d3d11/tests: Add test for negative viewport coordinates.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-06-06 00:32:40 +02:00 committed by Alexandre Julliard
parent 2cf38e63ec
commit 9d55086f82
1 changed files with 52 additions and 0 deletions

View File

@ -24602,6 +24602,57 @@ static void test_fractional_viewports(void)
release_test_context(&test_context);
}
static void test_negative_viewports(const D3D_FEATURE_LEVEL feature_level)
{
struct d3d11_test_context test_context;
ID3D11DeviceContext *context;
BOOL quirk;
RECT rect;
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
if (!init_test_context(&test_context, &feature_level))
return;
context = test_context.immediate_context;
set_viewport(context, 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 1.0f);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
set_viewport(context, -0.0f, -0.0f, 640.0f, 480.0f, 0.0f, 1.0f);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
/* For feature levels greater than or equal to 11_0, a negative top left
* corner shifts the bottom right corner by a whole integer. It seems that
* floor() is used to round viewport corners to integers.
*/
quirk = feature_level >= D3D_FEATURE_LEVEL_11_0;
set_viewport(context, -0.4f, -0.4f, 640.0f, 480.0f, 0.0f, 1.0f);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
SetRect(&rect, 0, 0, 639, 479);
check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, 0xff00ff00, 1);
SetRect(&rect, 639, 479, 640, 480);
todo_wine_if(quirk)
check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, quirk ? 0xffffffff : 0xff00ff00, 1);
set_viewport(context, -1.0f / 128.0f, -1.0 / 128.0f, 640.0f, 480.0f, 0.0f, 1.0f);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
SetRect(&rect, 0, 0, 639, 479);
check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, 0xff00ff00, 1);
SetRect(&rect, 639, 479, 640, 480);
todo_wine_if(quirk)
check_texture_sub_resource_color(test_context.backbuffer, 0, &rect, quirk ? 0xffffffff : 0xff00ff00, 1);
release_test_context(&test_context);
}
static void test_early_depth_stencil(void)
{
ID3D11DepthStencilState *depth_stencil_state;
@ -27669,6 +27720,7 @@ START_TEST(d3d11)
test_gather_c();
test_depth_bias();
test_fractional_viewports();
run_for_each_feature_level_in_range(D3D_FEATURE_LEVEL_10_0, D3D_FEATURE_LEVEL_11_0, test_negative_viewports);
test_early_depth_stencil();
test_conservative_depth_output();
test_format_compatibility();