d3d10core/tests: Add some tests for copying between depth/stencil and colour formats.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -16112,6 +16112,8 @@ static void test_format_compatibility(void)
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DXGI_FORMAT dst_format;
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size_t texel_size;
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BOOL success;
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BOOL src_ds;
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BOOL dst_ds;
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}
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test_data[] =
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{
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@ -16140,6 +16142,10 @@ static void test_format_compatibility(void)
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{DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32_UINT, 8, TRUE},
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{DXGI_FORMAT_R32G32_UINT, DXGI_FORMAT_R32G32_SINT, 8, TRUE},
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{DXGI_FORMAT_R32G32_SINT, DXGI_FORMAT_R32G32_TYPELESS, 8, TRUE},
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{DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_R16_UNORM, 2, TRUE, TRUE},
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{DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_D16_UNORM, 2, FALSE, FALSE, TRUE},
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{DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_TYPELESS, 2, TRUE, TRUE},
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{DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_R16_TYPELESS, 2, FALSE, FALSE, TRUE},
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};
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static const DWORD initial_data[16] = {0};
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static const DWORD bitmap_data[] =
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@ -16161,7 +16167,6 @@ static void test_format_compatibility(void)
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texture_desc.ArraySize = 1;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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@ -16172,7 +16177,8 @@ static void test_format_compatibility(void)
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texture_desc.Width = sizeof(bitmap_data) / (texture_desc.Height * test_data[i].texel_size);
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texture_desc.Format = test_data[i].src_format;
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texture_desc.Usage = D3D10_USAGE_IMMUTABLE;
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texture_desc.Usage = test_data[i].src_ds ? D3D10_USAGE_DEFAULT : D3D10_USAGE_IMMUTABLE;
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texture_desc.BindFlags = test_data[i].src_ds ? D3D10_BIND_DEPTH_STENCIL : D3D10_BIND_SHADER_RESOURCE;
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resource_data.pSysMem = bitmap_data;
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resource_data.SysMemPitch = texture_desc.Width * test_data[i].texel_size;
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@ -16183,6 +16189,7 @@ static void test_format_compatibility(void)
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texture_desc.Format = test_data[i].dst_format;
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texture_desc.Usage = D3D10_USAGE_DEFAULT;
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texture_desc.BindFlags = test_data[i].dst_ds ? D3D10_BIND_DEPTH_STENCIL : D3D10_BIND_SHADER_RESOURCE;
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resource_data.pSysMem = initial_data;
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@ -16201,7 +16208,9 @@ static void test_format_compatibility(void)
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texel_dwords = test_data[i].texel_size / sizeof(DWORD);
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get_texture_readback(dst_texture, 0, &rb);
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for (j = 0; j < ARRAY_SIZE(bitmap_data); ++j)
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/* While partial depth/stencil <-> colour copies are unsupported in
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* d3d11, they're just broken in d3d10. */
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for (j = 0; j < ARRAY_SIZE(bitmap_data) && !test_data[i].src_ds; ++j)
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{
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x = j % 4;
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y = j / 4;
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@ -16222,8 +16231,9 @@ static void test_format_compatibility(void)
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y = j / 4;
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colour = get_readback_color(&rb, x, y);
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expected = test_data[i].success ? bitmap_data[j] : initial_data[j];
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ok(colour == expected, "Test %u: Got unexpected colour 0x%08x at (%u, %u), expected 0x%08x.\n",
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i, colour, x, y, expected);
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todo_wine_if(test_data[i].src_ds)
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ok(colour == expected, "Test %u: Got unexpected colour 0x%08x at (%u, %u), expected 0x%08x.\n",
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i, colour, x, y, expected);
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}
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release_resource_readback(&rb);
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