d3d10core/tests: Add test for depth bias.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Józef Kucia 2018-04-10 12:29:58 +02:00 committed by Alexandre Julliard
parent bf398dfa46
commit 1df478b72b
1 changed files with 383 additions and 50 deletions

View File

@ -17,12 +17,13 @@
*/
#include <assert.h>
#include <limits.h>
#include <math.h>
#define COBJMACROS
#include "initguid.h"
#include "d3d11_4.h"
#include "wine/heap.h"
#include "wine/test.h"
#include <limits.h>
#ifndef ARRAY_SIZE
#define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
@ -1075,6 +1076,8 @@ struct d3d10core_test_context
ID3D10InputLayout *input_layout;
ID3D10VertexShader *vs;
const DWORD *vs_code;
ID3D10Buffer *vs_cb;
ID3D10Buffer *vb;
ID3D10PixelShader *ps;
@ -1135,6 +1138,8 @@ static void release_test_context_(unsigned int line, struct d3d10core_test_conte
ID3D10InputLayout_Release(context->input_layout);
if (context->vs)
ID3D10VertexShader_Release(context->vs);
if (context->vs_cb)
ID3D10Buffer_Release(context->vs_cb);
if (context->vb)
ID3D10Buffer_Release(context->vb);
if (context->ps)
@ -1151,12 +1156,14 @@ static void release_test_context_(unsigned int line, struct d3d10core_test_conte
ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref);
}
#define draw_quad(c) draw_quad_(__LINE__, c)
static void draw_quad_(unsigned int line, struct d3d10core_test_context *context)
#define draw_quad(context) draw_quad_vs_(__LINE__, context, NULL, 0)
#define draw_quad_vs(a, b, c) draw_quad_vs_(__LINE__, a, b, c)
static void draw_quad_vs_(unsigned int line, struct d3d10core_test_context *context,
const DWORD *vs_code, size_t vs_code_size)
{
static const D3D10_INPUT_ELEMENT_DESC default_layout_desc[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
static const DWORD default_vs_code[] =
{
@ -1174,26 +1181,40 @@ 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 vec2 quad[] =
static const struct vec3 quad[] =
{
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
{-1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
};
ID3D10Device *device = context->device;
unsigned int stride, offset;
HRESULT hr;
if (!vs_code)
{
vs_code = default_vs_code;
vs_code_size = sizeof(default_vs_code);
}
if (!context->input_layout)
{
hr = ID3D10Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc),
default_vs_code, sizeof(default_vs_code), &context->input_layout);
vs_code, vs_code_size, &context->input_layout);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
}
hr = ID3D10Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), &context->vs);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
if (context->vs_code != vs_code)
{
if (context->vs)
ID3D10VertexShader_Release(context->vs);
hr = ID3D10Device_CreateVertexShader(device, vs_code, vs_code_size, &context->vs);
ok_(__FILE__, line)(hr == S_OK, "Failed to create vertex shader, hr %#x.\n", hr);
context->vs_code = vs_code;
}
if (!context->vb)
@ -1209,8 +1230,45 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context
ID3D10Device_Draw(context->device, 4, 0);
}
#define draw_color_quad(c, color) draw_color_quad_(__LINE__, c, color)
static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *context, const struct vec4 *color)
#define draw_quad_z(context, z) draw_quad_z_(__LINE__, context, z)
static void draw_quad_z_(unsigned int line, struct d3d10core_test_context *context, float z)
{
static const DWORD vs_code[] =
{
#if 0
float depth;
void main(float4 in_position : POSITION, out float4 out_position : SV_Position)
{
out_position = in_position;
out_position.z = depth;
}
#endif
