d3d11/tests: Add test for initial depth stencil state.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -11788,10 +11788,61 @@ static void test_clear_buffer_unordered_access_view(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_initial_depth_stencil_state(void)
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{
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static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
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static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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struct d3d11_test_context test_context;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11DeviceContext *context;
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ID3D11DepthStencilView *dsv;
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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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/* check if depth function is D3D11_COMPARISON_LESS */
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.5f, 0);
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vp.MinDepth = vp.MaxDepth = 0.4f;
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ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
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draw_color_quad(&test_context, &green);
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draw_color_quad(&test_context, &red);
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vp.MinDepth = vp.MaxDepth = 0.6f;
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ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
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draw_color_quad(&test_context, &red);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
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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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release_test_context(&test_context);
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}
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static void test_draw_depth_only(void)
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{
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ID3D11DepthStencilState *depth_stencil_state;
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D3D11_DEPTH_STENCIL_DESC depth_stencil_desc;
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struct d3d11_test_context test_context;
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ID3D11PixelShader *ps_color, *ps_depth;
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D3D11_TEXTURE2D_DESC texture_desc;
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@ -11848,32 +11899,15 @@ static void test_draw_depth_only(void)
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cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(depth), NULL);
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texture_desc.Width = 640;
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texture_desc.Height = 480;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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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.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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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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depth_stencil_desc.DepthEnable = TRUE;
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depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depth_stencil_desc.DepthFunc = D3D11_COMPARISON_LESS;
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depth_stencil_desc.StencilEnable = FALSE;
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hr = ID3D11Device_CreateDepthStencilState(device, &depth_stencil_desc, &depth_stencil_state);
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ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), NULL, &ps_color);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_depth_code, sizeof(ps_depth_code), NULL, &ps_depth);
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@ -11882,7 +11916,6 @@ static void test_draw_depth_only(void)
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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ID3D11DeviceContext_PSSetShader(context, ps_color, NULL, 0);
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ID3D11DeviceContext_OMSetRenderTargets(context, 0, NULL, dsv);
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ID3D11DeviceContext_OMSetDepthStencilState(context, depth_stencil_state, 0);
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ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
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check_texture_float(texture, 1.0f, 1);
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@ -11947,7 +11980,6 @@ static void test_draw_depth_only(void)
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ID3D11PixelShader_Release(ps_color);
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ID3D11PixelShader_Release(ps_depth);
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ID3D11DepthStencilView_Release(dsv);
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ID3D11DepthStencilState_Release(depth_stencil_state);
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ID3D11Texture2D_Release(texture);
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release_test_context(&test_context);
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}
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@ -23384,6 +23416,7 @@ START_TEST(d3d11)
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test_clear_render_target_view();
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test_clear_depth_stencil_view();
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test_clear_buffer_unordered_access_view();
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test_initial_depth_stencil_state();
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test_draw_depth_only();
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test_draw_uav_only();
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test_cb_relative_addressing();
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