d3d11/tests: Add tests for rasterizer stage state swap.

Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Rémi Bernon 2021-02-02 16:41:05 +01:00 committed by Alexandre Julliard
parent 1bbf750847
commit 62ea34c569
1 changed files with 102 additions and 1 deletions

View File

@ -280,6 +280,13 @@ static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
&& compare_uint((c1 >> 24) & 0xff, (c2 >> 24) & 0xff, max_diff);
}
static char const *debugstr_viewport(D3D11_VIEWPORT *vp)
{
if (!vp) return "(null)";
return wine_dbg_sprintf("{%.8e, %.8e, %.8e, %.8e, %.8e, %.8e}",
vp->TopLeftX, vp->TopLeftY, vp->Width, vp->Height, vp->MinDepth, vp->MaxDepth);
}
struct srv_desc
{
DXGI_FORMAT format;
@ -6770,7 +6777,7 @@ static void test_device_context_state(void)
};
ID3DDeviceContextState *context_state, *previous_context_state, *tmp_context_state, *context_state2;
UINT ib_offset, vb_offset, vb_stride, offset, stride, sample_mask, stencil_ref;
UINT ib_offset, vb_offset, vb_stride, offset, stride, sample_mask, stencil_ref, count;
ID3D11Buffer *cb, *srvb, *uavb, *ib, *vb, *tmp_cb, *tmp_ib, *tmp_vb;
ID3D11UnorderedAccessView *tmp_uav, *uav, *ps_uav;
ID3D11Device *d3d11_device, *d3d11_device2;
@ -6784,6 +6791,7 @@ static void test_device_context_state(void)
ID3D11RenderTargetView *tmp_rtv, *rtv;
ID3D11DepthStencilView *tmp_dsv, *dsv;
ID3D11VertexShader *tmp_vs, *vs, *vs2;
ID3D11RasterizerState *tmp_rs, *rs;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11GeometryShader *tmp_gs, *gs;
enum D3D_PRIMITIVE_TOPOLOGY topo;
@ -6795,8 +6803,11 @@ static void test_device_context_state(void)
ID3D11Device1 *device, *device2;
ID3D11InputLayout *il, *tmp_il;
ID3D11PixelShader *tmp_ps, *ps;
D3D11_RASTERIZER_DESC rs_desc;
ID3D11BlendState *tmp_bs, *bs;
ID3D11HullShader *tmp_hs, *hs;
D3D11_VIEWPORT tmp_vp[2], vp;
D3D11_RECT tmp_rect[2], rect;
D3D11_BLEND_DESC blend_desc;
ID3D11Texture2D *texture;
enum DXGI_FORMAT format;
@ -6986,6 +6997,27 @@ static void test_device_context_state(void)
hr = ID3D11Device1_CreateDepthStencilState(device, &ds_desc, &dss);
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
rs_desc.FillMode = D3D11_FILL_SOLID;
rs_desc.CullMode = D3D11_CULL_BACK;
rs_desc.FrontCounterClockwise = FALSE;
rs_desc.DepthBias = 0;
rs_desc.DepthBiasClamp = 0.0f;
rs_desc.SlopeScaledDepthBias = 0.0f;
rs_desc.DepthClipEnable = TRUE;
rs_desc.ScissorEnable = TRUE;
rs_desc.MultisampleEnable = FALSE;
rs_desc.AntialiasedLineEnable = FALSE;
hr = ID3D11Device1_CreateRasterizerState(device, &rs_desc, &rs);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
SetRect(&rect, 0, 0, 1, 2);
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = 3;
vp.Height = 4;
vp.MinDepth = 0.f;
vp.MaxDepth = 0.01f;
ID3D11DeviceContext1_VSSetConstantBuffers(context, 0, 1, &cb);
ID3D11DeviceContext1_VSSetSamplers(context, 0, 1, &sampler);
ID3D11DeviceContext1_VSSetShader(context, vs, NULL, 0);
@ -7028,6 +7060,10 @@ static void test_device_context_state(void)
ID3D11DeviceContext1_OMSetDepthStencilState(context, dss, 3);
ID3D11DeviceContext1_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &rtv, dsv, 1, 1, &ps_uav, NULL);
ID3D11DeviceContext1_RSSetScissorRects(context, 1, &rect);
ID3D11DeviceContext1_RSSetViewports(context, 1, &vp);
ID3D11DeviceContext1_RSSetState(context, rs);
previous_context_state = (ID3DDeviceContextState *)0xdeadbeef;
ID3D11DeviceContext1_SwapDeviceContextState(context, NULL, &previous_context_state);
todo_wine ok(previous_context_state == NULL, "Got unexpected state pointer.\n");
@ -7199,6 +7235,19 @@ static void test_device_context_state(void)
if (tmp_dss) ID3D11DepthStencilState_Release(tmp_dss);
todo_wine ok(stencil_ref == 0, "Got unexpected stencil ref %#x.\n", stencil_ref);
tmp_rs = (ID3D11RasterizerState *)0xdeadbeef;
ID3D11DeviceContext1_RSGetState(context, &tmp_rs);
todo_wine ok(!tmp_rs, "Got unexpected rasterizer state %p.\n", tmp_rs);
if (tmp_rs) ID3D11RasterizerState_Release(tmp_rs);
memset(tmp_vp, 0xa5, sizeof(tmp_vp));
count = 2;
ID3D11DeviceContext1_RSGetViewports(context, &count, tmp_vp);
