From 972178b36a1820945fcec1fd6f6a8a3222ef21f6 Mon Sep 17 00:00:00 2001 From: =?utf8?q?J=C3=B3zef=20Kucia?= Date: Mon, 11 Dec 2017 10:25:28 +0100 Subject: [PATCH] d3d10core/tests: Add test for SV_ClipDistance. MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d10core/tests/device.c | 392 +++++++++++++++++++++++++++++++++++++++--- 1 file changed, 364 insertions(+), 28 deletions(-) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 980d405ce81..8eb11da47d5 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -1116,12 +1116,13 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context default_vs_code, sizeof(default_vs_code), &context->input_layout); ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); - context->vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad); - hr = ID3D10Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), &context->vs); ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); } + if (!context->vb) + context->vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad); + ID3D10Device_IASetInputLayout(context->device, context->input_layout); ID3D10Device_IASetPrimitiveTopology(context->device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); stride = sizeof(*quad); @@ -8263,11 +8264,8 @@ done: static void test_cb_relative_addressing(void) { struct d3d10core_test_context test_context; - ID3D10Buffer *vb, *colors_cb, *index_cb; - ID3D10InputLayout *input_layout; + ID3D10Buffer *colors_cb, *index_cb; unsigned int i, index[4] = {0}; - unsigned int stride, offset; - ID3D10VertexShader *vs; ID3D10PixelShader *ps; ID3D10Device *device; DWORD color; @@ -8343,13 +8341,6 @@ float4 main(const ps_in v) : SV_TARGET 0x0000000e, 0x03001062, 0x001010f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000001, 0x0100003e, }; - static const struct vec2 quad[] = - { - {-1.0f, -1.0f}, - {-1.0f, 1.0f}, - { 1.0f, -1.0f}, - { 1.0f, 1.0f}, - }; static const struct { float color[4]; @@ -8394,24 +8385,17 @@ float4 main(const ps_in v) : SV_TARGET device = test_context.device; hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), - vs_code, sizeof(vs_code), &input_layout); + vs_code, sizeof(vs_code), &test_context.input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); - vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad); colors_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(colors), &colors); index_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL); - hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); + hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); - ID3D10Device_IASetInputLayout(device, input_layout); - ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); - stride = sizeof(*quad); - offset = 0; - ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset); - ID3D10Device_VSSetShader(device, vs); ID3D10Device_VSSetConstantBuffers(device, 0, 1, &index_cb); ID3D10Device_VSSetConstantBuffers(device, 1, 1, &colors_cb); ID3D10Device_PSSetShader(device, ps); @@ -8423,8 +8407,7 @@ float4 main(const ps_in v) : SV_TARGET index[0] = test_data[i].index; ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)index_cb, 0, NULL, index, 0, 0); - ID3D10Device_Draw(device, 4, 0); - + draw_quad(&test_context); color = get_texture_color(test_context.backbuffer, 319, 239); ok(compare_color(color, test_data[i].expected, 1), "Got unexpected color 0x%08x for index %d.\n", color, test_data[i].index); @@ -8432,11 +8415,7 @@ float4 main(const ps_in v) : SV_TARGET ID3D10Buffer_Release(index_cb); ID3D10Buffer_Release(colors_cb); - ID3D10PixelShader_Release(ps); - ID3D10VertexShader_Release(vs); - ID3D10Buffer_Release(vb); - ID3D10InputLayout_Release(input_layout); release_test_context(&test_context); } @@ -13157,6 +13136,362 @@ static void test_format_compatibility(void) ok(!refcount, "Device has %u references left.