Module: wine Branch: master Commit: 48d5ace68832725af97a1ecf3fd657036d01bc2c URL: http://source.winehq.org/git/wine.git/?a=commit;h=48d5ace68832725af97a1ecf3f...
Author: Józef Kucia jkucia@codeweavers.com Date: Mon Jul 24 00:15:56 2017 +0200
d3d11/tests: Add test for forced early depth 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
---
dlls/d3d11/tests/d3d11.c | 122 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 122 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 5f87281..9af9f87 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -20666,6 +20666,127 @@ static void test_fractional_viewports(void) release_test_context(&test_context); }
+static void test_early_depth_stencil(void) +{ + ID3D11DepthStencilState *depth_stencil_state; + D3D11_DEPTH_STENCIL_DESC depth_stencil_desc; + ID3D11Texture2D *texture, *depth_texture; + struct d3d11_test_context test_context; + D3D11_TEXTURE2D_DESC texture_desc; + ID3D11UnorderedAccessView *uav; + ID3D11DeviceContext *context; + ID3D11DepthStencilView *dsv; + ID3D11PixelShader *ps; + ID3D11Device *device; + D3D11_VIEWPORT vp; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + RWTexture2D<int> u; + + [earlydepthstencil] + float4 main() : SV_Target + { + InterlockedAdd(u[uint2(0, 0)], 1); + return float4(1.0f, 1.0f, 1.0f, 1.0f); + } +#endif + 0x43425844, 0xda4325ad, 0xc01d3815, 0xfd610cc9, 0x8ed1e351, 0x00000001, 0x000000ec, 0x00000003, + 0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000074, 0x00000050, 0x0000001d, + 0x0100286a, 0x0400189c, 0x0011e000, 0x00000001, 0x00003333, 0x03000065, 0x001020f2, 0x00000000, + 0x0a0000ad, 0x0011e000, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00004001, 0x00000001, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000, 0x3f800000, + 0x3f800000, 0x3f800000, 0x0100003e, + }; + static const D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; + static const UINT values[4] = {0}; + + if (!init_test_context(&test_context, &feature_level)) + return; + + device = test_context.device; + context = test_context.immediate_context; + + depth_stencil_desc.DepthEnable = TRUE; + depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; + depth_stencil_desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; + depth_stencil_desc.StencilEnable = FALSE; + hr = ID3D11Device_CreateDepthStencilState(device, &depth_stencil_desc, &depth_stencil_state); + ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr); + + texture_desc.Width = 1; + texture_desc.Height = 1; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R32_SINT; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D11_USAGE_DEFAULT; + texture_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS; + 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_CreateUnorderedAccessView(device, (ID3D11Resource *)texture, NULL, &uav); + ok(SUCCEEDED(hr), "Failed to create unordered access view, hr %#x.\n", hr); + + ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + texture_desc.Format = DXGI_FORMAT_D32_FLOAT; + texture_desc.Usage = D3D11_USAGE_DEFAULT; + texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)depth_texture, NULL, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + + hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + memset(&vp, 0, sizeof(vp)); + vp.Width = 1.0f; + vp.Height = 100.0f; + vp.MinDepth = 0.5f; + vp.MaxDepth = 0.5f; + ID3D11DeviceContext_RSSetViewports(context, 1, &vp); + ID3D11DeviceContext_OMSetDepthStencilState(context, depth_stencil_state, 0); + ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, + 1, &test_context.backbuffer_rtv, dsv, 1, 1, &uav, NULL); + + ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.6f, 0); + draw_quad(&test_context); + check_texture_color(texture, 100, 1); + draw_quad(&test_context); + check_texture_color(texture, 200, 1); + check_texture_float(depth_texture, 0.6f, 1); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.3f, 0); + draw_quad(&test_context); + draw_quad(&test_context); + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.55f, 0); + draw_quad(&test_context); + check_texture_color(texture, 300, 1); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.5f, 0); + draw_quad(&test_context); + check_texture_color(texture, 400, 1); + check_texture_float(depth_texture, 0.5f, 1); + + ID3D11Texture2D_Release(depth_texture); + ID3D11DepthStencilView_Release(dsv); + ID3D11DepthStencilState_Release(depth_stencil_state); + ID3D11PixelShader_Release(ps); + ID3D11Texture2D_Release(texture); + ID3D11UnorderedAccessView_Release(uav); + release_test_context(&test_context); +} + START_TEST(d3d11) { test_create_device(); @@ -20763,4 +20884,5 @@ START_TEST(d3d11) test_gather(); test_gather_c(); test_fractional_viewports(); + test_early_depth_stencil(); }