d3d11/tests: Add test for two sided stencil.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Andrew Wesie 2016-11-30 12:47:37 +01:00 committed by Alexandre Julliard
parent 076c2f783d
commit ef8e2f2e75
1 changed files with 109 additions and 0 deletions

View File

@ -11262,6 +11262,114 @@ static void test_shader_input_registers_limits(void)
release_test_context(&test_context);
}
static void test_stencil_separate(void)
{
struct d3d11_test_context test_context;
D3D11_TEXTURE2D_DESC texture_desc;
D3D11_DEPTH_STENCIL_DESC ds_desc;
ID3D11DepthStencilState *ds_state;
ID3D11DepthStencilView *ds_view;
D3D11_RASTERIZER_DESC rs_desc;
ID3D11DeviceContext *context;
ID3D11RasterizerState *rs;
ID3D11Texture2D *texture;
ID3D11Device *device;
HRESULT hr;
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
static const struct vec2 ccw_quad[] =
{
{-1.0f, -1.0f},
{ 1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, 1.0f},
};
if (!init_test_context(&test_context, NULL))
return;
device = test_context.device;
context = test_context.immediate_context;
texture_desc.Width = 640;
texture_desc.Height = 480;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D11_USAGE_DEFAULT;
texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)texture, NULL, &ds_view);
ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
ds_desc.DepthEnable = TRUE;
ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
ds_desc.DepthFunc = D3D11_COMPARISON_LESS;
ds_desc.StencilEnable = TRUE;
ds_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
ds_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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.StencilFailOp = D3D11_STENCIL_OP_ZERO;
ds_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_ZERO;
ds_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_ZERO;
ds_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state);
ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr);
rs_desc.FillMode = D3D11_FILL_SOLID;
rs_desc.CullMode = D3D11_CULL_NONE;
rs_desc.FrontCounterClockwise = FALSE;
rs_desc.DepthBias = 0;
rs_desc.DepthBiasClamp = 0.0f;
rs_desc.SlopeScaledDepthBias = 0.0f;
rs_desc.DepthClipEnable = TRUE;
rs_desc.ScissorEnable = FALSE;
rs_desc.MultisampleEnable = FALSE;
rs_desc.AntialiasedLineEnable = FALSE;
ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
ID3D11DeviceContext_ClearDepthStencilView(context, ds_view, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
ID3D11DeviceContext_OMSetRenderTargets(context, 1, &test_context.backbuffer_rtv, ds_view);
ID3D11DeviceContext_OMSetDepthStencilState(context, ds_state, 0);
ID3D11DeviceContext_RSSetState(context, rs);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
ID3D11Buffer_Release(test_context.vb);
test_context.vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(ccw_quad), ccw_quad);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
ID3D11RasterizerState_Release(rs);
rs_desc.FrontCounterClockwise = TRUE;
ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
ID3D11DeviceContext_RSSetState(context, rs);
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
ID3D11DepthStencilState_Release(ds_state);
ID3D11DepthStencilView_Release(ds_view);
ID3D11RasterizerState_Release(rs);
ID3D11Texture2D_Release(texture);
release_test_context(&test_context);
}
static void test_uav_load(void)
{
struct shader
@ -11631,5 +11739,6 @@ START_TEST(d3d11)
run_for_each_9_x_feature_level(test_fl9_draw);
test_ddy();
test_shader_input_registers_limits();
test_stencil_separate();
test_uav_load();
}