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d3d10core/tests: Port test_depth_stencil_sampling() from d3d11.
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:
parent
22fea7581a
commit
6a45ea7dd9
@ -808,9 +808,8 @@ static ID3D10Device *create_device(void)
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return NULL;
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}
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static BOOL is_warp_device(ID3D10Device *device)
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static void get_device_adapter_desc(ID3D10Device *device, DXGI_ADAPTER_DESC *adapter_desc)
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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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@ -820,15 +819,31 @@ static BOOL is_warp_device(ID3D10Device *device)
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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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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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}
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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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get_device_adapter_desc(device, &adapter_desc);
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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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static BOOL is_amd_device(ID3D10Device *device)
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{
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DXGI_ADAPTER_DESC adapter_desc;
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if (!strcmp(winetest_platform, "wine"))
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return FALSE;
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get_device_adapter_desc(device, &adapter_desc);
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return adapter_desc.VendorId == 0x1002;
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}
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static BOOL is_d3d11_interface_available(ID3D10Device *device)
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{
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ID3D11Device *d3d11_device;
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@ -6000,6 +6015,359 @@ static void test_texture(void)
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release_test_context(&test_context);
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}
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static void test_depth_stencil_sampling(void)
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{
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ID3D10PixelShader *ps_cmp, *ps_depth, *ps_stencil, *ps_depth_stencil;
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ID3D10ShaderResourceView *depth_srv, *stencil_srv;
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struct d3d10core_test_context test_context;
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ID3D10SamplerState *cmp_sampler, *sampler;
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
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ID3D10Texture2D *texture, *rt_texture;
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_SAMPLER_DESC sampler_desc;
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ID3D10DepthStencilView *dsv;
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ID3D10RenderTargetView *rtv;
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struct vec4 ps_constant;
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ID3D10Device *device;
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ID3D10Buffer *cb;
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unsigned int i;
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HRESULT hr;
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static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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static const DWORD ps_compare_code[] =
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{
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#if 0
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Texture2D t;
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SamplerComparisonState s;
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float ref;
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float4 main(float4 position : SV_Position) : SV_Target
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{
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return t.SampleCmp(s, float2(position.x / 640.0f, position.y / 480.0f), ref);
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}
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#endif
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0x43425844, 0xc2e0d84e, 0x0522c395, 0x9ff41580, 0xd3ca29cc, 0x00000001, 0x00000164, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000c8, 0x00000040,
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0x00000032, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300085a, 0x00106000, 0x00000000,
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0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
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0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0a000038, 0x00100032, 0x00000000,
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0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0c000046,
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0x00100012, 0x00000000, 0x00100046, 0x00000000, 0x00107006, 0x00000000, 0x00106000, 0x00000000,
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0x0020800a, 0x00000000, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100006, 0x00000000,
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0x0100003e,
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};
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static const DWORD ps_sample_code[] =
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{
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#if 0
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Texture2D t;
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SamplerState s;
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float4 main(float4 position : SV_Position) : SV_Target
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{
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return t.Sample(s, float2(position.x / 640.0f, position.y / 480.0f));
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}
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#endif
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0x43425844, 0x7472c092, 0x5548f00e, 0xf4e007f1, 0x5970429c, 0x00000001, 0x00000134, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
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0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
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0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
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0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_stencil_code[] =
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{
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#if 0
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Texture2D<uint4> t;
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float4 main(float4 position : SV_Position) : SV_Target
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{
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float2 s;
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t.GetDimensions(s.x, s.y);
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return t.Load(int3(float3(s.x * position.x / 640.0f, s.y * position.y / 480.0f, 0))).y;
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}
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#endif
