d3d11/tests: Add test for depth clip.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -26580,6 +26580,79 @@ static void test_multisample_resolve(void)
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release_test_context(&test_context);
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}
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static void test_depth_clip(void)
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{
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struct d3d11_test_context test_context;
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D3D11_TEXTURE2D_DESC texture_desc;
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D3D11_RASTERIZER_DESC rs_desc;
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ID3D11DeviceContext *context;
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ID3D11DepthStencilView *dsv;
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ID3D11RasterizerState *rs;
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ID3D11Texture2D *texture;
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ID3D11Device *device;
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unsigned int count;
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D3D11_VIEWPORT vp;
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HRESULT hr;
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
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texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, NULL, &dsv);
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ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &test_context.backbuffer_rtv, dsv);
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count = 1;
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ID3D11DeviceContext_RSGetViewports(context, &count, &vp);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
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set_viewport(context, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f);
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draw_quad_z(&test_context, 2.0f);
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check_texture_float(texture, 1.0f, 1);
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draw_quad_z(&test_context, 0.5f);
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check_texture_float(texture, 0.5f, 1);
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draw_quad_z(&test_context, -1.0f);
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check_texture_float(texture, 0.5f, 1);
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rs_desc.FillMode = D3D11_FILL_SOLID;
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rs_desc.CullMode = D3D11_CULL_BACK;
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rs_desc.FrontCounterClockwise = FALSE;
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rs_desc.DepthBias = 0;
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rs_desc.DepthBiasClamp = 0.0f;
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rs_desc.SlopeScaledDepthBias = 0.0f;
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rs_desc.DepthClipEnable = FALSE;
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rs_desc.ScissorEnable = FALSE;
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rs_desc.MultisampleEnable = FALSE;
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rs_desc.AntialiasedLineEnable = FALSE;
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hr = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
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ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
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ID3D11DeviceContext_RSSetState(context, rs);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
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set_viewport(context, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f);
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draw_quad_z(&test_context, 2.0f);
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todo_wine
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check_texture_float(texture, 0.6f, 1);
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draw_quad_z(&test_context, 0.5f);
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check_texture_float(texture, 0.5f, 1);
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draw_quad_z(&test_context, -1.0f);
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todo_wine
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check_texture_float(texture, 0.4f, 1);
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ID3D11DepthStencilView_Release(dsv);
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ID3D11Texture2D_Release(texture);
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ID3D11RasterizerState_Release(rs);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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unsigned int argc, i;
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@ -26717,4 +26790,5 @@ START_TEST(d3d11)
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test_unbound_multisample_texture();
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test_multiple_viewports();
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test_multisample_resolve();
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test_depth_clip();
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}
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