d3d11/tests: Port test_create_depthstencil_state() from d3d10core.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
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@ -1469,6 +1469,69 @@ static void test_create_shader(void)
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}
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}
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static void test_create_depthstencil_state(void)
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{
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ID3D11DepthStencilState *ds_state1, *ds_state2;
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ID3D10DepthStencilState *d3d10_ds_state;
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ULONG refcount, expected_refcount;
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D3D11_DEPTH_STENCIL_DESC ds_desc;
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ID3D11Device *device, *tmp;
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HRESULT hr;
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if (!(device = create_device(NULL)))
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{
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skip("Failed to create device.\n");
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return;
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}
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hr = ID3D11Device_CreateDepthStencilState(device, NULL, &ds_state1);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ds_desc.DepthEnable = TRUE;
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ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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ds_desc.DepthFunc = D3D11_COMPARISON_LESS;
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ds_desc.StencilEnable = FALSE;
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ds_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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ds_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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ds_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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ds_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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ds_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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ds_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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ds_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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ds_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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ds_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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ds_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state1);
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ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
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hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state2);
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ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
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ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n");
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D11DepthStencilState_GetDevice(ds_state1, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D11Device_Release(tmp);
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hr = ID3D11DepthStencilState_QueryInterface(ds_state1, &IID_ID3D10DepthStencilState, (void **)&d3d10_ds_state);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Depth stencil state should implement ID3D10DepthStencilState.\n");
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if (SUCCEEDED(hr)) ID3D10DepthStencilState_Release(d3d10_ds_state);
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refcount = ID3D11DepthStencilState_Release(ds_state2);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D11DepthStencilState_Release(ds_state1);
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ok(!refcount, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D11Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_create_rasterizer_state(void)
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{
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ID3D11RasterizerState *rast_state1, *rast_state2;
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@ -1563,5 +1626,6 @@ START_TEST(d3d11)
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test_create_rendertarget_view();
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test_create_shader_resource_view();
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test_create_shader();
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test_create_depthstencil_state();
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test_create_rasterizer_state();
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}
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