\n", refcount); } +static void check_clip_distance(struct d3d10core_test_context *test_context, ID3D10Buffer *vb) +{ + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + struct vertex + { + float clip_distance0; + float clip_distance1; + }; + + ID3D10Device *device = test_context->device; + struct resource_readback rb; + struct vertex vertices[4]; + unsigned int i; + RECT rect; + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = 1.0f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D10Device_ClearRenderTargetView(device, test_context->backbuffer_rtv, white); + ID3D10Device_Draw(device, 4, 0); + check_texture_color(test_context->backbuffer, 0xff00ff00, 1); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = 0.0f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D10Device_ClearRenderTargetView(device, test_context->backbuffer_rtv, white); + ID3D10Device_Draw(device, 4, 0); + check_texture_color(test_context->backbuffer, 0xff00ff00, 1); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = -1.0f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D10Device_ClearRenderTargetView(device, test_context->backbuffer_rtv, white); + ID3D10Device_Draw(device, 4, 0); + check_texture_color(test_context->backbuffer, 0xffffffff, 1); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D10Device_ClearRenderTargetView(device, test_context->backbuffer_rtv, white); + ID3D10Device_Draw(device, 4, 0); + get_texture_readback(test_context->backbuffer, 0, &rb); + SetRect(&rect, 0, 0, 320, 480); + check_readback_data_color(&rb, &rect, 0xff00ff00, 1); + SetRect(&rect, 320, 0, 320, 480); + check_readback_data_color(&rb, &rect, 0xffffffff, 1); + release_resource_readback(&rb); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = i % 2 ? 1.0f : -1.0f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D10Device_ClearRenderTargetView(device, test_context->backbuffer_rtv, white); + ID3D10Device_Draw(device, 4, 0); + get_texture_readback(test_context->backbuffer, 0, &rb); + SetRect(&rect, 0, 0, 640, 240); + check_readback_data_color(&rb, &rect, 0xff00ff00, 1); + SetRect(&rect, 0, 240, 640, 240); + check_readback_data_color(&rb, &rect, 0xffffffff, 1); + release_resource_readback(&rb); +} + +static void test_clip_distance(void) +{ + struct d3d10core_test_context test_context; + struct resource_readback rb; + unsigned int offset, stride; + ID3D10Buffer *vs_cb, *gs_cb; + ID3D10GeometryShader *gs; + ID3D10Device *device; + ID3D10Buffer *vb; + unsigned int i; + HRESULT hr; + RECT rect; + + static const DWORD vs_code[] = + { +#if 0 + bool use_constant; + float clip_distance; + + struct input + { + float4 position : POSITION; + float distance0 : CLIP_DISTANCE0; + float distance1 : CLIP_DISTANCE1; + }; + + struct vertex + { + float4 position : SV_POSITION; + float user_clip : CLIP_DISTANCE; + float clip : SV_ClipDistance; + }; + + void main(input vin, out vertex vertex) + { + vertex.position = vin.position; + vertex.user_clip = vin.distance0; + vertex.clip = vin.distance0; + if (use_constant) + vertex.clip = clip_distance; + } +#endif + 0x43425844, 0x09dfef58, 0x88570f2e, 0x1ebcf953, 0x9f97e22a, 0x00000001, 0x000001dc, 0x00000003, + 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002, + 0x00000001, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f, + 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, + 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, + 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, + 0x52444853, 0x000000b4, 0x00010040, 0x0000002d, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, + 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x04000067, 0x001020f2, + 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002, + 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102012, + 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012, 0x00000002, 0x0020800a, 0x00000000, + 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a, 0x00000001, 0x0100003e, + }; + static const DWORD vs_multiple_code[] = + { +#if 0 + bool use_constant; + float clip_distance0; + float clip_distance1; + + struct input + { + float4 position : POSITION; + float distance0 : CLIP_DISTANCE0; + float distance1 : CLIP_DISTANCE1; + }; + + struct vertex + { + float4 position : SV_POSITION; + float user_clip : CLIP_DISTANCE; + float2 clip : SV_ClipDistance; + }; + + void main(input vin, out vertex vertex) + { + vertex.position = vin.position; + vertex.user_clip = vin.distance0; + vertex.clip.x = vin.distance0; + if (use_constant) + vertex.clip.x = clip_distance0; + vertex.clip.y = vin.distance1; + if (use_constant) + vertex.clip.y = clip_distance1; + } +#endif + 0x43425844, 0xef5cc236, 0xe2fbfa69, 0x560b6591, 0x23037999, 0x00000001, 0x00000214, 0x00000003, + 0x0000002c, 0x0000009c, 0x00000120, 0x4e475349, 0x00000068, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x00000059, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000101, 