d3d11/tests: Add a test for rendering with deferred contexts.
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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@ -30237,6 +30237,108 @@ static void test_deferred_context_state(void)
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release_test_context(&test_context);
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}
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static void test_deferred_context_rendering(void)
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{
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ID3D11DeviceContext *immediate, *deferred;
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struct d3d11_test_context test_context;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11CommandList *list1, *list2;
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ID3D11RenderTargetView *rtv;
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ID3D11Texture2D *texture;
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ID3D11Device *device;
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DWORD color;
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HRESULT hr;
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
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static const float blue[] = {0.0f, 0.0f, 1.0f, 1.0f};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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immediate = test_context.immediate_context;
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ID3D11DeviceContext_ClearRenderTargetView(immediate, test_context.backbuffer_rtv, white);
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hr = ID3D11Device_CreateDeferredContext(device, 0, &deferred);
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todo_wine ok(hr == S_OK, "Failed to create deferred context, hr %#x.\n", hr);
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if (hr != S_OK)
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{
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release_test_context(&test_context);
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return;
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}
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ID3D11DeviceContext_ClearRenderTargetView(deferred, test_context.backbuffer_rtv, green);
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hr = ID3D11DeviceContext_FinishCommandList(deferred, TRUE, &list1);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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hr = ID3D11DeviceContext_FinishCommandList(deferred, TRUE, &list2);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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color = get_texture_color(test_context.backbuffer, 320, 240);
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ok(color == 0xffffffff, "Got unexpected color %#08x.\n", color);
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ID3D11DeviceContext_ExecuteCommandList(immediate, list1, TRUE);
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color = get_texture_color(test_context.backbuffer, 320, 240);
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ok(color == 0xff00ff00, "Got unexpected color %#08x.\n", color);
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ID3D11DeviceContext_ClearRenderTargetView(immediate, test_context.backbuffer_rtv, white);
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ID3D11DeviceContext_ExecuteCommandList(immediate, list1, TRUE);
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color = get_texture_color(test_context.backbuffer, 320, 240);
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ok(color == 0xff00ff00, "Got unexpected color %#08x.\n", color);
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ID3D11DeviceContext_ClearRenderTargetView(immediate, test_context.backbuffer_rtv, white);
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ID3D11DeviceContext_ExecuteCommandList(immediate, list2, TRUE);
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color = get_texture_color(test_context.backbuffer, 320, 240);
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ok(color == 0xffffffff, "Got unexpected color %#08x.\n", color);
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ID3D11CommandList_Release(list2);
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ID3D11DeviceContext_ExecuteCommandList(deferred, list1, TRUE);
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hr = ID3D11DeviceContext_FinishCommandList(deferred, TRUE, &list2);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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ID3D11DeviceContext_ClearRenderTargetView(immediate, test_context.backbuffer_rtv, white);
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ID3D11DeviceContext_ExecuteCommandList(immediate, list2, TRUE);
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color = get_texture_color(test_context.backbuffer, 320, 240);
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ok(color == 0xff00ff00, "Got unexpected color %#08x.\n", color);
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ID3D11CommandList_Release(list2);
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ID3D11CommandList_Release(list1);
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ID3D11DeviceContext_Release(deferred);
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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
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ok(hr == S_OK, "Failed to create view, hr %#x.\n", hr);
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ID3D11DeviceContext_ClearRenderTargetView(immediate, test_context.backbuffer_rtv, white);
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ID3D11DeviceContext_ClearRenderTargetView(immediate, rtv, green);
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hr = ID3D11Device_CreateDeferredContext(device, 0, &deferred);
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ok(hr == S_OK, "Failed to create deferred context, hr %#x.\n", hr);
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ID3D11DeviceContext_CopyResource(deferred, (ID3D11Resource *)test_context.backbuffer, (ID3D11Resource *)texture);
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hr = ID3D11DeviceContext_FinishCommandList(deferred, TRUE, &list1);
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ok(hr == S_OK, "Failed to create command list, hr %#x.\n", hr);
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ID3D11DeviceContext_ClearRenderTargetView(immediate, rtv, blue);
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ID3D11DeviceContext_ExecuteCommandList(immediate, list1, TRUE);
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color = get_texture_color(test_context.backbuffer, 320, 240);
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ok(color == 0xffff0000, "Got unexpected color %#08x.\n", color);
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ID3D11CommandList_Release(list1);
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ID3D11DeviceContext_Release(deferred);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11Texture2D_Release(texture);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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unsigned int argc, i;
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@ -30401,6 +30503,7 @@ START_TEST(d3d11)
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queue_test(test_independent_blend);
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queue_test(test_dual_source_blend);
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queue_test(test_deferred_context_state);
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queue_test(test_deferred_context_rendering);
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run_queued_tests();
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}
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