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d3d10core/tests: Add a regression test for writing to the stencil buffer after clearing it.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -19346,6 +19346,71 @@ static void test_rtv_depth_slice(void)
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release_test_context(&test_context);
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}
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/* This is a regression test for a rather specific code path, triggered by
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* SnowRunner.
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*
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* When a DSV is written to with a depth/stencil state that only writes stencil,
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* we need to ensure that locations other than the draw binding are invalidated.
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* In particular, if the texture was previously in CLEARED, that must be
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* invalidated.
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*/
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static void test_stencil_only_write_after_clear(void)
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{
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static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
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static const struct vec4 red = {1.0f, 0.0f, 0.0f, 1.0f};
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struct d3d10core_test_context test_context;
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ID3D10DepthStencilState *ds_state;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10DepthStencilView *dsv;
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ID3D10Texture2D *ds_texture;
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ID3D10Device *device;
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HRESULT hr;
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static const struct D3D10_DEPTH_STENCIL_DESC ds_desc =
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{
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.DepthEnable = FALSE,
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.StencilEnable = TRUE,
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.StencilReadMask = 0xff,
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.StencilWriteMask = 0xff,
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.FrontFace.StencilFunc = D3D10_COMPARISON_NOT_EQUAL,
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.FrontFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE,
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.FrontFace.StencilFailOp = D3D10_STENCIL_OP_REPLACE,
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.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_REPLACE,
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.BackFace.StencilFunc = D3D10_COMPARISON_NOT_EQUAL,
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.BackFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE,
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.BackFace.StencilFailOp = D3D10_STENCIL_OP_REPLACE,
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.BackFace.StencilDepthFailOp = D3D10_STENCIL_OP_REPLACE,
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};
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &ds_texture);
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ok(hr == S_OK, "Got hr %#x.\n", hr);
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hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)ds_texture, NULL, &dsv);
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ok(hr == S_OK, "Got hr %#x.\n", hr);
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hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state);
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ok(hr == S_OK, "Got hr %#x.\n", hr);
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ID3D10Device_OMSetDepthStencilState(device, ds_state, 0xff);
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ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, dsv);
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ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
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draw_color_quad(&test_context, &green);
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draw_color_quad(&test_context, &red);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 0);
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ID3D10Texture2D_Release(ds_texture);
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ID3D10DepthStencilView_Release(dsv);
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ID3D10DepthStencilState_Release(ds_state);
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release_test_context(&test_context);
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}
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START_TEST(d3d10core)
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{
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unsigned int argc, i;
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@ -19477,6 +19542,7 @@ START_TEST(d3d10core)
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queue_test(test_texture_compressed_3d);
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queue_test(test_dynamic_map_synchronization);
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queue_test(test_rtv_depth_slice);
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queue_test(test_stencil_only_write_after_clear);
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run_queued_tests();
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