0x43425844, 0x22d7ff76, 0xd53b167c, 0x1b49ccf1, 0xbebfec39, 0x00000001, 0x00000100, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000b0f, 0x49534f50, 0x4e4f4954, 0xababab00,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, 0x52444853, 0x00000064, 0x00010040,
0x00000019, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x0300005f, 0x001010b2, 0x00000000,
0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x05000036, 0x001020b2, 0x00000000, 0x00101c46,
0x00000000, 0x06000036, 0x00102042, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0100003e,
};
struct vec4 data = {z};
if (!context->vs_cb)
context->vs_cb = create_buffer(context->device, D3D10_BIND_CONSTANT_BUFFER, sizeof(data), NULL);
ID3D10Device_UpdateSubresource(context->device, (ID3D10Resource *)context->vs_cb, 0, NULL, &data, 0, 0);
ID3D10Device_VSSetConstantBuffers(context->device, 0, 1, &context->vs_cb);
draw_quad_vs_(__LINE__, context, vs_code, sizeof(vs_code));
}
#define draw_color_quad(a, b) draw_color_quad_(__LINE__, a, b, NULL, 0)
#define draw_color_quad_vs(a, b, c, d) draw_color_quad_(__LINE__, a, b, c, d)
static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *context,
const struct vec4 *color, const DWORD *vs_code, unsigned int vs_code_size)
{
static const DWORD ps_color_code[] =
{
@ -1247,7 +1305,7 @@ static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *c
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)context->ps_cb, 0, NULL, color, 0, 0);
draw_quad_(line, context);
draw_quad_vs_(line, context, vs_code, vs_code_size);
}
static void test_feature_level(void)
@ -9526,8 +9584,6 @@ float4 main(const ps_in v) : SV_TARGET
colors_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(colors), &colors);
index_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
@ -9542,7 +9598,7 @@ float4 main(const ps_in v) : SV_TARGET
index[0] = test_data[i].index;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)index_cb, 0, NULL, index, 0, 0);
draw_quad(&test_context);
draw_quad_vs(&test_context, vs_code, sizeof(vs_code));
color = get_texture_color(test_context.backbuffer, 319, 239);
ok(compare_color(color, test_data[i].expected, 1),
"Got unexpected color 0x%08x for index %d.\n", color, test_data[i].index);
@ -9650,9 +9706,6 @@ static void test_vs_input_relative_addressing(void)
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
ID3D10Device_PSSetShader(device, ps);
@ -9662,7 +9715,7 @@ static void test_vs_input_relative_addressing(void)
*index = i;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, index, 0, 0);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
draw_quad(&test_context);
draw_quad_vs(&test_context, vs_code, sizeof(vs_code));
check_texture_color(test_context.backbuffer, colors[i], 1);
}
@ -12045,12 +12098,12 @@ static void test_face_culling(void)
0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000,
0x3f800000, 0x0100003e,
};
static const struct vec2 ccw_quad[] =
static const struct vec3 ccw_quad[] =
{
{-1.0f, 1.0f},
{-1.0f, -1.0f},
{ 1.0f, 1.0f},
{ 1.0f, -1.0f},
{-1.0f, 1.0f, 0.0f},
{-1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
};
static const struct
{
@ -12680,12 +12733,12 @@ static void test_stencil_separate(void)
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
static const struct vec2 ccw_quad[] =
static const struct vec3 ccw_quad[] =
{
{-1.0f, -1.0f},
{ 1.0f, -1.0f},
{-1.0f, 1.0f},
{ 1.0f, 1.0f},
{-1.0f, -1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
};
if (!init_test_context(&test_context))
@ -14284,6 +14337,295 @@ static void test_stream_output_resume(void)
release_test_context(&test_context);
}
static void test_depth_bias(void)
{
struct vec3 vertices[] =
{
{-1.0f, -1.0f, 0.5f},
{-1.0f, 1.0f, 0.5f},
{ 1.0f, -1.0f, 0.5f},
{ 1.0f, 1.0f, 0.5f},
};
struct d3d10core_test_context test_context;
