d3d10core/tests: Add test for ClearDepthStencilView().
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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@ -130,15 +130,16 @@ static void get_texture_readback(ID3D10Texture2D *texture, struct texture_readba
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static DWORD get_readback_color(struct texture_readback *rb, unsigned int x, unsigned int y)
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{
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return rb->texture
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? ((DWORD *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(DWORD) + x] : 0xdeadbeef;
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return ((DWORD *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(DWORD) + x];
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}
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static float get_readback_float(struct texture_readback *rb, unsigned int x, unsigned int y)
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{
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return ((float *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(float) + x];
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}
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static void release_texture_readback(struct texture_readback *rb)
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{
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if (!rb->texture)
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return;
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ID3D10Texture2D_Unmap(rb->texture, 0);
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ID3D10Texture2D_Release(rb->texture);
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}
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@ -184,6 +185,35 @@ static void check_texture_color_(unsigned int line, ID3D10Texture2D *texture,
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"Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
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}
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#define check_texture_float(r, f, d) check_texture_float_(__LINE__, r, f, d)
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static void check_texture_float_(unsigned int line, ID3D10Texture2D *texture,
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float expected_value, BYTE max_diff)
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{
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struct texture_readback rb;
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unsigned int x = 0, y = 0;
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BOOL all_match = TRUE;
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float value = 0.0f;
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get_texture_readback(texture, &rb);
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for (y = 0; y < rb.height; ++y)
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{
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for (x = 0; x < rb.width; ++x)
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{
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value = get_readback_float(&rb, x, y);
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if (!compare_float(value, expected_value, max_diff))
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{
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all_match = FALSE;
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break;
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}
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}
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if (!all_match)
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break;
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}
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release_texture_readback(&rb);
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ok_(__FILE__, line)(all_match,
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"Got unexpected value %.8e at (%u, %u).\n", value, x, y);
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}
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static ID3D10Device *create_device(void)
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{
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ID3D10Device *device;
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@ -5678,6 +5708,79 @@ static void test_swapchain_flip(void)
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DestroyWindow(window);
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}
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static void test_clear_depth_stencil_view(void)
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{
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10Texture2D *depth_texture;
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ID3D10DepthStencilView *dsv;
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ID3D10Device *device;
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ULONG refcount;
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HRESULT hr;
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if (!(device = create_device()))
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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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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, &depth_texture);
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ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
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hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)depth_texture, NULL, &dsv);
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ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
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check_texture_float(depth_texture, 1.0f, 0);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.25f, 0);
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check_texture_float(depth_texture, 0.25f, 0);
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ID3D10Texture2D_Release(depth_texture);
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ID3D10DepthStencilView_Release(dsv);
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texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture);
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ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
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hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)depth_texture, NULL, &dsv);
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ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
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todo_wine check_texture_color(depth_texture, 0x00ffffff, 0);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0xff);
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todo_wine check_texture_color(depth_texture, 0xff000000, 0);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0xff);
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check_texture_color(depth_texture, 0xffffffff, 0);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0);
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check_texture_color(depth_texture, 0x00000000, 0);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0xff);
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todo_wine check_texture_color(depth_texture, 0x00ffffff, 0);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 0xff);
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check_texture_color(depth_texture, 0xffffffff, 0);
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ID3D10Texture2D_Release(depth_texture);
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ID3D10DepthStencilView_Release(dsv);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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START_TEST(device)
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{
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test_feature_level();
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@ -5711,4 +5814,5 @@ START_TEST(device)
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test_check_multisample_quality_levels();
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test_cb_relative_addressing();
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test_swapchain_flip();
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test_clear_depth_stencil_view();
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}
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