diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index e9ade68b9bc..6b40d73f60f 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -202,6 +202,42 @@ static void test_create_texture3d(ID3D10Device *device) ID3D10Texture3D_Release(texture); } +static void test_create_depthstencil_view(ID3D10Device *device) +{ + D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc; + D3D10_TEXTURE2D_DESC texture_desc; + ID3D10DepthStencilView *dsview; + ID3D10Texture2D *texture; + HRESULT hr; + + texture_desc.Width = 512; + texture_desc.Height = 512; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D10_USAGE_DEFAULT; + texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + + hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); + + hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsview); + ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x\n", hr); + + ID3D10DepthStencilView_GetDesc(dsview, &dsv_desc); + ok(dsv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", dsv_desc.Format); + ok(dsv_desc.ViewDimension == D3D10_DSV_DIMENSION_TEXTURE2D, + "Got unexpected view dimension %#x.\n", dsv_desc.ViewDimension); + ok(U(dsv_desc).Texture2D.MipSlice == 0, "Got Unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice); + + ID3D10DepthStencilView_Release(dsview); + ID3D10Texture2D_Release(texture); +} + static void test_create_rendertarget_view(ID3D10Device *device) { D3D10_RENDER_TARGET_VIEW_DESC rtv_desc; @@ -409,6 +445,7 @@ START_TEST(device) test_device_interfaces(device); test_create_texture2d(device); test_create_texture3d(device); + test_create_depthstencil_view(device); test_create_rendertarget_view(device); test_create_shader(device);