diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 9c12a768e20..c6509caa826 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -26580,6 +26580,79 @@ static void test_multisample_resolve(void) release_test_context(&test_context); } +static void test_depth_clip(void) +{ + struct d3d11_test_context test_context; + D3D11_TEXTURE2D_DESC texture_desc; + D3D11_RASTERIZER_DESC rs_desc; + ID3D11DeviceContext *context; + ID3D11DepthStencilView *dsv; + ID3D11RasterizerState *rs; + ID3D11Texture2D *texture; + ID3D11Device *device; + unsigned int count; + D3D11_VIEWPORT vp; + HRESULT hr; + + if (!init_test_context(&test_context, NULL)) + return; + device = test_context.device; + context = test_context.immediate_context; + + ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + texture_desc.Format = DXGI_FORMAT_D32_FLOAT; + texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; + + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, NULL, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ID3D11DeviceContext_OMSetRenderTargets(context, 1, &test_context.backbuffer_rtv, dsv); + + count = 1; + ID3D11DeviceContext_RSGetViewports(context, &count, &vp); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0); + set_viewport(context, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f); + draw_quad_z(&test_context, 2.0f); + check_texture_float(texture, 1.0f, 1); + draw_quad_z(&test_context, 0.5f); + check_texture_float(texture, 0.5f, 1); + draw_quad_z(&test_context, -1.0f); + check_texture_float(texture, 0.5f, 1); + + 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 = FALSE; + rs_desc.ScissorEnable = FALSE; + rs_desc.MultisampleEnable = FALSE; + rs_desc.AntialiasedLineEnable = FALSE; + hr = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + + ID3D11DeviceContext_RSSetState(context, rs); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0); + set_viewport(context, vp.TopLeftX, vp.TopLeftY, vp.Width, vp.Height, 0.4f, 0.6f); + draw_quad_z(&test_context, 2.0f); +todo_wine + check_texture_float(texture, 0.6f, 1); + draw_quad_z(&test_context, 0.5f); + check_texture_float(texture, 0.5f, 1); + draw_quad_z(&test_context, -1.0f); +todo_wine + check_texture_float(texture, 0.4f, 1); + + ID3D11DepthStencilView_Release(dsv); + ID3D11Texture2D_Release(texture); + ID3D11RasterizerState_Release(rs); + release_test_context(&test_context); +} + START_TEST(d3d11) { unsigned int argc, i; @@ -26717,4 +26790,5 @@ START_TEST(d3d11) test_unbound_multisample_texture(); test_multiple_viewports(); test_multisample_resolve(); + test_depth_clip(); }