Module: wine Branch: master Commit: 3939dae06d4edbf35bd206321523deea9d404188 URL: http://source.winehq.org/git/wine.git/?a=commit;h=3939dae06d4edbf35bd2063215...
Author: Józef Kucia jkucia@codeweavers.com Date: Wed Mar 16 10:02:36 2016 +0100
d3d10core/tests: Test values of unused fields in D3D10_DEPTH_STENCIL_DESC.
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/d3d10core/tests/device.c | 47 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 47 insertions(+)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index f31d92a..b7ac197 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -2142,6 +2142,53 @@ static void test_create_depthstencil_state(void) refcount = ID3D10DepthStencilState_Release(ds_state1); ok(!refcount, "Got unexpected refcount %u.\n", refcount);
+ ds_desc.DepthEnable = FALSE; + ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO; + ds_desc.DepthFunc = D3D10_COMPARISON_NEVER; + ds_desc.StencilEnable = FALSE; + ds_desc.StencilReadMask = 0; + ds_desc.StencilWriteMask = 0; + ds_desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_ZERO; + ds_desc.FrontFace.StencilFunc = D3D10_COMPARISON_NEVER; + ds_desc.BackFace = ds_desc.FrontFace; + + hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + + memset(&ds_desc, 0, sizeof(ds_desc)); + ID3D10DepthStencilState_GetDesc(ds_state1, &ds_desc); + ok(!ds_desc.DepthEnable, "Got unexpected depth enable %#x.\n", ds_desc.DepthEnable); + ok(ds_desc.DepthWriteMask == D3D10_DEPTH_WRITE_MASK_ALL + || broken(ds_desc.DepthWriteMask == D3D10_DEPTH_WRITE_MASK_ZERO), + "Got unexpected depth write mask %#x.\n", ds_desc.DepthWriteMask); + ok(ds_desc.DepthFunc == D3D10_COMPARISON_LESS || broken(ds_desc.DepthFunc == D3D10_COMPARISON_NEVER), + "Got unexpected depth func %#x.\n", ds_desc.DepthFunc); + ok(!ds_desc.StencilEnable, "Got unexpected stencil enable %#x.\n", ds_desc.StencilEnable); + ok(ds_desc.StencilReadMask == D3D10_DEFAULT_STENCIL_READ_MASK, + "Got unexpected stencil read mask %#x.\n", ds_desc.StencilReadMask); + ok(ds_desc.StencilWriteMask == D3D10_DEFAULT_STENCIL_WRITE_MASK, + "Got unexpected stencil write mask %#x.\n", ds_desc.StencilWriteMask); + ok(ds_desc.FrontFace.StencilDepthFailOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected front face stencil depth fail op %#x.\n", ds_desc.FrontFace.StencilDepthFailOp); + ok(ds_desc.FrontFace.StencilPassOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected front face stencil pass op %#x.\n", ds_desc.FrontFace.StencilPassOp); + ok(ds_desc.FrontFace.StencilFailOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected front face stencil fail op %#x.\n", ds_desc.FrontFace.StencilFailOp); + ok(ds_desc.FrontFace.StencilFunc == D3D10_COMPARISON_ALWAYS, + "Got unexpected front face stencil func %#x.\n", ds_desc.FrontFace.StencilFunc); + ok(ds_desc.BackFace.StencilDepthFailOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected back face stencil depth fail op %#x.\n", ds_desc.BackFace.StencilDepthFailOp); + ok(ds_desc.BackFace.StencilPassOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected back face stencil pass op %#x.\n", ds_desc.BackFace.StencilPassOp); + ok(ds_desc.BackFace.StencilFailOp == D3D10_STENCIL_OP_KEEP, + "Got unexpected back face stencil fail op %#x.\n", ds_desc.BackFace.StencilFailOp); + ok(ds_desc.BackFace.StencilFunc == D3D10_COMPARISON_ALWAYS, + "Got unexpected back face stencil func %#x.\n", ds_desc.BackFace.StencilFunc); + + ID3D10DepthStencilState_Release(ds_state1); + refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); }