d3d11/tests: Add more tests for creating depth stencil views.
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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@ -279,6 +279,72 @@ static void check_rtv_desc_(unsigned int line, const D3D11_RENDER_TARGET_VIEW_DE
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}
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}
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struct dsv_desc
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{
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DXGI_FORMAT format;
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D3D11_DSV_DIMENSION dimension;
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unsigned int miplevel_idx;
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unsigned int layer_idx;
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unsigned int layer_count;
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};
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static void get_dsv_desc(D3D11_DEPTH_STENCIL_VIEW_DESC *d3d11_desc, const struct dsv_desc *desc)
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{
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d3d11_desc->Format = desc->format;
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d3d11_desc->ViewDimension = desc->dimension;
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d3d11_desc->Flags = 0;
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if (desc->dimension == D3D11_DSV_DIMENSION_TEXTURE2D)
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{
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U(*d3d11_desc).Texture2D.MipSlice = desc->miplevel_idx;
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}
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else if (desc->dimension == D3D11_DSV_DIMENSION_TEXTURE2DARRAY)
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{
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U(*d3d11_desc).Texture2DArray.MipSlice = desc->miplevel_idx;
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U(*d3d11_desc).Texture2DArray.FirstArraySlice = desc->layer_idx;
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U(*d3d11_desc).Texture2DArray.ArraySize = desc->layer_count;
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}
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else
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{
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trace("Unhandled view dimension %#x.\n", desc->dimension);
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}
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}
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#define check_dsv_desc(a, b) check_dsv_desc_(__LINE__, a, b)
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static void check_dsv_desc_(unsigned int line, const D3D11_DEPTH_STENCIL_VIEW_DESC *desc,
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const struct dsv_desc *expected_desc)
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{
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ok_(__FILE__, line)(desc->Format == expected_desc->format,
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"Got format %#x, expected %#x.\n", desc->Format, expected_desc->format);
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ok_(__FILE__, line)(desc->ViewDimension == expected_desc->dimension,
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"Got view dimension %#x, expected %#x.\n", desc->ViewDimension, expected_desc->dimension);
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if (desc->ViewDimension != expected_desc->dimension)
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return;
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if (desc->ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2D)
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{
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ok_(__FILE__, line)(U(*desc).Texture2D.MipSlice == expected_desc->miplevel_idx,
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"Got MipSlice %u, expected %u.\n",
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U(*desc).Texture2D.MipSlice, expected_desc->miplevel_idx);
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}
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else if (desc->ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2DARRAY)
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{
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ok_(__FILE__, line)(U(*desc).Texture2DArray.MipSlice == expected_desc->miplevel_idx,
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"Got MipSlice %u, expected %u.\n",
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U(*desc).Texture2DArray.MipSlice, expected_desc->miplevel_idx);
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ok_(__FILE__, line)(U(*desc).Texture2DArray.FirstArraySlice == expected_desc->layer_idx,
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"Got FirstArraySlice %u, expected %u.\n",
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U(*desc).Texture2DArray.FirstArraySlice, expected_desc->layer_idx);
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ok_(__FILE__, line)(U(*desc).Texture2DArray.ArraySize == expected_desc->layer_count,
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"Got ArraySize %u, expected %u.\n",
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U(*desc).Texture2DArray.ArraySize, expected_desc->layer_count);
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}
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else
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{
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trace("Unhandled view dimension %#x.\n", desc->ViewDimension);
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}
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}
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#define create_buffer(a, b, c, d) create_buffer_(__LINE__, a, b, c, d)
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static ID3D11Buffer *create_buffer_(unsigned int line, ID3D11Device *device,
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unsigned int bind_flags, unsigned int size, const void *data)
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@ -1948,8 +2014,48 @@ static void test_create_depthstencil_view(void)
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ID3D11DepthStencilView *dsview;
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ID3D11Device *device, *tmp;
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ID3D11Texture2D *texture;
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IUnknown *iface;
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unsigned int i;
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HRESULT hr;
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static const struct
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{
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struct
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{
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unsigned int miplevel_count;
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unsigned int array_size;
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DXGI_FORMAT format;
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} texture;
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struct dsv_desc dsv_desc;
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struct dsv_desc expected_dsv_desc;
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}
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tests[] =
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{
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#define FMT_UNKNOWN DXGI_FORMAT_UNKNOWN
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#define D24_S8 DXGI_FORMAT_D24_UNORM_S8_UINT
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#define TEX_2D D3D11_DSV_DIMENSION_TEXTURE2D
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#define TEX_2D_ARRAY D3D11_DSV_DIMENSION_TEXTURE2DARRAY
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{{ 1, 1, D24_S8}, {0}, {D24_S8, TEX_2D, 0}},
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{{10, 1, D24_S8}, {0}, {D24_S8, TEX_2D, 0}},
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{{10, 1, D24_S8}, {FMT_UNKNOWN, TEX_2D, 0}, {D24_S8, TEX_2D, 0}},
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{{10, 1, D24_S8}, {FMT_UNKNOWN, TEX_2D, 1}, {D24_S8, TEX_2D, 1}},