D3D10_RASTERIZER_DESC rasterizer_desc;
struct swapchain_desc swapchain_desc;
D3D10_TEXTURE2D_DESC texture_desc;
double m, r, bias, depth, data;
struct resource_readback rb;
ID3D10DepthStencilView *dsv;
unsigned int expected_value;
ID3D10RasterizerState *rs;
ID3D10Texture2D *texture;
unsigned int format_idx;
unsigned int x, y, i, j;
unsigned int shift = 0;
ID3D10Device *device;
float *depth_values;
DXGI_FORMAT format;
const UINT32 *u32;
const UINT16 *u16;
UINT32 u32_value;
HRESULT hr;
static const struct
{
float z;
float exponent;
}
quads[] =
{
{0.125f, -3.0f},
{0.250f, -2.0f},
{0.500f, -1.0f},
{1.000f, 0.0f},
};
static const int bias_tests[] =
{
-10000, -1000, -100, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1,
1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 50, 100, 200, 500, 1000, 10000,
};
static const float quad_slopes[] =
{
0.0f, 0.5f, 1.0f
};
static const float slope_scaled_bias_tests[] =
{
0.0f, 0.5f, 1.0f, 2.0f, 128.0f, 1000.0f, 10000.0f,
};
static const DXGI_FORMAT formats[] =
{
DXGI_FORMAT_D32_FLOAT,
DXGI_FORMAT_D24_UNORM_S8_UINT,
DXGI_FORMAT_D16_UNORM,
};
swapchain_desc.windowed = TRUE;
swapchain_desc.buffer_count = 1;
swapchain_desc.width = 200;
swapchain_desc.height = 200;
swapchain_desc.swap_effect = DXGI_SWAP_EFFECT_DISCARD;
swapchain_desc.flags = 0;
if (!init_test_context_ext(&test_context, &swapchain_desc))
return;
device = test_context.device;
memset(&rasterizer_desc, 0, sizeof(rasterizer_desc));
rasterizer_desc.FillMode = D3D10_FILL_SOLID;
rasterizer_desc.CullMode = D3D10_CULL_NONE;
rasterizer_desc.FrontCounterClockwise = FALSE;
rasterizer_desc.DepthBias = 0;
rasterizer_desc.DepthBiasClamp = 0.0f;
rasterizer_desc.SlopeScaledDepthBias = 0.0f;
rasterizer_desc.DepthClipEnable = TRUE;
depth_values = heap_calloc(swapchain_desc.height, sizeof(*depth_values));
ok(!!depth_values, "Failed to allocate memory.\n");
for (format_idx = 0; format_idx < ARRAY_SIZE(formats); ++format_idx)
{
format = formats[format_idx];
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
texture_desc.Format = format;
texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsv);
ok(SUCCEEDED(hr), "Failed to create render depth stencil view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, dsv);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
draw_quad_z(&test_context, 1.0f);
switch (format)
{
case DXGI_FORMAT_D32_FLOAT:
check_texture_float(texture, 1.0f, 0);
break;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
/* FIXME: Depth/stencil byte order is reversed in wined3d. */
shift = get_texture_color(texture, 0, 0) == 0xffffff ? 0 : 8;
todo_wine
check_texture_color(texture, 0xffffff, 1);
break;
case DXGI_FORMAT_D16_UNORM:
get_texture_readback(texture, 0, &rb);
for (y = 0; y < texture_desc.Height; ++y)
{
for (x = 0; x < texture_desc.Width; ++x)
{
u16 = get_readback_data(&rb, x, y, sizeof(*u16));
ok(*u16 == 0xffff, "Got unexpected value %#x.\n", *u16);
}
}
release_resource_readback(&rb);
break;
default:
trace("Unhandled format %#x.\n", format);
break;
}
draw_quad(&test_context);
/* DepthBias */
for (i = 0; i < ARRAY_SIZE(quads); ++i)
{
for (j = 0; j < ARRAY_SIZE(vertices); ++j)
vertices[j].z = quads[i].z;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)test_context.vb,
0, NULL, vertices, 0, 0);
for (j = 0; j < ARRAY_SIZE(bias_tests); ++j)
{
rasterizer_desc.DepthBias = bias_tests[j];
ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rs);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
ID3D10Device_RSSetState(device, rs);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
draw_quad(&test_context);
switch (format)
{
case DXGI_FORMAT_D32_FLOAT:
bias = rasterizer_desc.DepthBias * pow(2.0f, quads[i].exponent - 23.0f);
