d3d10core/tests: Add a small test for ID3D10Device_CreateDepthStencilState().

This commit is contained in:
Henri Verbeet 2012-12-13 22:09:00 +01:00 committed by Alexandre Julliard
parent 0ffda86f76
commit 93700423e8
1 changed files with 48 additions and 0 deletions

View File

@ -672,6 +672,53 @@ static void test_create_blend_state(void)
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_create_depthstencil_state(void)
{
ID3D10DepthStencilState *ds_state1, *ds_state2;
D3D10_DEPTH_STENCIL_DESC ds_desc;
ID3D10Device *device;
ULONG refcount;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device, skipping tests.\n");
return;
}
hr = ID3D10Device_CreateDepthStencilState(device, NULL, &ds_state1);
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
ds_desc.DepthEnable = TRUE;
ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
ds_desc.DepthFunc = D3D10_COMPARISON_LESS;
ds_desc.StencilEnable = FALSE;
ds_desc.StencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK;
ds_desc.StencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK;
ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
ds_desc.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
ds_desc.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1);
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state2);
ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n");
refcount = ID3D10DepthStencilState_Release(ds_state2);
ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
refcount = ID3D10DepthStencilState_Release(ds_state1);
ok(!refcount, "Got unexpected refcount %u.\n", refcount);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
START_TEST(device)
{
test_device_interfaces();
@ -683,4 +730,5 @@ START_TEST(device)
test_create_shader();
test_create_sampler_state();
test_create_blend_state();
test_create_depthstencil_state();
}