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{{10, 1, D24_S8}, {FMT_UNKNOWN, TEX_2D, 9}, {D24_S8, TEX_2D, 9}},
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{{ 1, 4, D24_S8}, {0}, {D24_S8, TEX_2D_ARRAY, 0, 0, 4}},
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{{10, 4, D24_S8}, {0}, {D24_S8, TEX_2D_ARRAY, 0, 0, 4}},
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{{10, 4, D24_S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 0, -1}, {D24_S8, TEX_2D_ARRAY, 0, 0, 4}},
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{{10, 4, D24_S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 1, 0, -1}, {D24_S8, TEX_2D_ARRAY, 1, 0, 4}},
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{{10, 4, D24_S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 3, 0, -1}, {D24_S8, TEX_2D_ARRAY, 3, 0, 4}},
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{{10, 4, D24_S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 5, 0, -1}, {D24_S8, TEX_2D_ARRAY, 5, 0, 4}},
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{{10, 4, D24_S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 9, 0, -1}, {D24_S8, TEX_2D_ARRAY, 9, 0, 4}},
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{{10, 4, D24_S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 1, -1}, {D24_S8, TEX_2D_ARRAY, 0, 1, 3}},
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{{10, 4, D24_S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 2, -1}, {D24_S8, TEX_2D_ARRAY, 0, 2, 2}},
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{{10, 4, D24_S8}, {FMT_UNKNOWN, TEX_2D_ARRAY, 0, 3, -1}, {D24_S8, TEX_2D_ARRAY, 0, 3, 1}},
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#undef FMT_UNKNOWN
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#undef D24_S8
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#undef TEX_2D
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#undef TEX_2D_ARRAY
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};
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if (!(device = create_device(NULL)))
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{
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skip("Failed to create device.\n");
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@ -1992,47 +2098,45 @@ static void test_create_depthstencil_view(void)
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ok(!dsv_desc.Flags, "Got unexpected flags %#x.\n", dsv_desc.Flags);
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ok(!U(dsv_desc).Texture2D.MipSlice, "Got unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice);
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ID3D11DepthStencilView_Release(dsview);
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dsv_desc.Format = DXGI_FORMAT_UNKNOWN;
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hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, &dsv_desc, &dsview);
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ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x.\n", hr);
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memset(&dsv_desc, 0, sizeof(dsv_desc));
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ID3D11DepthStencilView_GetDesc(dsview, &dsv_desc);
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ok(dsv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", dsv_desc.Format);
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ok(dsv_desc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2D,
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"Got unexpected view dimension %#x.\n", dsv_desc.ViewDimension);
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ok(!dsv_desc.Flags, "Got unexpected flags %#x.\n", dsv_desc.Flags);
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ok(!U(dsv_desc).Texture2D.MipSlice, "Got unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice);
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ID3D11DepthStencilView_Release(dsview);
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ID3D11Texture2D_Release(texture);
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texture_desc.ArraySize = 4;
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for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
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{
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D3D11_DEPTH_STENCIL_VIEW_DESC *current_desc;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
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texture_desc.MipLevels = tests[i].texture.miplevel_count;
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texture_desc.ArraySize = tests[i].texture.array_size;
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texture_desc.Format = tests[i].texture.format;
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hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, NULL, &dsview);
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ok(SUCCEEDED(hr), "Failed to create depthstencil view, hr %#x.\n", hr);
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
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memset(&dsv_desc, 0, sizeof(dsv_desc));
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ID3D11DepthStencilView_GetDesc(dsview, &dsv_desc);
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ok(dsv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", dsv_desc.Format);
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ok(dsv_desc.ViewDimension == D3D11_DSV_DIMENSION_TEXTURE2DARRAY,
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"Got unexpected view dimension %#x.\n", dsv_desc.ViewDimension);
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ok(!dsv_desc.Flags, "Got unexpected flags %#x.\n", dsv_desc.Flags);
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ok(!U(dsv_desc).Texture2DArray.MipSlice, "Got unexpected mip slice %u.\n",
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U(dsv_desc).Texture2DArray.MipSlice);
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ok(!U(dsv_desc).Texture2DArray.FirstArraySlice, "Got unexpected first array slice %u.\n",
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U(dsv_desc).Texture2DArray.FirstArraySlice);
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ok(U(dsv_desc).Texture2DArray.ArraySize == texture_desc.ArraySize,
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"Got unexpected array size %u.\n", U(dsv_desc).Texture2DArray.ArraySize);
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if (tests[i].dsv_desc.dimension == D3D11_DSV_DIMENSION_UNKNOWN)
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{
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current_desc = NULL;
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}
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else
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{
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current_desc = &dsv_desc;
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get_dsv_desc(current_desc, &tests[i].dsv_desc);
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}
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ID3D11DepthStencilView_Release(dsview);
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ID3D11Texture2D_Release(texture);
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hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, current_desc, &dsview);
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ok(SUCCEEDED(hr), "Test %u: Failed to create depth stencil view, hr %#x.\n", i, hr);
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hr = ID3D11DepthStencilView_QueryInterface(dsview, &IID_ID3D10DepthStencilView, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Test %u: Depth stencil view should implement ID3D10DepthStencilView.\n", i);
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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memset(&dsv_desc, 0, sizeof(dsv_desc));
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ID3D11DepthStencilView_GetDesc(dsview, &dsv_desc);
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check_dsv_desc(&dsv_desc, &tests[i].expected_dsv_desc);
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ID3D11DepthStencilView_Release(dsview);
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ID3D11Texture2D_Release(texture);
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}
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refcount = ID3D11Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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