|
||||
depth = min(max(0.0f, quads[i].z + bias), 1.0f);
|
||||
|
||||
check_texture_float(texture, depth, 2);
|
||||
break;
|
||||
case DXGI_FORMAT_D24_UNORM_S8_UINT:
|
||||
r = 1.0f / 16777215.0f;
|
||||
bias = rasterizer_desc.DepthBias * r;
|
||||
depth = min(max(0.0f, quads[i].z + bias), 1.0f);
|
||||
|
||||
get_texture_readback(texture, 0, &rb);
|
||||
for (y = 0; y < texture_desc.Height; ++y)
|
||||
{
|
||||
expected_value = depth * 16777215.0f + 0.5f;
|
||||
for (x = 0; x < texture_desc.Width; ++x)
|
||||
{
|
||||
u32 = get_readback_data(&rb, x, y, sizeof(*u32));
|
||||
u32_value = *u32 >> shift;
|
||||
ok(abs(u32_value - expected_value) <= 1,
|
||||
"Got value %#x (%.8e), expected %#x (%.8e).\n",
|
||||
u32_value, u32_value / 16777215.0f,
|
||||
expected_value, expected_value / 16777215.0f);
|
||||
}
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
break;
|
||||
case DXGI_FORMAT_D16_UNORM:
|
||||
r = 1.0f / 65535.0f;
|
||||
bias = rasterizer_desc.DepthBias * r;
|
||||
depth = min(max(0.0f, quads[i].z + bias), 1.0f);
|
||||
|
||||
get_texture_readback(texture, 0, &rb);
|
||||
for (y = 0; y < texture_desc.Height; ++y)
|
||||
{
|
||||
expected_value = depth * 65535.0f + 0.5f;
|
||||
for (x = 0; x < texture_desc.Width; ++x)
|
||||
{
|
||||
u16 = get_readback_data(&rb, x, y, sizeof(*u16));
|
||||
ok(abs(*u16 - expected_value) <= 1,
|
||||
"Got value %#x (%.8e), expected %#x (%.8e).\n",
|
||||
*u16, *u16 / 65535.0f, expected_value, expected_value / 65535.0f);
|
||||
}
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
ID3D10RasterizerState_Release(rs);
|
||||
}
|
||||
}
|
||||
|
||||
/* SlopeScaledDepthBias */
|
||||
rasterizer_desc.DepthBias = 0;
|
||||
for (i = 0; i < ARRAY_SIZE(quad_slopes); ++i)
|
||||
{
|
||||
for (j = 0; j < ARRAY_SIZE(vertices); ++j)
|
||||
vertices[j].z = j == 1 || j == 3 ? 0.0f : quad_slopes[i];
|
||||
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)test_context.vb,
|
||||
0, NULL, vertices, 0, 0);
|
||||
|
||||
ID3D10Device_RSSetState(device, NULL);
|
||||
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
|
||||
draw_quad(&test_context);
|
||||
get_texture_readback(texture, 0, &rb);
|
||||
for (y = 0; y < texture_desc.Height; ++y)
|
||||
{
|
||||
switch (format)
|
||||
{
|
||||
case DXGI_FORMAT_D32_FLOAT:
|
||||
depth_values[y] = get_readback_float(&rb, 0, y);
|
||||
break;
|
||||
case DXGI_FORMAT_D24_UNORM_S8_UINT:
|
||||
u32 = get_readback_data(&rb, 0, y, sizeof(*u32));
|
||||
u32_value = *u32 >> shift;
|
||||
depth_values[y] = u32_value / 16777215.0f;
|
||||
break;
|
||||
case DXGI_FORMAT_D16_UNORM:
|
||||
u16 = get_readback_data(&rb, 0, y, sizeof(*u16));
|
||||
depth_values[y] = *u16 / 65535.0f;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
|
||||
for (j = 0; j < ARRAY_SIZE(slope_scaled_bias_tests); ++j)
|
||||
{
|
||||
rasterizer_desc.SlopeScaledDepthBias = slope_scaled_bias_tests[j];
|
||||
ID3D10Device_CreateRasterizerState(device, &rasterizer_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);
|
||||
draw_quad(&test_context);
|
||||
|
||||
m = quad_slopes[i] / texture_desc.Height;
|
||||
bias = rasterizer_desc.SlopeScaledDepthBias * m;
|
||||
get_texture_readback(texture, 0, &rb);
|
||||
for (y = 0; y < texture_desc.Height; ++y)
|
||||
{
|
||||
depth = min(max(0.0f, depth_values[y] + bias), 1.0f);
|
||||
switch (format)
|
||||
{
|
||||
case DXGI_FORMAT_D32_FLOAT:
|
||||
data = get_readback_float(&rb, 0, y);
|
||||
ok(compare_float(data, depth, 64),
|
||||
"Got depth %.8e, expected %.8e.\n", data, depth);
|
||||
break;
|
||||
case DXGI_FORMAT_D24_UNORM_S8_UINT:
|
||||
u32 = get_readback_data(&rb, 0, y, sizeof(*u32));
|
||||
u32_value = *u32 >> shift;
|
||||
expected_value = depth * 16777215.0f + 0.5f;
|
||||
ok(abs(u32_value - expected_value) <= 3,
|
||||
"Got value %#x (%.8e), expected %#x (%.8e).\n",
|
||||
u32_value, u32_value / 16777215.0f,
|
||||
expected_value, expected_value / 16777215.0f);
|
||||
break;
|
||||
case DXGI_FORMAT_D16_UNORM:
|
||||
u16 = get_readback_data(&rb, 0, y, sizeof(*u16));
|
||||
expected_value = depth * 65535.0f + 0.5f;
|
||||
ok(abs(*u16 - expected_value) <= 1,
|
||||
"Got value %#x (%.8e), expected %#x (%.8e).\n",
|
||||
*u16, *u16 / 65535.0f, expected_value, expected_value / 65535.0f);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
release_resource_readback(&rb);
|
||||
ID3D10RasterizerState_Release(rs);
|
||||
}
|
||||
}
|
||||
|
||||
ID3D10Texture2D_Release(texture);
|
||||
ID3D10DepthStencilView_Release(dsv);
|
||||
}
|
||||
|
||||
heap_free(depth_values);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_format_compatibility(void)
|
||||
{
|
||||
ID3D10Texture2D *dst_texture, *src_texture;
|
||||
|
@ -14691,9 +15033,6 @@ static void test_clip_distance(void)
|
|||
offset = 0;
|
||||
ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
|
||||
|
||||
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
