diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 4c41d2548a1..ba6f22ebb89 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -228,6 +228,27 @@ static ID3D10Device *create_device(void) return NULL; } +static BOOL is_warp_device(ID3D10Device *device) +{ + DXGI_ADAPTER_DESC adapter_desc; + IDXGIDevice *dxgi_device; + IDXGIAdapter *adapter; + HRESULT hr; + + hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); + ok(SUCCEEDED(hr), "Failed to query IDXGIDevice interface, hr %#x.\n", hr); + hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter); + ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr); + IDXGIDevice_Release(dxgi_device); + hr = IDXGIAdapter_GetDesc(adapter, &adapter_desc); + ok(SUCCEEDED(hr), "Failed to get adapter desc, hr %#x.\n", hr); + IDXGIAdapter_Release(adapter); + + return !adapter_desc.SubSysId && !adapter_desc.Revision + && ((!adapter_desc.VendorId && !adapter_desc.DeviceId) + || (adapter_desc.VendorId == 0x1414 && adapter_desc.DeviceId == 0x008c)); +} + #define SWAPCHAIN_FLAG_SHADER_INPUT 0x1 struct swapchain_desc @@ -5858,6 +5879,97 @@ static void test_swapchain_flip(void) DestroyWindow(window); } +static void test_clear_render_target_view(void) +{ + static const DWORD expected_color = 0xbf4c7f19, expected_srgb_color = 0xbf95bc59; + static const float color[] = {0.1f, 0.5f, 0.3f, 0.75f}; + + struct d3d10core_test_context test_context; + ID3D10Texture2D *texture, *srgb_texture; + ID3D10RenderTargetView *rtv, *srgb_rtv; + D3D10_RENDER_TARGET_VIEW_DESC rtv_desc; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10Device *device; + HRESULT hr; + + if (!init_test_context(&test_context)) + return; + + device = test_context.device; + + texture_desc.Width = 640; + texture_desc.Height = 480; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D10_USAGE_DEFAULT; + texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr); + + texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &srgb_texture); + ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr); + + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)srgb_texture, NULL, &srgb_rtv); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, color); + check_texture_color(test_context.backbuffer, expected_color, 1); + + ID3D10Device_ClearRenderTargetView(device, rtv, color); + check_texture_color(texture, expected_color, 1); + + ID3D10Device_ClearRenderTargetView(device, srgb_rtv, color); + check_texture_color(srgb_texture, expected_srgb_color, 1); + + ID3D10RenderTargetView_Release(srgb_rtv); + ID3D10RenderTargetView_Release(rtv); + ID3D10Texture2D_Release(srgb_texture); + ID3D10Texture2D_Release(texture); + + texture_desc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS; + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr); + + rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; + rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; + U(rtv_desc).Texture2D.MipSlice = 0; + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &srgb_rtv); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + + rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; + U(rtv_desc).Texture2D.MipSlice = 0; + hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + + ID3D10Device_ClearRenderTargetView(device, rtv, color); + check_texture_color(texture, expected_color, 1); + + if (!is_warp_device(device)) + { + ID3D10Device_ClearRenderTargetView(device, srgb_rtv, color); + todo_wine check_texture_color(texture, expected_srgb_color, 1); + } + else + { + win_skip("sRGB clears are broken on WARP.\n"); + } + + ID3D10RenderTargetView_Release(srgb_rtv); + ID3D10RenderTargetView_Release(rtv); + ID3D10Texture2D_Release(texture); + release_test_context(&test_context); +} + static void test_clear_depth_stencil_view(void) { D3D10_TEXTURE2D_DESC texture_desc; @@ -6135,6 +6247,7 @@ START_TEST(device) test_check_multisample_quality_levels(); test_cb_relative_addressing(); test_swapchain_flip(); + test_clear_render_target_view(); test_clear_depth_stencil_view(); test_draw_depth_only(); }