todo_wine ok(count == 0, "Got unexpected viewport count %u.\n", count);
memset(tmp_rect, 0xa5, sizeof(tmp_rect));
count = 2;
ID3D11DeviceContext1_RSGetScissorRects(context, &count, tmp_rect);
todo_wine ok(count == 0, "Got unexpected scissor rect count %u.\n", count);
/* updating the device context should also update the device context state */
hr = ID3D11Device1_CreateVertexShader(device, simple_vs, sizeof(simple_vs), NULL, &vs2);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@ -7457,6 +7506,23 @@ static void test_device_context_state(void)
ID3D11DepthStencilState_Release(tmp_dss);
ok(stencil_ref == 3, "Got stencil ref %#x, expected 3.\n", stencil_ref);
tmp_rs = (ID3D11RasterizerState *)0xdeadbeef;
ID3D11DeviceContext1_RSGetState(context, &tmp_rs);
ok(tmp_rs == rs, "Got unexpected rasterizer state %p.\n", tmp_rs);
ID3D11RasterizerState_Release(tmp_rs);
memset(tmp_vp, 0xa5, sizeof(tmp_vp));
count = 2;
ID3D11DeviceContext1_RSGetViewports(context, &count, tmp_vp);
ok(count == 1, "Got viewport count %u, expected 1.\n", count);
ok(!memcmp(tmp_vp, &vp, sizeof(vp)), "Got viewport %s, expected %s.\n",
debugstr_viewport(tmp_vp), debugstr_viewport(&vp));
memset(tmp_rect, 0xa5, sizeof(tmp_rect));
count = 2;
ID3D11DeviceContext1_RSGetScissorRects(context, &count, tmp_rect);
todo_wine ok(count == 1, "Got scissor rect count %u, expected 1.\n", count);
ok(!memcmp(tmp_rect, &rect, sizeof(rect)), "Got scissor rect %s, expected %s.\n",
wine_dbgstr_rect(tmp_rect), wine_dbgstr_rect(&rect));
feature_level = min(feature_level, D3D_FEATURE_LEVEL_10_1);
hr = ID3D11Device1_CreateDeviceContextState(device, 0, &feature_level, 1, D3D11_SDK_VERSION,
&IID_ID3D10Device, NULL, &context_state);
@ -7674,6 +7740,23 @@ static void test_device_context_state(void)
if (tmp_dss) ID3D11DepthStencilState_Release(tmp_dss);
todo_wine ok(stencil_ref == 0, "Got unexpected stencil ref %#x.\n", stencil_ref);
ID3D11DeviceContext1_RSSetScissorRects(context, 1, &rect);
ID3D11DeviceContext1_RSSetViewports(context, 1, &vp);
ID3D11DeviceContext1_RSSetState(context, rs);
tmp_rs = (ID3D11RasterizerState *)0xdeadbeef;
ID3D11DeviceContext1_RSGetState(context, &tmp_rs);
todo_wine ok(!tmp_rs, "Got unexpected rasterizer state %p.\n", tmp_rs);
if (tmp_rs) ID3D11RasterizerState_Release(tmp_rs);
memset(tmp_vp, 0xa5, sizeof(tmp_vp));
count = 2;
ID3D11DeviceContext1_RSGetViewports(context, &count, tmp_vp);
todo_wine ok(count == 0, "Got unexpected viewport count %u.\n", count);
memset(tmp_rect, 0xa5, sizeof(tmp_rect));
count = 2;
ID3D11DeviceContext1_RSGetScissorRects(context, &count, tmp_rect);
todo_wine ok(count == 0, "Got unexpected scissor rect count %u.\n", count);
check_interface(device, &IID_ID3D10Device, TRUE, FALSE);
check_interface(device, &IID_ID3D10Device1, TRUE, FALSE);
@ -7844,9 +7927,27 @@ static void test_device_context_state(void)
ID3D11DepthStencilState_Release(tmp_dss);
ok(stencil_ref == 3, "Got stencil ref %#x, expected 3.\n", stencil_ref);
tmp_rs = (ID3D11RasterizerState *)0xdeadbeef;
ID3D11DeviceContext1_RSGetState(context, &tmp_rs);
ok(tmp_rs == rs, "Got unexpected rasterizer state %p.\n", tmp_rs);
ID3D11RasterizerState_Release(tmp_rs);
memset(tmp_vp, 0xa5, sizeof(tmp_vp));
count = 2;
ID3D11DeviceContext1_RSGetViewports(context, &count, tmp_vp);
ok(count == 1, "Got viewport count %u, expected 1.\n", count);
ok(!memcmp(tmp_vp, &vp, sizeof(vp)), "Got viewport %s, expected %s.\n",
debugstr_viewport(tmp_vp), debugstr_viewport(&vp));
memset(tmp_rect, 0xa5, sizeof(tmp_rect));
count = 2;
ID3D11DeviceContext1_RSGetScissorRects(context, &count, tmp_rect);
todo_wine ok(count == 1, "Got scissor rect count %u, expected 1.\n", count);
ok(!memcmp(tmp_rect, &rect, sizeof(rect)), "Got scissor rect %s, expected %s.\n",
wine_dbgstr_rect(tmp_rect), wine_dbgstr_rect(&rect));
check_interface(device, &IID_ID3D10Device, TRUE, FALSE);
check_interface(device, &IID_ID3D10Device1, TRUE, FALSE);
ID3D11RasterizerState_Release(rs);
ID3D11BlendState_Release(bs);
ID3D11DepthStencilState_Release(dss);
ID3D11DepthStencilView_Release(dsv);