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>
This commit is contained in:
Zebediah Figura 2022-06-02 20:23:47 -05:00 committed by Alexandre Julliard
parent f3658e05be
commit 67b893ac09

View file

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