0x00000059, 0x00000001, 0x00000000, 0x00000003, 0x00000002, + 0x00000101, 0x49534f50, 0x4e4f4954, 0x494c4300, 0x49445f50, 0x4e415453, 0xab004543, 0x4e47534f, + 0x0000007c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, + 0x0000000f, 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, + 0x00000000, 0x00000002, 0x00000003, 0x00000002, 0x00000c03, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, + 0x52444853, 0x000000ec, 0x00010040, 0x0000003b, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, + 0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x0300005f, 0x00101012, + 0x00000002, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, + 0x04000067, 0x00102032, 0x00000002, 0x00000002, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, + 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x0010100a, 0x00000001, 0x0b000037, 0x00102012, + 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0010100a, + 0x00000001, 0x0b000037, 0x00102022, 0x00000002, 0x0020800a, 0x00000000, 0x00000000, 0x0020802a, + 0x00000000, 0x00000000, 0x0010100a, 0x00000002, 0x0100003e, + }; + static const DWORD gs_code[] = + { +#if 0 + bool use_constant; + float clip_distance; + + struct vertex + { + float4 position : SV_POSITION; + float user_clip : CLIP_DISTANCE; + float clip : SV_ClipDistance; + }; + + [maxvertexcount(3)] + void main(triangle vertex input[3], inout TriangleStream output) + { + vertex o; + o = input[0]; + o.clip = input[0].user_clip; + if (use_constant) + o.clip = clip_distance; + output.Append(o); + o = input[1]; + o.clip = input[1].user_clip; + if (use_constant) + o.clip = clip_distance; + output.Append(o); + o = input[2]; + o.clip = input[2].user_clip; + if (use_constant) + o.clip = clip_distance; + output.Append(o); + } +#endif + 0x43425844, 0x9b0823e9, 0xab3ed100, 0xba0ff618, 0x1bbd1cb8, 0x00000001, 0x00000338, 0x00000003, + 0x0000002c, 0x000000b0, 0x00000134, 0x4e475349, 0x0000007c, 0x00000003, 0x00000008, 0x00000050, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x00000f0f, 0x0000005c, 0x00000000, 0x00000000, + 0x00000003, 0x00000001, 0x00000101, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, 0x00000002, + 0x00000001, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, 0x56530045, + 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x4e47534f, 0x0000007c, 0x00000003, 0x00000008, + 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, + 0x00000000, 0x00000003, 0x00000001, 0x00000e01, 0x0000006a, 0x00000000, 0x00000002, 0x00000003, + 0x00000002, 0x00000e01, 0x505f5653, 0x5449534f, 0x004e4f49, 0x50494c43, 0x5349445f, 0x434e4154, + 0x56530045, 0x696c435f, 0x73694470, 0x636e6174, 0xabab0065, 0x52444853, 0x000001fc, 0x00020040, + 0x0000007f, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x05000061, 0x002010f2, 0x00000003, + 0x00000000, 0x00000001, 0x0400005f, 0x00201012, 0x00000003, 0x00000001, 0x0400005f, 0x00201012, + 0x00000003, 0x00000002, 0x02000068, 0x00000001, 0x0100185d, 0x0100285c, 0x04000067, 0x001020f2, + 0x00000000, 0x00000001, 0x03000065, 0x00102012, 0x00000001, 0x04000067, 0x00102012, 0x00000002, + 0x00000002, 0x0200005e, 0x00000003, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000000, + 0x00000000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000000, 0x00000001, 0x0c000037, + 0x00100012, 0x00000000, 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, + 0x0020100a, 0x00000000, 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000, + 0x01000013, 0x06000036, 0x001020f2, 0x00000000, 0x00201e46, 0x00000001, 0x00000000, 0x06000036, + 0x00102012, 0x00000001, 0x0020100a, 0x00000001, 0x00000001, 0x0c000037, 0x00100012, 0x00000000, + 0x0020800a, 0x00000000, 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000001, + 0x00000001, 0x05000036, 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x06000036, + 0x001020f2, 0x00000000, 0x00201e46, 0x00000002, 0x00000000, 0x06000036, 0x00102012, 0x00000001, + 0x0020100a, 0x00000002, 0x00000001, 0x0c000037, 0x00100012, 0x00000000, 0x0020800a, 0x00000000, + 0x00000000, 0x0020801a, 0x00000000, 0x00000000, 0x0020100a, 0x00000002, 0x00000001, 0x05000036, + 0x00102012, 0x00000002, 0x0010000a, 0x00000000, 0x01000013, 0x0100003e, + }; + static const D3D10_INPUT_ELEMENT_DESC