d3d10core/tests: Add a test for dual source blending.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -18286,6 +18286,73 @@ static void test_independent_blend(void)
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release_test_context(&test_context);
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}
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static void test_dual_source_blend(void)
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{
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struct d3d10core_test_context test_context;
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ID3D10BlendState *blend_state;
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D3D10_BLEND_DESC blend_desc;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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DWORD color;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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void main(float4 position : SV_Position,
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out float4 t0 : SV_Target0, out float4 t1 : SV_Target1)
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{
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t0 = float4(0.5, 0.5, 0.0, 1.0);
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t1 = float4(0.0, 0.5, 0.5, 0.0);
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}
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#endif
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0x43425844, 0x87120d01, 0xa0014738, 0x3a32d86c, 0x9d757441, 0x00000001, 0x00000118, 0x00000003,
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0x0000002c, 0x00000060, 0x000000ac, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69,
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0x4e47534f, 0x00000044, 0x00000002, 0x00000008, 0x00000038, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x00000038, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
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0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000064, 0x00000040, 0x00000019, 0x03000065,
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0x001020f2, 0x00000000, 0x03000065, 0x001020f2, 0x00000001, 0x08000036, 0x001020f2, 0x00000000,
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0x00004002, 0x3f000000, 0x3f000000, 0x00000000, 0x3f000000, 0x08000036, 0x001020f2, 0x00000001,
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0x00004002, 0x00000000, 0x3f000000, 0x3f000000, 0x00000000, 0x0100003e
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};
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static const float clear_color[] = {0.7f, 0.0f, 1.0f, 1.0f};
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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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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D10Device_PSSetShader(device, ps);
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memset(&blend_desc, 0, sizeof(blend_desc));
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blend_desc.BlendEnable[0] = TRUE;
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blend_desc.SrcBlend = D3D10_BLEND_SRC1_COLOR;
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blend_desc.DestBlend = D3D10_BLEND_SRC1_COLOR;
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blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
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blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE;
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blend_desc.DestBlendAlpha = D3D10_BLEND_ZERO;
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blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
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hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state);
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ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr);
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ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, clear_color);
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draw_quad(&test_context);
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color = get_texture_color(test_context.backbuffer, 320, 240);
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ok(compare_color(color, 0x80804000, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D10BlendState_Release(blend_state);
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ID3D10PixelShader_Release(ps);
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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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@ -18406,6 +18473,7 @@ START_TEST(d3d10core)
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queue_test(test_desktop_window);
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queue_test(test_color_mask);
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queue_test(test_independent_blend);
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queue_test(test_dual_source_blend);
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run_queued_tests();
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