d3d10core/tests: Test render to depth texture.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2348,24 +2348,19 @@ static void test_scissor(void)
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static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
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static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
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static const DWORD ps_code[] =
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static const DWORD ps_code[] =
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{
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{
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/* float4 main(float4 position : SV_POSITION) : SV_Target
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#if 0
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* {
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float4 main(float4 position : SV_POSITION) : SV_Target
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* return float4(0.0, 1.0, 0.0, 1.0);
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{
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* } */
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return float4(0.0, 1.0, 0.0, 1.0);
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0x43425844, 0xe70802a0, 0xee334047, 0x7bfd0c79, 0xaeff7804, 0x00000001, 0x000001b0, 0x00000005,
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}
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0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000134, 0x46454452, 0x00000050, 0x00000000,
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#endif
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0x00000000, 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
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0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
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0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e, 0x54415453, 0x00000074, 0x00000002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
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0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000,
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};
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};
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if (!init_test_context(&test_context))
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if (!init_test_context(&test_context))
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@ -5936,6 +5931,177 @@ static void test_clear_depth_stencil_view(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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}
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static void test_draw_depth_only(void)
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{
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ID3D10DepthStencilState *depth_stencil_state;
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D3D10_DEPTH_STENCIL_DESC depth_stencil_desc;
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struct d3d10core_test_context test_context;
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ID3D10PixelShader *ps_color, *ps_depth;
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10DepthStencilView *dsv;
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struct texture_readback rb;
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ID3D10Texture2D *texture;
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ID3D10Device *device;
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unsigned int i, j;
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D3D10_VIEWPORT vp;
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struct vec4 depth;
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ID3D10Buffer *cb;
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HRESULT hr;
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static const DWORD ps_color_code[] =
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{
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#if 0
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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return float4(0.0, 1.0, 0.0, 1.0);
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}
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#endif
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0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const DWORD ps_depth_code[] =
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{
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#if 0
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float depth;
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float main() : SV_Depth
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{
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return depth;
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}
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#endif
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0x43425844, 0x91af6cd0, 0x7e884502, 0xcede4f54, 0x6f2c9326, 0x00000001, 0x000000b0, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0xffffffff,
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0x00000e01, 0x445f5653, 0x68747065, 0xababab00, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
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0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x02000065, 0x0000c001, 0x05000036, 0x0000c001,
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0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
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};
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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buffer_desc.ByteWidth = sizeof(depth);
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
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ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
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texture_desc.Width = 640;
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texture_desc.Height = 480;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D10_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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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 depth stencil view, hr %#x.\n", hr);
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depth_stencil_desc.DepthEnable = TRUE;
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depth_stencil_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
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depth_stencil_desc.DepthFunc = D3D10_COMPARISON_LESS;
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depth_stencil_desc.StencilEnable = FALSE;
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hr = ID3D10Device_CreateDepthStencilState(device, &depth_stencil_desc, &depth_stencil_state);
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ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), &ps_color);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_depth_code, sizeof(ps_depth_code), &ps_depth);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
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ID3D10Device_PSSetShader(device, ps_color);
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ID3D10Device_OMSetRenderTargets(device, 0, NULL, dsv);
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ID3D10Device_OMSetDepthStencilState(device, depth_stencil_state, 0);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
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check_texture_float(texture, 1.0f, 1);
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draw_quad(&test_context);
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check_texture_float(texture, 0.0f, 1);
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ID3D10Device_PSSetShader(device, ps_depth);
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depth.x = 0.7f;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
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draw_quad(&test_context);
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check_texture_float(texture, 0.0f, 1);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
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check_texture_float(texture, 1.0f, 1);
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draw_quad(&test_context);
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check_texture_float(texture, 0.7f, 1);
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depth.x = 0.8f;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
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draw_quad(&test_context);
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check_texture_float(texture, 0.7f, 1);
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depth.x = 0.5f;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
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draw_quad(&test_context);
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check_texture_float(texture, 0.5f, 1);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
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depth.x = 0.1f;
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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depth.x = 1.0f / 16.0f * (j + 4 * i);
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, &depth, 0, 0);
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vp.TopLeftX = 160 * j;
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vp.TopLeftY = 120 * i;
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vp.Width = 160;
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vp.Height = 120;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D10Device_RSSetViewports(device, 1, &vp);
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draw_quad(&test_context);
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}
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}
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get_texture_readback(texture, &rb);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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float obtained_depth, expected_depth;
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obtained_depth = get_readback_float(&rb, 80 + j * 160, 60 + i * 120);
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expected_depth = 1.0f / 16.0f * (j + 4 * i);
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ok(compare_float(obtained_depth, expected_depth, 1),
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"Got unexpected depth %.8e at (%u, %u), expected %.8e.\n",
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obtained_depth, j, i, expected_depth);
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}
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}
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release_texture_readback(&rb);
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ID3D10Buffer_Release(cb);
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ID3D10PixelShader_Release(ps_color);
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ID3D10PixelShader_Release(ps_depth);
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ID3D10DepthStencilView_Release(dsv);
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ID3D10DepthStencilState_Release(depth_stencil_state);
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ID3D10Texture2D_Release(texture);
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release_test_context(&test_context);
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}
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START_TEST(device)
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START_TEST(device)
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{
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{
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test_feature_level();
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test_feature_level();
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@ -5970,4 +6136,5 @@ START_TEST(device)
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test_cb_relative_addressing();
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test_cb_relative_addressing();
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test_swapchain_flip();
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test_swapchain_flip();
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test_clear_depth_stencil_view();
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test_clear_depth_stencil_view();
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test_draw_depth_only();
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}
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}
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