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0x43425844, 0x929fced8, 0x2cd93320, 0x0591ece3, 0xee50d04a, 0x00000001, 0x000001a0, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000104, 0x00000040,
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0x00000041, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032, 0x00000000,
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0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, 0x0700003d, 0x001000f2,
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0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032, 0x00000000,
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0x00100046, 0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046,
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0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0500001b, 0x00100032,
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0x00000000, 0x00100046, 0x00000000, 0x08000036, 0x001000c2, 0x00000000, 0x00004002, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000,
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0x00107e46, 0x00000000, 0x05000056, 0x001020f2, 0x00000000, 0x00100556, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_depth_stencil_code[] =
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{
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#if 0
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SamplerState samp;
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Texture2D depth_tex;
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Texture2D<uint4> stencil_tex;
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float main(float4 position: SV_Position) : SV_Target
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{
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float2 s, p;
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float depth, stencil;
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depth_tex.GetDimensions(s.x, s.y);
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p = float2(s.x * position.x / 640.0f, s.y * position.y / 480.0f);
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depth = depth_tex.Sample(samp, p).r;
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stencil = stencil_tex.Load(int3(float3(p.x, p.y, 0))).y;
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return depth + stencil;
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}
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#endif
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0x43425844, 0x348f8377, 0x977d1ee0, 0x8cca4f35, 0xff5c5afc, 0x00000001, 0x000001fc, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x00000e01, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000160, 0x00000040,
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0x00000058, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
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0x04001858, 0x00107000, 0x00000001, 0x00004444, 0x04002064, 0x00101032, 0x00000000, 0x00000001,
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0x03000065, 0x00102012, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, 0x00000000,
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0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x07000038, 0x00100032, 0x00000000, 0x00100046,
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0x00000000, 0x00101046, 0x00000000, 0x0a000038, 0x00100032, 0x00000000, 0x00100046, 0x00000000,
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0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x0500001b, 0x00100032, 0x00000001,
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0x00100046, 0x00000000, 0x09000045, 0x001000f2, 0x00000000, 0x00100046, 0x00000000, 0x00107e46,
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0x00000000, 0x00106000, 0x00000000, 0x08000036, 0x001000c2, 0x00000001, 0x00004002, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x0700002d, 0x001000f2, 0x00000001, 0x00100e46, 0x00000001,
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0x00107e46, 0x00000001, 0x05000056, 0x00100022, 0x00000000, 0x0010001a, 0x00000001, 0x07000000,
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0x00102012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0100003e,
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};
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static const struct test
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{
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DXGI_FORMAT typeless_format;
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DXGI_FORMAT dsv_format;
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DXGI_FORMAT depth_view_format;
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DXGI_FORMAT stencil_view_format;
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}
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tests[] =
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{
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{DXGI_FORMAT_R32G8X24_TYPELESS, DXGI_FORMAT_D32_FLOAT_S8X24_UINT,
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DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS, DXGI_FORMAT_X32_TYPELESS_G8X24_UINT},
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{DXGI_FORMAT_R32_TYPELESS, DXGI_FORMAT_D32_FLOAT,
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DXGI_FORMAT_R32_FLOAT},
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{DXGI_FORMAT_R24G8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT,
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DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_X24_TYPELESS_G8_UINT},
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{DXGI_FORMAT_R16_TYPELESS, DXGI_FORMAT_D16_UNORM,
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DXGI_FORMAT_R16_UNORM},
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};
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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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if (is_amd_device(device))
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{
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/* Reads from depth/stencil shader resource views return stale values on some AMD drivers. */
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win_skip("Some AMD drivers have a bug affecting the test.\n");
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release_test_context(&test_context);
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return;
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}
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sampler_desc.Filter = D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.MipLODBias = 0.0f;
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sampler_desc.MaxAnisotropy = 0;
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sampler_desc.ComparisonFunc = D3D10_COMPARISON_GREATER;
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sampler_desc.BorderColor[0] = 0.0f;
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sampler_desc.BorderColor[1] = 0.0f;
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sampler_desc.BorderColor[2] = 0.0f;
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sampler_desc.BorderColor[3] = 0.0f;
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sampler_desc.MinLOD = 0.0f;
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sampler_desc.MaxLOD = 0.0f;
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hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &cmp_sampler);
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ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
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sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
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hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler);
