Commit 0ce90552 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d10core/tests: Add test for face culling.

parent 0bcd9a5a
......@@ -982,16 +982,12 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
};
static const struct
{
struct vec2 position;
}
quad[] =
static const struct vec2 quad[] =
{
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{ 1.0f, -1.0f}},
{{ 1.0f, 1.0f}},
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
};
ID3D10Device *device = context->device;
......@@ -5871,16 +5867,12 @@ static void test_multiple_render_targets(void)
0x3e4ccccd, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x00000000, 0x3e4ccccd, 0x3f000000,
0x3f800000, 0x0100003e,
};
static const struct
{
struct vec2 position;
}
quad[] =
static const struct vec2 quad[] =
{
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{ 1.0f, -1.0f}},
{{ 1.0f, 1.0f}},
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
};
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
......@@ -7178,16 +7170,12 @@ float4 main(const ps_in v) : SV_TARGET
0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036,
0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e,
};
static const struct
static const struct vec2 quad[] =
{
struct vec2 position;
}
quad[] =
{
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{ 1.0f, -1.0f}},
{{ 1.0f, 1.0f}},
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
};
static const struct
{
......@@ -7360,16 +7348,12 @@ static void test_swapchain_flip(void)
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000
};
static const struct
static const struct vec2 quad[] =
{
struct vec2 position;
}
quad[] =
{
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{ 1.0f, -1.0f}},
{{ 1.0f, 1.0f}},
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
static const float green[] = {0.0f, 1.0f, 0.0f, 0.5f};
......@@ -8293,16 +8277,12 @@ static void test_input_assembler(void)
DXGI_FORMAT_R10G10B10A2_UNORM,
DXGI_FORMAT_R10G10B10A2_UINT,
};
static const struct
{
struct vec2 position;
}
quad[] =
static const struct vec2 quad[] =
{
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{ 1.0f, -1.0f}},
{{ 1.0f, 1.0f}},
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
};
static const DWORD ps_code[] =
{
......@@ -9128,6 +9108,164 @@ cleanup:
release_test_context(&test_context);
}
static void test_face_culling(void)
{
struct d3d10core_test_context test_context;
D3D10_RASTERIZER_DESC rasterizer_desc;
ID3D10RasterizerState *state;
ID3D10Buffer *cw_vb, *ccw_vb;
ID3D10Device *device;
BOOL broken_warp;
unsigned int i;
HRESULT hr;
static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
static const DWORD ps_code[] =
{
#if 0
float4 main(uint front : SV_IsFrontFace) : SV_Target
{
return (front == ~0u) ? float4(0.0f, 1.0f, 0.0f, 1.0f) : float4(0.0f, 0.0f, 1.0f, 1.0f);
}
#endif
0x43425844, 0x92002fad, 0xc5c620b9, 0xe7a154fb, 0x78b54e63, 0x00000001, 0x00000128, 0x00000003,
0x0000002c, 0x00000064, 0x00000098, 0x4e475349, 0x00000030, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000009, 0x00000001, 0x00000000, 0x00000101, 0x495f5653, 0x6f724673, 0x6146746e,
0xab006563, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000,
0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000088,
0x00000040, 0x00000022, 0x04000863, 0x00101012, 0x00000000, 0x00000009, 0x03000065, 0x001020f2,
0x00000000, 0x02000068, 0x00000001, 0x07000020, 0x00100012, 0x00000000, 0x0010100a, 0x00000000,
0x00004001, 0xffffffff, 0x0f000037, 0x001020f2, 0x00000000, 0x00100006, 0x00000000, 0x00004002,
0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000,
0x3f800000, 0x0100003e,
};
static const struct vec2 ccw_quad[] =
{
{-1.0f, 1.0f},
{-1.0f, -1.0f},
{ 1.0f, 1.0f},
{ 1.0f, -1.0f},
};
static const struct
{
D3D10_CULL_MODE cull_mode;
BOOL front_ccw;
BOOL expected_cw;
BOOL expected_ccw;
}
tests[] =
{
{D3D10_CULL_NONE, FALSE, TRUE, TRUE},
{D3D10_CULL_NONE, TRUE, TRUE, TRUE},
{D3D10_CULL_FRONT, FALSE, FALSE, TRUE},
{D3D10_CULL_FRONT, TRUE, TRUE, FALSE},
{D3D10_CULL_BACK, FALSE, TRUE, FALSE},
{D3D10_CULL_BACK, TRUE, FALSE, TRUE},
};
if (!init_test_context(&test_context))
return;
device = test_context.device;
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
cw_vb = test_context.vb;
ccw_vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(ccw_quad), ccw_quad);
test_context.vb = ccw_vb;
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0xff0000ff, 0);
rasterizer_desc.FillMode = D3D10_FILL_SOLID;
rasterizer_desc.CullMode = D3D10_CULL_BACK;
rasterizer_desc.FrontCounterClockwise = FALSE;
rasterizer_desc.DepthBias = 0;
rasterizer_desc.DepthBiasClamp = 0.0f;
rasterizer_desc.SlopeScaledDepthBias = 0.0f;
rasterizer_desc.DepthClipEnable = TRUE;
rasterizer_desc.ScissorEnable = FALSE;
rasterizer_desc.MultisampleEnable = FALSE;
rasterizer_desc.AntialiasedLineEnable = FALSE;
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
{
rasterizer_desc.CullMode = tests[i].cull_mode;
rasterizer_desc.FrontCounterClockwise = tests[i].front_ccw;
hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state);
ok(SUCCEEDED(hr), "Test %u: Failed to create rasterizer state, hr %#x.\n", i, hr);
ID3D10Device_RSSetState(device, state);
test_context.vb = cw_vb;
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, tests[i].expected_cw ? 0xff00ff00 : 0xff0000ff, 0);
test_context.vb = ccw_vb;
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, tests[i].expected_ccw ? 0xff00ff00 : 0xff0000ff, 0);
ID3D10RasterizerState_Release(state);
}
broken_warp = is_warp_device(device) && !is_d3d11_interface_available(device);
/* Test SV_IsFrontFace. */
ID3D10PixelShader_Release(test_context.ps);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &test_context.ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
rasterizer_desc.CullMode = D3D10_CULL_NONE;
rasterizer_desc.FrontCounterClockwise = FALSE;
hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
ID3D10Device_RSSetState(device, state);
test_context.vb = cw_vb;
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
test_context.vb = ccw_vb;
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
if (!broken_warp)
check_texture_color(test_context.backbuffer, 0xffff0000, 0);
else
win_skip("Broken WARP.\n");
ID3D10RasterizerState_Release(state);
rasterizer_desc.CullMode = D3D10_CULL_NONE;
rasterizer_desc.FrontCounterClockwise = TRUE;
hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
ID3D10Device_RSSetState(device, state);
test_context.vb = cw_vb;
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
if (!broken_warp)
check_texture_color(test_context.backbuffer, 0xffff0000 , 0);
else
win_skip("Broken WARP.\n");
test_context.vb = ccw_vb;
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
draw_color_quad(&test_context, &green);
check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
ID3D10RasterizerState_Release(state);
test_context.vb = cw_vb;
ID3D10Buffer_Release(ccw_vb);
release_test_context(&test_context);
}
START_TEST(device)
{
test_feature_level();
......@@ -9177,4 +9315,5 @@ START_TEST(device)
test_fp_specials();
test_uint_shader_instructions();
test_index_buffer_offset();
test_face_culling();
}
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