||||
|
||||
memset(&cb_data, 0, sizeof(cb_data));
|
||||
cb_data.tessellation_factor = 1.0f;
|
||||
vs_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data);
|
||||
|
@ -14703,7 +15042,7 @@ static void test_clip_distance(void)
|
|||
|
||||
/* vertex shader */
|
||||
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
|
||||
draw_color_quad(&test_context, &green);
|
||||
draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code));
|
||||
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
|
||||
|
||||
check_clip_distance(&test_context, vb);
|
||||
|
@ -14729,10 +15068,6 @@ static void test_clip_distance(void)
|
|||
/* multiple clip distances */
|
||||
ID3D10Device_GSSetShader(device, NULL);
|
||||
|
||||
ID3D10VertexShader_Release(test_context.vs);
|
||||
hr = ID3D10Device_CreateVertexShader(device, vs_multiple_code, sizeof(vs_multiple_code), &test_context.vs);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
||||
|
||||
cb_data.use_constant = FALSE;
|
||||
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vs_cb, 0, NULL, &cb_data, 0, 0);
|
||||
|
||||
|
@ -14740,7 +15075,7 @@ static void test_clip_distance(void)
|
|||
vertices[i].clip_distance0 = 1.0f;
|
||||
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
|
||||
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
|
||||
draw_color_quad(&test_context, &green);
|
||||
draw_color_quad_vs(&test_context, &green, vs_multiple_code, sizeof(vs_multiple_code));
|
||||
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
|
||||
|
||||
for (i = 0; i < ARRAY_SIZE(vertices); ++i)
|
||||
|
@ -14750,7 +15085,7 @@ static void test_clip_distance(void)
|
|||
}
|
||||
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
|
||||
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
|
||||
draw_color_quad(&test_context, &green);
|
||||
draw_color_quad_vs(&test_context, &green, vs_multiple_code, sizeof(vs_multiple_code));
|
||||
get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
SetRect(&rect, 0, 0, 320, 240);
|
||||
check_readback_data_color(&rb, &rect, 0xff00ff00, 1);
|
||||
|
@ -14765,7 +15100,7 @@ static void test_clip_distance(void)
|
|||
cb_data.clip_distance1 = 0.0f;
|
||||
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vs_cb, 0, NULL, &cb_data, 0, 0);
|
||||
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
|
||||
draw_color_quad(&test_context, &green);
|
||||
draw_color_quad_vs(&test_context, &green, vs_multiple_code, sizeof(vs_multiple_code));
|
||||
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
|
||||
|
||||
ID3D10GeometryShader_Release(gs);
|
||||
|
@ -14913,11 +15248,8 @@ static void test_combined_clip_and_cull_distances(void)
|
|||
offset = 0;
|
||||
ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
|
||||
|
||||
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
||||
|
||||
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
|
||||
draw_color_quad(&test_context, &green);
|
||||
draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code));
|
||||
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
|
||||
|
||||
for (i = 0; i < ARRAY_SIZE(vertices->cull_distance); ++i)
|
||||
|
@ -14933,7 +15265,7 @@ static void test_combined_clip_and_cull_distances(void)
|
|||
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
|
||||
|
||||
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
|
||||
draw_color_quad(&test_context, &green);
|
||||
draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code));
|
||||
|
||||
for (k = 0; k < ARRAY_SIZE(expected_color); ++k)
|
||||
expected_color[k] = test->triangle_visible[k] ? 0xff00ff00 : 0xffffffff;
|
||||
|
@ -14964,7 +15296,7 @@ static void test_combined_clip_and_cull_distances(void)
|
|||
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
|
||||
|
||||
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
|
||||
draw_color_quad(&test_context, &green);
|
||||
draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code));
|
||||
check_texture_color(test_context.backbuffer, 0xffffffff, 1);
|
||||
|
||||
for (j = 0; j < ARRAY_SIZE(vertices); ++j)
|
||||
|
@ -14974,7 +15306,7 @@ static void test_combined_clip_and_cull_distances(void)
|
|||
memset(vertices, 0, sizeof(vertices));
|
||||
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
|
||||
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
|
||||
draw_color_quad(&test_context, &green);
|
||||
draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code));
|
||||
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
|
||||
|
||||
ID3D10Buffer_Release(vb);
|
||||
|
@ -15757,6 +16089,7 @@ START_TEST(device)
|
|||
test_geometry_shader();
|
||||
test_stream_output();
|
||||
test_stream_output_resume();
|
||||
test_depth_bias();
|
||||
test_format_compatibility();
|
||||
test_clip_distance();
|
||||
test_combined_clip_and_cull_distances();
|
||||
|
|
Loading…
Reference in New Issue