depth = min(max(0.0f, quads[i].z + bias), 1.0f);
check_texture_float(texture, depth, 2);
break;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
r = 1.0f / 16777215.0f;
bias = rasterizer_desc.DepthBias * r;
depth = min(max(0.0f, quads[i].z + bias), 1.0f);
get_texture_readback(texture, 0, &rb);
for (y = 0; y < texture_desc.Height; ++y)
{
expected_value = depth * 16777215.0f + 0.5f;
for (x = 0; x < texture_desc.Width; ++x)
{
u32 = get_readback_data(&rb, x, y, sizeof(*u32));
u32_value = *u32 >> shift;
ok(abs(u32_value - expected_value) <= 1,
"Got value %#x (%.8e), expected %#x (%.8e).\n",
u32_value, u32_value / 16777215.0f,
expected_value, expected_value / 16777215.0f);
}
}
release_resource_readback(&rb);
break;
case DXGI_FORMAT_D16_UNORM:
r = 1.0f / 65535.0f;
bias = rasterizer_desc.DepthBias * r;
depth = min(max(0.0f, quads[i].z + bias), 1.0f);
get_texture_readback(texture, 0, &rb);
for (y = 0; y < texture_desc.Height; ++y)
{
expected_value = depth * 65535.0f + 0.5f;
for (x = 0; x < texture_desc.Width; ++x)
{
u16 = get_readback_data(&rb, x, y, sizeof(*u16));
ok(abs(*u16 - expected_value) <= 1,
"Got value %#x (%.8e), expected %#x (%.8e).\n",
*u16, *u16 / 65535.0f, expected_value, expected_value / 65535.0f);
}
}
release_resource_readback(&rb);
break;
default:
break;
}
ID3D10RasterizerState_Release(rs);
}
}
/* SlopeScaledDepthBias */
rasterizer_desc.DepthBias = 0;
for (i = 0; i < ARRAY_SIZE(quad_slopes); ++i)
{
for (j = 0; j < ARRAY_SIZE(vertices); ++j)
vertices[j].z = j == 1 || j == 3 ? 0.0f : quad_slopes[i];
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)test_context.vb,
0, NULL, vertices, 0, 0);
ID3D10Device_RSSetState(device, NULL);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
draw_quad(&test_context);
get_texture_readback(texture, 0, &rb);
for (y = 0; y < texture_desc.Height; ++y)
{
switch (format)
{
case DXGI_FORMAT_D32_FLOAT:
depth_values[y] = get_readback_float(&rb, 0, y);
break;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
u32 = get_readback_data(&rb, 0, y, sizeof(*u32));
u32_value = *u32 >> shift;
depth_values[y] = u32_value / 16777215.0f;
break;
case DXGI_FORMAT_D16_UNORM:
u16 = get_readback_data(&rb, 0, y, sizeof(*u16));
depth_values[y] = *u16 / 65535.0f;
break;
default:
break;
}
}
release_resource_readback(&rb);
for (j = 0; j < ARRAY_SIZE(slope_scaled_bias_tests); ++j)
{
rasterizer_desc.SlopeScaledDepthBias = slope_scaled_bias_tests[j];
ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rs);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
ID3D10Device_RSSetState(device, rs);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);
draw_quad(&test_context);
m = quad_slopes[i] / texture_desc.Height;
bias = rasterizer_desc.SlopeScaledDepthBias * m;
get_texture_readback(texture, 0, &rb);
for (y = 0; y < texture_desc.Height; ++y)
{
depth = min(max(0.0f, depth_values[y] + bias), 1.0f);
switch (format)
{
case DXGI_FORMAT_D32_FLOAT:
data = get_readback_float(&rb, 0, y);
ok(compare_float(data, depth, 64),
"Got depth %.8e, expected %.8e.\n", data, depth);
break;
case DXGI_FORMAT_D24_UNORM_S8_UINT:
u32 = get_readback_data(&rb, 0, y, sizeof(*u32));
u32_value = *u32 >> shift;
expected_value = depth * 16777215.0f + 0.5f;
ok(abs(u32_value - expected_value) <= 3,
"Got value %#x (%.8e), expected %#x (%.8e).\n",
u32_value, u32_value / 16777215.0f,
expected_value, expected_value / 16777215.0f);
break;
case DXGI_FORMAT_D16_UNORM:
u16 = get_readback_data(&rb, 0, y, sizeof(*u16));
expected_value = depth * 65535.0f + 0.5f;
ok(abs(*u16 - expected_value) <= 1,
"Got value %#x (%.8e), expected %#x (%.8e).\n",
*u16, *u16 / 65535.0f, expected_value, expected_value / 65535.0f);
break;
default:
break;