layout_desc[] = + { + {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"CLIP_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, + {"CLIP_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 4, D3D10_INPUT_PER_VERTEX_DATA, 0}, + }; + struct + { + float clip_distance0; + float clip_distance1; + } + vertices[] = + { + {1.0f, 1.0f}, + {1.0f, 1.0f}, + {1.0f, 1.0f}, + {1.0f, 1.0f}, + }; + static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; + static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f}; + struct + { + BOOL use_constant; + float clip_distance0; + float clip_distance1; + float tessellation_factor; + } cb_data; + + if (!init_test_context(&test_context)) + return; + device = test_context.device; + + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), + vs_code, sizeof(vs_code), &test_context.input_layout); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + + vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices); + stride = sizeof(*vertices); + offset = 0; + ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset); + + hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + + memset(&cb_data, 0, sizeof(cb_data)); + cb_data.tessellation_factor = 1.0f; + vs_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data); + ID3D10Device_VSSetConstantBuffers(device, 0, 1, &vs_cb); + gs_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data); + ID3D10Device_GSSetConstantBuffers(device, 0, 1, &gs_cb); + + /* vertex shader */ + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); + draw_color_quad(&test_context, &green); + check_texture_color(test_context.backbuffer, 0xff00ff00, 1); + + check_clip_distance(&test_context, vb); + + cb_data.use_constant = TRUE; + cb_data.clip_distance0 = -1.0f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vs_cb, 0, NULL, &cb_data, 0, 0); + + /* geometry shader */ + hr = ID3D10Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), &gs); + ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); + ID3D10Device_GSSetShader(device, gs); + + check_clip_distance(&test_context, vb); + + cb_data.use_constant = TRUE; + cb_data.clip_distance0 = 1.0f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)gs_cb, 0, NULL, &cb_data, 0, 0); + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); + ID3D10Device_Draw(device, 4, 0); + check_texture_color(test_context.backbuffer, 0xff00ff00, 1); + + /* multiple clip distances */ + ID3D10Device_GSSetShader(device, NULL); + + ID3D10VertexShader_Release(test_context.vs); + hr = ID3D10Device_CreateVertexShader(device, vs_multiple_code, sizeof(vs_multiple_code), &test_context.vs); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + + cb_data.use_constant = FALSE; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vs_cb, 0, NULL, &cb_data, 0, 0); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + vertices[i].clip_distance0 = 1.0f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); + draw_color_quad(&test_context, &green); + check_texture_color(test_context.backbuffer, 0xff00ff00, 1); + + for (i = 0; i < ARRAY_SIZE(vertices); ++i) + { + vertices[i].clip_distance0 = i < 2 ? 1.0f : -1.0f; + vertices[i].clip_distance1 = i % 2 ? 1.0f : -1.0f; + } + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0); + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); + draw_color_quad(&test_context, &green); + get_texture_readback(test_context.backbuffer, 0, &rb); + SetRect(&rect, 0, 0, 320, 240); + check_readback_data_color(&rb, &rect, 0xff00ff00, 1); + SetRect(&rect, 0, 240, 320, 480); + check_readback_data_color(&rb, &rect, 0xffffffff, 1); + SetRect(&rect, 320, 0, 640, 480); + check_readback_data_color(&rb, &rect, 0xffffffff, 1); + release_resource_readback(&rb); + + cb_data.use_constant = TRUE; + cb_data.clip_distance0 = 0.0f; + cb_data.clip_distance1 = 0.0f; + ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vs_cb, 0, NULL, &cb_data, 0, 0); + ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); + draw_color_quad(&test_context, &green); + check_texture_color(test_context.backbuffer, 0xff00ff00, 1); + + ID3D10GeometryShader_Release(gs); + ID3D10Buffer_Release(vb); + ID3D10Buffer_Release(vs_cb); + ID3D10Buffer_Release(gs_cb); + release_test_context(&test_context); +} + START_TEST(device) { test_feature_level(); @@ -13231,4 +13566,5 @@ START_TEST(device) test_stream_output(); test_stream_output_resume(); test_format_compatibility(); + test_clip_distance(); } -- 2.11.4.GIT