From: Józef Kucia Subject: [PATCH 9/9] d3d11/tests: Port test_create_depthstencil_state() from d3d10core. Message-Id: <1443742314-26060-9-git-send-email-jkucia@codeweavers.com> Date: Fri, 2 Oct 2015 01:31:54 +0200 Signed-off-by: Józef Kucia --- dlls/d3d11/tests/d3d11.c | 64 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 64 insertions(+) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index d2deffd..bc44dbd 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -1469,6 +1469,69 @@ static void test_create_shader(void) } } +static void test_create_depthstencil_state(void) +{ + ID3D11DepthStencilState *ds_state1, *ds_state2; + ID3D10DepthStencilState *d3d10_ds_state; + ULONG refcount, expected_refcount; + D3D11_DEPTH_STENCIL_DESC ds_desc; + ID3D11Device *device, *tmp; + HRESULT hr; + + if (!(device = create_device(NULL))) + { + skip("Failed to create device.\n"); + return; + } + + hr = ID3D11Device_CreateDepthStencilState(device, NULL, &ds_state1); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + + ds_desc.DepthEnable = TRUE; + ds_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + ds_desc.DepthFunc = D3D11_COMPARISON_LESS; + ds_desc.StencilEnable = FALSE; + ds_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; + ds_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; + ds_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; + ds_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; + ds_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + ds_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + ds_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; + ds_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; + ds_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + ds_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + + expected_refcount = get_refcount((IUnknown *)device) + 1; + hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state1); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + hr = ID3D11Device_CreateDepthStencilState(device, &ds_desc, &ds_state2); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n"); + refcount = get_refcount((IUnknown *)device); + ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount); + tmp = NULL; + expected_refcount = refcount + 1; + ID3D11DepthStencilState_GetDevice(ds_state1, &tmp); + ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); + refcount = get_refcount((IUnknown *)device); + ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ID3D11Device_Release(tmp); + + hr = ID3D11DepthStencilState_QueryInterface(ds_state1, &IID_ID3D10DepthStencilState, (void **)&d3d10_ds_state); + ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, + "Depth stencil state should implement ID3D10DepthStencilState.\n"); + if (SUCCEEDED(hr)) ID3D10DepthStencilState_Release(d3d10_ds_state); + + refcount = ID3D11DepthStencilState_Release(ds_state2); + ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); + refcount = ID3D11DepthStencilState_Release(ds_state1); + ok(!refcount, "Got unexpected refcount %u.\n", refcount); + + refcount = ID3D11Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + static void test_create_rasterizer_state(void) { ID3D11RasterizerState *rast_state1, *rast_state2; @@ -1563,5 +1626,6 @@ START_TEST(d3d11) test_create_rendertarget_view(); test_create_shader_resource_view(); test_create_shader(); + test_create_depthstencil_state(); test_create_rasterizer_state(); } -- 2.4.9