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ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
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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_R32_FLOAT;
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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, &rt_texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
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ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
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memset(&ps_constant, 0, sizeof(ps_constant));
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cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(ps_constant), &ps_constant);
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ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
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hr = ID3D10Device_CreatePixelShader(device, ps_compare_code, sizeof(ps_compare_code), &ps_cmp);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_sample_code, sizeof(ps_sample_code), &ps_depth);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_stencil_code, sizeof(ps_stencil_code), &ps_stencil);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_depth_stencil_code, sizeof(ps_depth_stencil_code),
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&ps_depth_stencil);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
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{
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texture_desc.Format = tests[i].typeless_format;
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texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_DEPTH_STENCIL;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture for format %#x, hr %#x.\n",
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texture_desc.Format, hr);
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dsv_desc.Format = tests[i].dsv_format;
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dsv_desc.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
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U(dsv_desc).Texture2D.MipSlice = 0;
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hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsv);
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ok(SUCCEEDED(hr), "Failed to create depth stencil view for format %#x, hr %#x.\n",
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dsv_desc.Format, hr);
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srv_desc.Format = tests[i].depth_view_format;
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srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
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U(srv_desc).Texture2D.MostDetailedMip = 0;
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U(srv_desc).Texture2D.MipLevels = 1;
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &depth_srv);
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ok(SUCCEEDED(hr), "Failed to create depth shader resource view for format %#x, hr %#x.\n",
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srv_desc.Format, hr);
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ID3D10Device_PSSetShader(device, ps_cmp);
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ID3D10Device_PSSetShaderResources(device, 0, 1, &depth_srv);
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ID3D10Device_PSSetSamplers(device, 0, 1, &cmp_sampler);
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ps_constant.x = 0.5f;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0,
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NULL, &ps_constant, 0, 0);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
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ID3D10Device_ClearRenderTargetView(device, rtv, black);
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draw_quad(&test_context);
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check_texture_float(rt_texture, 0.0f, 2);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.0f, 0);
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ID3D10Device_ClearRenderTargetView(device, rtv, black);
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draw_quad(&test_context);
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check_texture_float(rt_texture, 1.0f, 2);
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|
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.5f, 0);
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 0.0f, 2);
|
||||
|
||||
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.6f, 0);
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 0.0f, 2);
|
||||
|
||||
ps_constant.x = 0.7f;
|
||||
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0,
|
||||
NULL, &ps_constant, 0, 0);
|
||||
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 1.0f, 2);
|
||||
|
||||
ID3D10Device_PSSetShader(device, ps_depth);
|
||||
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
|
||||
|
||||
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 1.0f, 2);
|
||||
|
||||
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.2f, 0);
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 0.2f, 2);
|
||||
|
||||
if (!tests[i].stencil_view_format)
|
||||
{
|
||||
ID3D10DepthStencilView_Release(dsv);
|
||||
ID3D10ShaderResourceView_Release(depth_srv);
|
||||
ID3D10Texture2D_Release(texture);
|
||||
continue;
|
||||
}
|
||||
|
||||
srv_desc.Format = tests[i].stencil_view_format;
|
||||
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &stencil_srv);
|
||||
ok(SUCCEEDED(hr), "Failed to create stencil shader resource view for format %#x, hr %#x.\n",
|
||||
srv_desc.Format, hr);
|
||||
|
||||
ID3D10Device_PSSetShader(device, ps_stencil);
|
||||
ID3D10Device_PSSetShaderResources(device, 0, 1, &stencil_srv);
|
||||
|
||||
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 0);
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 0.0f, 0);
|
||||
|
||||
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 100);
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 100.0f, 0);
|
||||
|
||||
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 255);
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 255.0f, 0);
|
||||
|
||||
ID3D10Device_PSSetShader(device, ps_depth_stencil);
|
||||
ID3D10Device_PSSetShaderResources(device, 0, 1, &depth_srv);
|
||||
ID3D10Device_PSSetShaderResources(device, 1, 1, &stencil_srv);
|
||||
|
||||
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.3f, 3);
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 3.3f, 2);
|
||||
|
||||
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 3);
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 4.0f, 2);
|
||||
|
||||
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0);
|
||||
ID3D10Device_ClearRenderTargetView(device, rtv, black);
|
||||
draw_quad(&test_context);
|
||||
check_texture_float(rt_texture, 0.0f, 2);
|
||||
|
||||
ID3D10DepthStencilView_Release(dsv);
|
||||
ID3D10ShaderResourceView_Release(depth_srv);
|
||||
ID3D10ShaderResourceView_Release(stencil_srv);
|
||||
ID3D10Texture2D_Release(texture);
|
||||
}
|
||||
|
||||
ID3D10Buffer_Release(cb);
|
||||
ID3D10PixelShader_Release(ps_cmp);
|
||||
ID3D10PixelShader_Release(ps_depth);
|
||||
ID3D10PixelShader_Release(ps_depth_stencil);
|
||||
ID3D10PixelShader_Release(ps_stencil);
|
||||
ID3D10RenderTargetView_Release(rtv);
|
||||
ID3D10SamplerState_Release(cmp_sampler);
|
||||
ID3D10SamplerState_Release(sampler);
|
||||
ID3D10Texture2D_Release(rt_texture);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_multiple_render_targets(void)
|
||||
{
|
||||
D3D10_TEXTURE2D_DESC texture_desc;
|
||||
@ -10278,6 +10646,7 @@ START_TEST(device)
|
||||
test_clear_state();
|
||||
test_blend();
|
||||
test_texture();
|
||||
test_depth_stencil_sampling();
|
||||
test_multiple_render_targets();
|
||||
test_private_data();
|
||||
test_il_append_aligned();
|
||||
|
Loading…
Reference in New Issue
Block a user