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tests: Add more tests for UNKNOWN format DSV.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5131,7 +5131,7 @@ static void test_unknown_dsv_format(void)
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 1.0f, 0.5f);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.5f, 0.5f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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@ -5152,7 +5152,7 @@ static void test_unknown_dsv_format(void)
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, &ds.dsv_handle);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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@ -5164,7 +5164,7 @@ static void test_unknown_dsv_format(void)
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 1.0f, 0.6f);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.6f, 0.6f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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@ -5172,6 +5172,47 @@ static void test_unknown_dsv_format(void)
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &green, 0);
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/* DSVFormat = DXGI_FORMAT_UNKNOWN and depth write */
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ID3D12PipelineState_Release(context.pipeline_state);
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pso_desc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
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pso_desc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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hr = ID3D12Device_CreateGraphicsPipelineState(context.device, &pso_desc,
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&IID_ID3D12PipelineState, (void **)&context.pipeline_state);
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ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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ID3D12GraphicsCommandList_ClearDepthStencilView(command_list, ds.dsv_handle,
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D3D12_CLEAR_FLAG_DEPTH, 0.0f, 0, 0, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature);
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ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state);
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &context.scissor_rect);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, &ds.dsv_handle);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &red.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 1.0f, 1.0f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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ID3D12GraphicsCommandList_OMSetRenderTargets(command_list, 1, &context.rtv, FALSE, NULL);
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 0, 4, &green.x, 0);
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set_viewport(&context.viewport, 0.0f, 0.0f, 32.0f, 32.0f, 0.6f, 0.6f);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport);
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ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 1, 0, 0);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_vec4(context.render_target, 0, queue, command_list, &green, 0);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, ds.texture,
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D3D12_RESOURCE_STATE_DEPTH_WRITE, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_float(ds.texture, 0, queue, command_list, 1.0f, 1);
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destroy_depth_stencil(&ds);
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destroy_test_context(&context);
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}
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