Commit 57d0a872 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d10core/tests: Add test for ClearDepthStencilView().

parent 82d21786
......@@ -130,15 +130,16 @@ static void get_texture_readback(ID3D10Texture2D *texture, struct texture_readba
static DWORD get_readback_color(struct texture_readback *rb, unsigned int x, unsigned int y)
{
return rb->texture
? ((DWORD *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(DWORD) + x] : 0xdeadbeef;
return ((DWORD *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(DWORD) + x];
}
static void release_texture_readback(struct texture_readback *rb)
static float get_readback_float(struct texture_readback *rb, unsigned int x, unsigned int y)
{
if (!rb->texture)
return;
return ((float *)rb->mapped_texture.pData)[rb->mapped_texture.RowPitch * y / sizeof(float) + x];
}
static void release_texture_readback(struct texture_readback *rb)
{
ID3D10Texture2D_Unmap(rb->texture, 0);
ID3D10Texture2D_Release(rb->texture);
}
......@@ -184,6 +185,35 @@ static void check_texture_color_(unsigned int line, ID3D10Texture2D *texture,
"Got unexpected color 0x%08x at (%u, %u).\n", color, x, y);
}
#define check_texture_float(r, f, d) check_texture_float_(__LINE__, r, f, d)
static void check_texture_float_(unsigned int line, ID3D10Texture2D *texture,
float expected_value, BYTE max_diff)
{
struct texture_readback rb;
unsigned int x = 0, y = 0;
BOOL all_match = TRUE;
float value = 0.0f;
get_texture_readback(texture, &rb);
for (y = 0; y < rb.height; ++y)
{
for (x = 0; x < rb.width; ++x)
{
value = get_readback_float(&rb, x, y);
if (!compare_float(value, expected_value, max_diff))
{
all_match = FALSE;
break;
}
}
if (!all_match)
break;
}
release_texture_readback(&rb);
ok_(__FILE__, line)(all_match,
"Got unexpected value %.8e at (%u, %u).\n", value, x, y);
}
static ID3D10Device *create_device(void)
{
ID3D10Device *device;
......@@ -5678,6 +5708,79 @@ static void test_swapchain_flip(void)
DestroyWindow(window);
}
static void test_clear_depth_stencil_view(void)
{
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10Texture2D *depth_texture;
ID3D10DepthStencilView *dsv;
ID3D10Device *device;
ULONG refcount;
HRESULT hr;
if (!(device = create_device()))
{
skip("Failed to create device.\n");
return;
}
texture_desc.Width = 640;
texture_desc.Height = 480;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_D32_FLOAT;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D10_USAGE_DEFAULT;
texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture);
ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)depth_texture, NULL, &dsv);
ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
check_texture_float(depth_texture, 1.0f, 0);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 0.25f, 0);
check_texture_float(depth_texture, 0.25f, 0);
ID3D10Texture2D_Release(depth_texture);
ID3D10DepthStencilView_Release(dsv);
texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture);
ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)depth_texture, NULL, &dsv);
ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
todo_wine check_texture_color(depth_texture, 0x00ffffff, 0);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0xff);
todo_wine check_texture_color(depth_texture, 0xff000000, 0);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0xff);
check_texture_color(depth_texture, 0xffffffff, 0);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 0.0f, 0);
check_texture_color(depth_texture, 0x00000000, 0);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0xff);
todo_wine check_texture_color(depth_texture, 0x00ffffff, 0);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_STENCIL, 0.0f, 0xff);
check_texture_color(depth_texture, 0xffffffff, 0);
ID3D10Texture2D_Release(depth_texture);
ID3D10DepthStencilView_Release(dsv);
refcount = ID3D10Device_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
START_TEST(device)
{
test_feature_level();
......@@ -5711,4 +5814,5 @@ START_TEST(device)
test_check_multisample_quality_levels();
test_cb_relative_addressing();
test_swapchain_flip();
test_clear_depth_stencil_view();
}
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