d3d11/tests: Add test for forced early depth stencil.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
a6d26527c6
commit
48d5ace688
@ -20666,6 +20666,127 @@ static void test_fractional_viewports(void)
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_early_depth_stencil(void)
|
||||
{
|
||||
ID3D11DepthStencilState *depth_stencil_state;
|
||||
D3D11_DEPTH_STENCIL_DESC depth_stencil_desc;
|
||||
ID3D11Texture2D *texture, *depth_texture;
|
||||
struct d3d11_test_context test_context;
|
||||
D3D11_TEXTURE2D_DESC texture_desc;
|
||||
ID3D11UnorderedAccessView *uav;
|
||||
ID3D11DeviceContext *context;
|
||||
ID3D11DepthStencilView *dsv;
|
||||
ID3D11PixelShader *ps;
|
||||
ID3D11Device *device;
|
||||
D3D11_VIEWPORT vp;
|
||||
HRESULT hr;
|
||||
|
||||
static const DWORD ps_code[] =
|
||||
{
|
||||
#if 0
|
||||
RWTexture2D<int> u;
|
||||
|
||||
[earlydepthstencil]
|
||||
float4 main() : SV_Target
|
||||
{
|
||||
InterlockedAdd(u[uint2(0, 0)], 1);
|
||||
return float4(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
#endif
|
||||
0x43425844, 0xda4325ad, 0xc01d3815, 0xfd610cc9, 0x8ed1e351, 0x00000001, 0x000000ec, 0x00000003,
|
||||
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
|
||||
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
|
||||
0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000074, 0x00000050, 0x0000001d,
|
||||
0x0100286a, 0x0400189c, 0x0011e000, 0x00000001, 0x00003333, 0x03000065, 0x001020f2, 0x00000000,
|
||||
0x0a0000ad, 0x0011e000, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
|
||||
0x00004001, 0x00000001, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000,
|
||||
0x3f800000, 0x3f800000, 0x0100003e,
|
||||
};
|
||||
static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0;
|
||||
static const UINT values[4] = {0};
|
||||
|
||||
if (!init_test_context(&test_context, &feature_level))
|
||||
return;
|
||||
|
||||
device = test_context.device;
|
||||
context = test_context.immediate_context;
|
||||
|
||||
depth_stencil_desc.DepthEnable = TRUE;
|
||||
depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
depth_stencil_desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
|
||||
depth_stencil_desc.StencilEnable = FALSE;
|
||||
hr = ID3D11Device_CreateDepthStencilState(device, &depth_stencil_desc, &depth_stencil_state);
|
||||
ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr);
|
||||
|
||||
texture_desc.Width = 1;
|
||||
texture_desc.Height = 1;
|
||||
texture_desc.MipLevels = 1;
|
||||
texture_desc.ArraySize = 1;
|
||||
texture_desc.Format = DXGI_FORMAT_R32_SINT;
|
||||
texture_desc.SampleDesc.Count = 1;
|
||||
texture_desc.SampleDesc.Quality = 0;
|
||||
texture_desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
texture_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
|
||||
texture_desc.CPUAccessFlags = 0;
|
||||
texture_desc.MiscFlags = 0;
|
||||
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
|
||||
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
||||
hr = ID3D11Device_CreateUnorderedAccessView(device, (ID3D11Resource *)texture, NULL, &uav);
|
||||
ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr);
|
||||
|
||||
ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
|
||||
texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
|
||||
texture_desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
|
||||
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture);
|
||||
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
|
||||
hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)depth_texture, NULL, &dsv);
|
||||
ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
|
||||
memset(&vp, 0, sizeof(vp));
|
||||
vp.Width = 1.0f;
|
||||
vp.Height = 100.0f;
|
||||
vp.MinDepth = 0.5f;
|
||||
vp.MaxDepth = 0.5f;
|
||||
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
|
||||
ID3D11DeviceContext_OMSetDepthStencilState(context, depth_stencil_state, 0);
|
||||
ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context,
|
||||
1, &test_context.backbuffer_rtv, dsv, 1, 1, &uav, NULL);
|
||||
|
||||
ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values);
|
||||
|
||||
ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.6f, 0);
|
||||
draw_quad(&test_context);
|
||||
check_texture_color(texture, 100, 1);
|
||||
draw_quad(&test_context);
|
||||
check_texture_color(texture, 200, 1);
|
||||
check_texture_float(depth_texture, 0.6f, 1);
|
||||
|
||||
ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.3f, 0);
|
||||
draw_quad(&test_context);
|
||||
draw_quad(&test_context);
|
||||
ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.55f, 0);
|
||||
draw_quad(&test_context);
|
||||
check_texture_color(texture, 300, 1);
|
||||
|
||||
ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.5f, 0);
|
||||
draw_quad(&test_context);
|
||||
check_texture_color(texture, 400, 1);
|
||||
check_texture_float(depth_texture, 0.5f, 1);
|
||||
|
||||
ID3D11Texture2D_Release(depth_texture);
|
||||
ID3D11DepthStencilView_Release(dsv);
|
||||
ID3D11DepthStencilState_Release(depth_stencil_state);
|
||||
ID3D11PixelShader_Release(ps);
|
||||
ID3D11Texture2D_Release(texture);
|
||||
ID3D11UnorderedAccessView_Release(uav);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
START_TEST(d3d11)
|
||||
{
|
||||
test_create_device();
|
||||
@ -20763,4 +20884,5 @@ START_TEST(d3d11)
|
||||
test_gather();
|
||||
test_gather_c();
|
||||
test_fractional_viewports();
|
||||
test_early_depth_stencil();
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user