d3d10core/tests: Add depth bias clamp tests.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -14975,6 +14975,15 @@ static void test_stream_output_vs(void)
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release_test_context(&test_context);
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}
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static float clamp_depth_bias(float bias, float clamp)
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{
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if (clamp > 0.0f)
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return min(bias, clamp);
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if (clamp < 0.0f)
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return max(bias, clamp);
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return bias;
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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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@ -14988,14 +14997,14 @@ static void test_depth_bias(void)
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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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double m, 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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unsigned int x, y, i, j, k;
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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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@ -15022,6 +15031,10 @@ static void test_depth_bias(void)
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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 bias_clamp_tests[] =
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{
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0.0f, -1e-5f, 1e-5f,
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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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@ -15114,6 +15127,10 @@ static void test_depth_bias(void)
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for (j = 0; j < ARRAY_SIZE(bias_tests); ++j)
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{
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rasterizer_desc.DepthBias = bias_tests[j];
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for (k = 0; k < ARRAY_SIZE(bias_clamp_tests); ++k)
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{
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rasterizer_desc.DepthBiasClamp = bias_clamp_tests[k];
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ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rs);
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ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
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ID3D10Device_RSSetState(device, rs);
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@ -15123,13 +15140,14 @@ static void test_depth_bias(void)
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{
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case DXGI_FORMAT_D32_FLOAT:
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bias = rasterizer_desc.DepthBias * pow(2.0f, quads[i].exponent - 23.0f);
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bias = clamp_depth_bias(bias, rasterizer_desc.DepthBiasClamp);
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depth = min(max(0.0f, quads[i].z + bias), 1.0f);
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check_texture_float(texture, depth, 2);
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break;
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case DXGI_FORMAT_D24_UNORM_S8_UINT:
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r = 1.0f / 16777215.0f;
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bias = rasterizer_desc.DepthBias * r;
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bias = clamp_depth_bias(rasterizer_desc.DepthBias / 16777215.0f,
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rasterizer_desc.DepthBiasClamp);
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depth = min(max(0.0f, quads[i].z + bias), 1.0f);
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get_texture_readback(texture, 0, &rb);
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@ -15149,8 +15167,8 @@ static void test_depth_bias(void)
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release_resource_readback(&rb);
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break;
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case DXGI_FORMAT_D16_UNORM:
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r = 1.0f / 65535.0f;
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bias = rasterizer_desc.DepthBias * r;
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bias = clamp_depth_bias(rasterizer_desc.DepthBias / 65535.0f,
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rasterizer_desc.DepthBiasClamp);
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depth = min(max(0.0f, quads[i].z + bias), 1.0f);
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get_texture_readback(texture, 0, &rb);
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@ -15173,6 +15191,7 @@ static void test_depth_bias(void)
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ID3D10RasterizerState_Release(rs);
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}
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}
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}
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/* SlopeScaledDepthBias */
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rasterizer_desc.DepthBias = 0;
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@ -15212,6 +15231,10 @@ static void test_depth_bias(void)
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for (j = 0; j < ARRAY_SIZE(slope_scaled_bias_tests); ++j)
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{
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rasterizer_desc.SlopeScaledDepthBias = slope_scaled_bias_tests[j];
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for (k = 0; k < ARRAY_SIZE(bias_clamp_tests); ++k)
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{
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rasterizer_desc.DepthBiasClamp = bias_clamp_tests[k];
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ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rs);
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ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
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ID3D10Device_RSSetState(device, rs);
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@ -15219,7 +15242,7 @@ static void test_depth_bias(void)
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draw_quad(&test_context);
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m = quad_slopes[i] / texture_desc.Height;
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bias = rasterizer_desc.SlopeScaledDepthBias * m;
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bias = clamp_depth_bias(rasterizer_desc.SlopeScaledDepthBias * m, rasterizer_desc.DepthBiasClamp);
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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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@ -15255,6 +15278,7 @@ static void test_depth_bias(void)
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ID3D10RasterizerState_Release(rs);
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}
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}
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}
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ID3D10Texture2D_Release(texture);
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ID3D10DepthStencilView_Release(dsv);
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