diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 00d4482166b..f31d92a94a3 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -130,15 +130,16 @@ static void get_texture_readback(ID3D10Texture2D *texture, struct texture_readba static DWORD get_readback_color(struct texture_readback *rb, unsigned int x, unsigned int y) { - return rb->texture - ? ((DWORD *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(DWORD) + x] : 0xdeadbeef; + return ((DWORD *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(DWORD) + x]; +} + +static float get_readback_float(struct texture_readback *rb, unsigned int x, unsigned int y) +{ + return ((float *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(float) + x]; } static void release_texture_readback(struct texture_readback *rb) { - if (!rb->texture) - return; - ID3D10Texture2D_Unmap(rb->texture, 0); ID3D10Texture2D_Release(rb->texture); } @@ -184,6 +185,35 @@ static void check_texture_color_(unsigned int line, ID3D10Texture2D *texture, "Got unexpected color 0x%08x at (%u, %u).\n", color, x, y); } +#define check_texture_float(r, f, d) check_texture_float_(__LINE__, r, f, d) +static void check_texture_float_(unsigned int line, ID3D10Texture2D *texture, + float expected_value, BYTE max_diff) +{ + struct texture_readback rb; + unsigned int x = 0, y = 0; + BOOL all_match = TRUE; + float value = 0.0f; + + get_texture_readback(texture, &rb); + for (y = 0; y < rb.height; ++y) + { + for (x = 0; x < rb.width; ++x) + { + value = get_readback_float(&rb, x, y); + if (!compare_float(value, expected_value, max_diff)) + { + all_match = FALSE; + break; + } + } + if (!all_match) + break; + } + release_texture_readback(&rb); + ok_(__FILE__, line)(all_match, + "Got unexpected value %.8e at (%u, %u).\n", value, x, y); +} + static ID3D10Device *create_device(void) { ID3D10Device *device; @@ -5678,6 +5708,79 @@ static void test_swapchain_flip(void) DestroyWindow(window); } +static void test_clear_depth_stencil_view(void) +{ + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10Texture2D *depth_texture; + ID3D10DepthStencilView *dsv; + ID3D10Device *device; + ULONG refcount; + HRESULT hr; + + if (!(device = create_device())) + { + skip("Failed to create device.\n"); + return; + } + + texture_desc.Width = 640; + texture_desc.Height = 480; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_D32_FLOAT; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D10_USAGE_DEFAULT; + texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture); + ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr); + + hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)depth_texture, NULL, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0); + check_texture_float(depth_texture, 1.0f, 0); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.25f, 0); + check_texture_float(depth_texture, 0.25f, 0); + + ID3D10Texture2D_Release(depth_texture); + ID3D10DepthStencilView_Release(dsv); + + texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture); + ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr); + + hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)depth_texture, NULL, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0); + todo_wine check_texture_color(depth_texture, 0x00ffffff, 0); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0xff); + todo_wine check_texture_color(depth_texture, 0xff000000, 0); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0xff); + check_texture_color(depth_texture, 0xffffffff, 0); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0); + check_texture_color(depth_texture, 0x00000000, 0); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0xff); + todo_wine check_texture_color(depth_texture, 0x00ffffff, 0); + + ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 0xff); + check_texture_color(depth_texture, 0xffffffff, 0); + + ID3D10Texture2D_Release(depth_texture); + ID3D10DepthStencilView_Release(dsv); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + START_TEST(device) { test_feature_level(); @@ -5711,4 +5814,5 @@ START_TEST(device) test_check_multisample_quality_levels(); test_cb_relative_addressing(); test_swapchain_flip(); + test_clear_depth_stencil_view(); }