d3d11/tests: Port test_create_depthstencil_state() from d3d10core.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
This commit is contained in:
Józef Kucia 2015-10-02 01:31:54 +02:00 committed by Alexandre Julliard
parent a77015c795
commit 36249205fd
1 changed files with 64 additions and 0 deletions

View File

@ -1469,6 +1469,69 @@ static void test_create_shader(void)
}
}
static void test_create_depthstencil_state(void)
{
ID3D11DepthStencilState *ds_state1, *ds_state2;
ID3D10DepthStencilState *d3d10_ds_state;
ULONG refcount, expected_refcount;
D3D11_DEPTH_STENCIL_DESC ds_desc;
ID3D11Device *device, *tmp;
HRESULT hr;
if (!(device = create_device(NULL)))
{
skip("Failed to create device.\n");
return;
}
hr = ID3D11Device_CreateDepthStencilState(device, NULL, &ds_state1);
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
ds_desc.DepthEnable = TRUE;
ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ds_desc.DepthFunc = D3D11_COMPARISON_LESS;
ds_desc.StencilEnable = FALSE;
ds_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ds_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
ds_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
ds_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
ds_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ds_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
ds_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
ds_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
ds_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
ds_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
expected_refcount = get_refcount((IUnknown *)device) + 1;
hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state1);
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state2);
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n");
refcount = get_refcount((IUnknown *)device);
ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
tmp = NULL;
expected_refcount = refcount + 1;
ID3D11DepthStencilState_GetDevice(ds_state1, &tmp);
ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ID3D11Device_Release(tmp);
hr = ID3D11DepthStencilState_QueryInterface(ds_state1, &IID_ID3D10DepthStencilState, (void **)&d3d10_ds_state);
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
"Depth stencil state should implement ID3D10DepthStencilState.\n");
if (SUCCEEDED(hr)) ID3D10DepthStencilState_Release(d3d10_ds_state);
refcount = ID3D11DepthStencilState_Release(ds_state2);
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
refcount = ID3D11DepthStencilState_Release(ds_state1);
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
refcount = ID3D11Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_create_rasterizer_state(void)
{
ID3D11RasterizerState *rast_state1, *rast_state2;
@ -1563,5 +1626,6 @@ START_TEST(d3d11)
test_create_rendertarget_view();
test_create_shader_resource_view();
test_create_shader();
test_create_depthstencil_state();
test_create_rasterizer_state();
}