diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 29f8f124686..63a98f5099a 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -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);