d3d10core/tests: Add a test for layered clears.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2021-02-24 22:57:02 +01:00 committed by Alexandre Julliard
parent 1649389edc
commit 54b2bb52ea
1 changed files with 75 additions and 15 deletions

View File

@ -11104,17 +11104,19 @@ static void test_clear_render_target_view_1d(void)
static void test_clear_render_target_view_2d(void) static void test_clear_render_target_view_2d(void)
{ {
static const DWORD expected_color = 0xbf4c7f19, expected_srgb_color = 0xbf95bc59; static const DWORD expected_color = 0xbf4c7f19, expected_srgb_color = 0xbf95bc59;
static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f}; static const float clear_colour[] = {0.1f, 0.5f, 0.3f, 0.75f};
static const float green[] = {0.0f, 1.0f, 0.0f, 0.5f}; static const float green[] = {0.0f, 1.0f, 0.0f, 0.5f};
static const float blue[] = {0.0f, 0.0f, 1.0f, 0.5f};
ID3D10RenderTargetView *rtv[3], *srgb_rtv;
struct d3d10core_test_context test_context; struct d3d10core_test_context test_context;
ID3D10Texture2D *texture, *srgb_texture; ID3D10Texture2D *texture, *srgb_texture;
ID3D10RenderTargetView *rtv, *srgb_rtv;
D3D10_RENDER_TARGET_VIEW_DESC rtv_desc; D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
D3D10_TEXTURE2D_DESC texture_desc; D3D10_TEXTURE2D_DESC texture_desc;
struct resource_readback rb; struct resource_readback rb;
ID3D10Device *device; ID3D10Device *device;
unsigned int i, j; unsigned int i, j;
DWORD colour;
HRESULT hr; HRESULT hr;
if (!init_test_context(&test_context)) if (!init_test_context(&test_context))
@ -11140,16 +11142,16 @@ static void test_clear_render_target_view_2d(void)
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &srgb_texture); hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &srgb_texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv[0]);
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)srgb_texture, NULL, &srgb_rtv); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)srgb_texture, NULL, &srgb_rtv);
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, color); ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, clear_colour);
check_texture_color(test_context.backbuffer, expected_color, 1); check_texture_color(test_context.backbuffer, expected_color, 1);
ID3D10Device_ClearRenderTargetView(device, rtv, color); ID3D10Device_ClearRenderTargetView(device, rtv[0], clear_colour);
check_texture_color(texture, expected_color, 1); check_texture_color(texture, expected_color, 1);
if (is_d3d11_interface_available(device) && !enable_debug_layer) if (is_d3d11_interface_available(device) && !enable_debug_layer)
@ -11158,11 +11160,11 @@ static void test_clear_render_target_view_2d(void)
check_texture_color(texture, expected_color, 1); check_texture_color(texture, expected_color, 1);
} }
ID3D10Device_ClearRenderTargetView(device, srgb_rtv, color); ID3D10Device_ClearRenderTargetView(device, srgb_rtv, clear_colour);
check_texture_color(srgb_texture, expected_srgb_color, 1); check_texture_color(srgb_texture, expected_srgb_color, 1);
ID3D10RenderTargetView_Release(srgb_rtv); ID3D10RenderTargetView_Release(srgb_rtv);
ID3D10RenderTargetView_Release(rtv); ID3D10RenderTargetView_Release(rtv[0]);
ID3D10Texture2D_Release(srgb_texture); ID3D10Texture2D_Release(srgb_texture);
ID3D10Texture2D_Release(texture); ID3D10Texture2D_Release(texture);
@ -11179,30 +11181,88 @@ static void test_clear_render_target_view_2d(void)
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
U(rtv_desc).Texture2D.MipSlice = 0; U(rtv_desc).Texture2D.MipSlice = 0;
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv[0]);
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
