d3d10core/tests: Add a small test for ID3D10Device_CreateDepthStencilView().

This commit is contained in:
Henri Verbeet 2012-09-13 09:18:15 +02:00 committed by Alexandre Julliard
parent 05d1fbb392
commit 9235336894
1 changed files with 37 additions and 0 deletions

View File

@ -202,6 +202,42 @@ static void test_create_texture3d(ID3D10Device *device)
ID3D10Texture3D_Release(texture);
}
static void test_create_depthstencil_view(ID3D10Device *device)
{
D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10DepthStencilView *dsview;
ID3D10Texture2D *texture;
HRESULT hr;
texture_desc.Width = 512;
texture_desc.Height = 512;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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, &texture);
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsview);
ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x\n", hr);
ID3D10DepthStencilView_GetDesc(dsview, &dsv_desc);
ok(dsv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", dsv_desc.Format);
ok(dsv_desc.ViewDimension == D3D10_DSV_DIMENSION_TEXTURE2D,
"Got unexpected view dimension %#x.\n", dsv_desc.ViewDimension);
ok(U(dsv_desc).Texture2D.MipSlice == 0, "Got Unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice);
ID3D10DepthStencilView_Release(dsview);
ID3D10Texture2D_Release(texture);
}
static void test_create_rendertarget_view(ID3D10Device *device)
{
D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
@ -409,6 +445,7 @@ START_TEST(device)
test_device_interfaces(device);
test_create_texture2d(device);
test_create_texture3d(device);
test_create_depthstencil_view(device);
test_create_rendertarget_view(device);
test_create_shader(device);