diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 81cb87fc9d8..89f9c5b4a22 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -2737,6 +2737,51 @@ static void test_create_depthstencil_state(void) refcount = ID3D11DepthStencilState_Release(ds_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount); + ds_desc.DepthEnable = FALSE; + ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; + ds_desc.DepthFunc = D3D11_COMPARISON_NEVER; + ds_desc.StencilEnable = FALSE; + ds_desc.StencilReadMask = 0; + ds_desc.StencilWriteMask = 0; + ds_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilFunc = D3D11_COMPARISON_NEVER; + ds_desc.BackFace = ds_desc.FrontFace; + + hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state1); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + + memset(&ds_desc, 0, sizeof(ds_desc)); + ID3D11DepthStencilState_GetDesc(ds_state1, &ds_desc); + ok(!ds_desc.DepthEnable, "Got unexpected depth enable %#x.\n", ds_desc.DepthEnable); + ok(ds_desc.DepthWriteMask == D3D11_DEPTH_WRITE_MASK_ALL, + "Got unexpected depth write mask %#x.\n", ds_desc.DepthWriteMask); + ok(ds_desc.DepthFunc == D3D11_COMPARISON_LESS, "Got unexpected depth func %#x.\n", ds_desc.DepthFunc); + ok(!ds_desc.StencilEnable, "Got unexpected stencil enable %#x.\n", ds_desc.StencilEnable); + ok(ds_desc.StencilReadMask == D3D11_DEFAULT_STENCIL_READ_MASK, + "Got unexpected stencil read mask %#x.\n", ds_desc.StencilReadMask); + ok(ds_desc.StencilWriteMask == D3D11_DEFAULT_STENCIL_WRITE_MASK, + "Got unexpected stencil write mask %#x.\n", ds_desc.StencilWriteMask); + ok(ds_desc.FrontFace.StencilDepthFailOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected front face stencil depth fail op %#x.\n", ds_desc.FrontFace.StencilDepthFailOp); + ok(ds_desc.FrontFace.StencilPassOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected front face stencil pass op %#x.\n", ds_desc.FrontFace.StencilPassOp); + ok(ds_desc.FrontFace.StencilFailOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected front face stencil fail op %#x.\n", ds_desc.FrontFace.StencilFailOp); + ok(ds_desc.FrontFace.StencilFunc == D3D11_COMPARISON_ALWAYS, + "Got unexpected front face stencil func %#x.\n", ds_desc.FrontFace.StencilFunc); + ok(ds_desc.BackFace.StencilDepthFailOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected back face stencil depth fail op %#x.\n", ds_desc.BackFace.StencilDepthFailOp); + ok(ds_desc.BackFace.StencilPassOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected back face stencil pass op %#x.\n", ds_desc.BackFace.StencilPassOp); + ok(ds_desc.BackFace.StencilFailOp == D3D11_STENCIL_OP_KEEP, + "Got unexpected back face stencil fail op %#x.\n", ds_desc.BackFace.StencilFailOp); + ok(ds_desc.BackFace.StencilFunc == D3D11_COMPARISON_ALWAYS, + "Got unexpected back face stencil func %#x.\n", ds_desc.BackFace.StencilFunc); + + ID3D11DepthStencilState_Release(ds_state1); + refcount = ID3D11Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); }