ID3D10Device_ClearRenderTargetView(device, rtv, color); ID3D10Device_ClearRenderTargetView(device, rtv[0], clear_colour);
check_texture_color(texture, expected_color, 1); check_texture_color(texture, expected_color, 1);
ID3D10Device_ClearRenderTargetView(device, srgb_rtv, color); ID3D10Device_ClearRenderTargetView(device, srgb_rtv, clear_colour);
get_texture_readback(texture, 0, &rb); get_texture_readback(texture, 0, &rb);
for (i = 0; i < 4; ++i) for (i = 0; i < 4; ++i)
{ {
for (j = 0; j < 4; ++j) for (j = 0; j < 4; ++j)
{ {
BOOL broken_device = is_warp_device(device) || is_nvidia_device(device); BOOL broken_device = is_warp_device(device) || is_nvidia_device(device);
DWORD color = get_readback_color(&rb, 80 + i * 160, 60 + j * 120); colour = get_readback_color(&rb, 80 + i * 160, 60 + j * 120);
ok(compare_color(color, expected_srgb_color, 1) ok(compare_color(colour, expected_srgb_color, 1)
|| broken(compare_color(color, expected_color, 1) && broken_device), || broken(compare_color(colour, expected_color, 1) && broken_device),
"Got unexpected color 0x%08x.\n", color); "Got unexpected colour 0x%08x.\n", colour);
} }
} }
release_resource_readback(&rb); release_resource_readback(&rb);
ID3D10RenderTargetView_Release(srgb_rtv); ID3D10RenderTargetView_Release(srgb_rtv);
ID3D10RenderTargetView_Release(rtv); ID3D10RenderTargetView_Release(rtv[0]);
ID3D10Texture2D_Release(texture); ID3D10Texture2D_Release(texture);
texture_desc.Width = 16;
texture_desc.Height = 16;
texture_desc.ArraySize = 5;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2DARRAY;
U(rtv_desc).Texture2DArray.MipSlice = 0;
U(rtv_desc).Texture2DArray.FirstArraySlice = 0;
U(rtv_desc).Texture2DArray.ArraySize = 5;
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv[0]);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
U(rtv_desc).Texture2DArray.FirstArraySlice = 1;
U(rtv_desc).Texture2DArray.ArraySize = 3;
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv[1]);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
U(rtv_desc).Texture2DArray.FirstArraySlice = 2;
U(rtv_desc).Texture2DArray.ArraySize = 1;
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv[2]);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
ID3D10Device_ClearRenderTargetView(device, rtv[0], blue);
ID3D10Device_ClearRenderTargetView(device, rtv[1], green);
ID3D10Device_ClearRenderTargetView(device, rtv[2], clear_colour);
get_texture_readback(texture, 0, &rb);
colour = get_readback_color(&rb, 8, 8);
todo_wine ok(compare_color(colour, 0x80ff0000, 1), "Got unexpected colour 0x%08x.\n", colour);
release_resource_readback(&rb);
get_texture_readback(texture, 1, &rb);
colour = get_readback_color(&rb, 8, 8);
todo_wine ok(compare_color(colour, 0x8000ff00, 1), "Got unexpected colour 0x%08x.\n", colour);
release_resource_readback(&rb);
get_texture_readback(texture, 2, &rb);
colour = get_readback_color(&rb, 8, 8);
ok(compare_color(colour, 0xbf4c7f19, 1), "Got unexpected colour 0x%08x.\n", colour);
release_resource_readback(&rb);
get_texture_readback(texture, 3, &rb);
colour = get_readback_color(&rb, 8, 8);
todo_wine ok(compare_color(colour, 0x8000ff00, 1), "Got unexpected colour 0x%08x.\n", colour);
release_resource_readback(&rb);
get_texture_readback(texture, 4, &rb);
colour = get_readback_color(&rb, 8, 8);
todo_wine ok(compare_color(colour, 0x80ff0000, 1), "Got unexpected colour 0x%08x.\n", colour);
release_resource_readback(&rb);
ID3D10RenderTargetView_Release(rtv[2]);
ID3D10RenderTargetView_Release(rtv[1]);
ID3D10RenderTargetView_Release(rtv[0]);
ID3D10Texture2D_Release(texture);
release_test_context(&test_context); release_test_context(&test_context);
} }