d3d10core/tests: Add a small test for ID3D10Device_CreateDepthStencilState().
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@ -672,6 +672,53 @@ static void test_create_blend_state(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_create_depthstencil_state(void)
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{
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ID3D10DepthStencilState *ds_state1, *ds_state2;
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D3D10_DEPTH_STENCIL_DESC ds_desc;
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ID3D10Device *device;
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ULONG refcount;
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HRESULT hr;
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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hr = ID3D10Device_CreateDepthStencilState(device, NULL, &ds_state1);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ds_desc.DepthEnable = TRUE;
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ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
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ds_desc.DepthFunc = D3D10_COMPARISON_LESS;
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ds_desc.StencilEnable = FALSE;
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ds_desc.StencilReadMask = D3D10_DEFAULT_STENCIL_READ_MASK;
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ds_desc.StencilWriteMask = D3D10_DEFAULT_STENCIL_WRITE_MASK;
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ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
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ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
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ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
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ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
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ds_desc.BackFace.StencilFailOp = D3D10_STENCIL_OP_KEEP;
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ds_desc.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP;
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ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
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ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
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hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1);
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ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
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hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state2);
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ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr);
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ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n");
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refcount = ID3D10DepthStencilState_Release(ds_state2);
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ok(refcount == 1, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D10DepthStencilState_Release(ds_state1);
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ok(!refcount, "Got unexpected refcount %u.\n", refcount);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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START_TEST(device)
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{
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test_device_interfaces();
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@ -683,4 +730,5 @@ START_TEST(device)
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test_create_shader();
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test_create_sampler_state();
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test_create_blend_state();
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test_create_depthstencil_state();
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}
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