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