}
}
release_resource_readback(&rb);
ID3D10RasterizerState_Release(rs);
}
}
ID3D10Texture2D_Release(texture);
ID3D10DepthStencilView_Release(dsv);
}
heap_free(depth_values);
release_test_context(&test_context);
}
static void test_format_compatibility(void)
{
ID3D10Texture2D *dst_texture, *src_texture;
@ -14691,9 +15033,6 @@ static void test_clip_distance(void)
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
memset(&cb_data, 0, sizeof(cb_data));
cb_data.tessellation_factor = 1.0f;
vs_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data);
@ -14703,7 +15042,7 @@ static void test_clip_distance(void)
/* vertex shader */
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code));
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
check_clip_distance(&test_context, vb);
@ -14729,10 +15068,6 @@ static void test_clip_distance(void)
/* multiple clip distances */
ID3D10Device_GSSetShader(device, NULL);
ID3D10VertexShader_Release(test_context.vs);
hr = ID3D10Device_CreateVertexShader(device, vs_multiple_code, sizeof(vs_multiple_code), &test_context.vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
cb_data.use_constant = FALSE;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vs_cb, 0, NULL, &cb_data, 0, 0);
@ -14740,7 +15075,7 @@ static void test_clip_distance(void)
vertices[i].clip_distance0 = 1.0f;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
draw_color_quad_vs(&test_context, &green, vs_multiple_code, sizeof(vs_multiple_code));
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
for (i = 0; i < ARRAY_SIZE(vertices); ++i)
@ -14750,7 +15085,7 @@ static void test_clip_distance(void)
}
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
draw_color_quad_vs(&test_context, &green, vs_multiple_code, sizeof(vs_multiple_code));
get_texture_readback(test_context.backbuffer, 0, &rb);
SetRect(&rect, 0, 0, 320, 240);
check_readback_data_color(&rb, &rect, 0xff00ff00, 1);
@ -14765,7 +15100,7 @@ static void test_clip_distance(void)
cb_data.clip_distance1 = 0.0f;
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vs_cb, 0, NULL, &cb_data, 0, 0);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
draw_color_quad_vs(&test_context, &green, vs_multiple_code, sizeof(vs_multiple_code));
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
ID3D10GeometryShader_Release(gs);
@ -14913,11 +15248,8 @@ static void test_combined_clip_and_cull_distances(void)
offset = 0;
ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code));
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
for (i = 0; i < ARRAY_SIZE(vertices->cull_distance); ++i)
@ -14933,7 +15265,7 @@ static void test_combined_clip_and_cull_distances(void)
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code));
for (k = 0; k < ARRAY_SIZE(expected_color); ++k)
expected_color[k] = test->triangle_visible[k] ? 0xff00ff00 : 0xffffffff;
@ -14964,7 +15296,7 @@ static void test_combined_clip_and_cull_distances(void)
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code));
check_texture_color(test_context.backbuffer, 0xffffffff, 1);
for (j = 0; j < ARRAY_SIZE(vertices); ++j)
@ -14974,7 +15306,7 @@ static void test_combined_clip_and_cull_distances(void)
memset(vertices, 0, sizeof(vertices));
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
draw_color_quad(&test_context, &green);
draw_color_quad_vs(&test_context, &green, vs_code, sizeof(vs_code));
check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
ID3D10Buffer_Release(vb);
@ -15757,6 +16089,7 @@ START_TEST(device)
test_geometry_shader();
test_stream_output();
test_stream_output_resume();
test_depth_bias();
test_format_compatibility();
test_clip_distance();
test_combined_clip_and_cull_distances();