diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 6c0ae089f78..99f304e5b68 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -34034,6 +34034,171 @@ static void test_user_defined_annotation(void) release_test_context(&test_context); } +static void test_logic_op(void) +{ + D3D11_FEATURE_DATA_D3D11_OPTIONS options; + struct d3d11_test_context test_context; + D3D11_TEXTURE2D_DESC texture_desc; + ID3D11RenderTargetView *rtvs[8]; + ID3D11BlendState1 *blend_state; + ID3D11DeviceContext *context; + struct resource_readback rb; + ID3D11Texture2D *rts[8]; + ID3D11Device1 *device1; + ID3D11PixelShader *ps; + ID3D11Device *device; + unsigned int i, j; + DWORD color; + HRESULT hr; + + static const DWORD ps_code[] = + { +#if 0 + void main(float4 position : SV_Position, + out uint4 t0 : SV_Target0, out uint4 t1 : SV_Target1, + out uint4 t2 : SV_Target2, out uint4 t3 : SV_Target3, + out uint4 t4 : SV_Target4, out uint4 t5 : SV_Target5, + out uint4 t6 : SV_Target6, out uint4 t7 : SV_Target7) + { + t0 = t1 = t2 = t3 = t4 = t5 = t6 = t7 = uint4(0x00, 0x00, 0xff, 0xff); + } +#endif + 0x43425844, 0x4ed0bba7, 0x9f7d54c4, 0xba1e3dce, 0xc29634f8, 0x00000001, 0x000002b0, 0x00000003, + 0x0000002c, 0x00000060, 0x0000013c, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x7469736f, 0x006e6f69, + 0x4e47534f, 0x000000d4, 0x00000008, 0x00000008, 0x000000c8, 0x00000000, 0x00000000, 0x00000001, + 0x00000000, 0x0000000f, 0x000000c8, 0x00000001, 0x00000000, 0x00000001, 0x00000001, 0x0000000f, + 0x000000c8, 0x00000002, 0x00000000, 0x00000001, 0x00000002, 0x0000000f, 0x000000c8, 0x00000003, + 0x00000000, 0x00000001, 0x00000003, 0x0000000f, 0x000000c8, 0x00000004, 0x00000000, 0x00000001, + 0x00000004, 0x0000000f, 0x000000c8, 0x00000005, 0x00000000, 0x00000001, 0x00000005, 0x0000000f, + 0x000000c8, 0x00000006, 0x00000000, 0x00000001, 0x00000006, 0x0000000f, 0x000000c8, 0x00000007, + 0x00000000, 0x00000001, 0x00000007, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, + 0x0000016c, 0x00000040, 0x0000005b, 0x03000065, 0x001020f2, 0x00000000, 0x03000065, 0x001020f2, + 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000003, 0x03000065, + 0x001020f2, 0x00000004, 0x03000065, 0x001020f2, 0x00000005, 0x03000065, 0x001020f2, 0x00000006, + 0x03000065, 0x001020f2, 0x00000007, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x00000000, + 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000001, 0x00004002, 0x00000000, + 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000002, 0x00004002, 0x00000000, + 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000003, 0x00004002, 0x00000000, + 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000004, 0x00004002, 0x00000000, + 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000005, 0x00004002, 0x00000000, + 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000006, 0x00004002, 0x00000000, + 0x00000000, 0x000000ff, 0x000000ff, 0x08000036, 0x001020f2, 0x00000007, 0x00004002, 0x00000000, + 0x00000000, 0x000000ff, 0x000000ff, 0x0100003e + }; + + D3D11_BLEND_DESC1 blend_desc = + { + .IndependentBlendEnable = TRUE, + .RenderTarget = + { + {FALSE, TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, + D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, D3D11_LOGIC_OP_CLEAR, + D3D11_COLOR_WRITE_ENABLE_ALL}, + {FALSE, TRUE, D3D11_BLEND_ONE, D3D11_BLEND_ZERO, D3D11_BLEND_OP_ADD, + D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_OP_ADD, D3D11_LOGIC_OP_CLEAR, + D3D11_COLOR_WRITE_ENABLE_ALL}, + }, + }; + + static const struct + { + D3D11_LOGIC_OP op; + DWORD color; + } + tests[] = + { + {D3D11_LOGIC_OP_CLEAR, 0x00000000}, + {D3D11_LOGIC_OP_NOR, 0x000000ff}, + {D3D11_LOGIC_OP_AND_INVERTED, 0x0000ff00}, + {D3D11_LOGIC_OP_COPY_INVERTED, 0x0000ffff}, + {D3D11_LOGIC_OP_AND_REVERSE, 0x00ff0000}, + {D3D11_LOGIC_OP_INVERT, 0x00ff00ff}, + {D3D11_LOGIC_OP_XOR, 0x00ffff00}, + {D3D11_LOGIC_OP_NAND, 0x00ffffff}, + {D3D11_LOGIC_OP_AND, 0xff000000}, + {D3D11_LOGIC_OP_EQUIV, 0xff0000ff}, + {D3D11_LOGIC_OP_NOOP, 0xff00ff00}, + {D3D11_LOGIC_OP_OR_INVERTED, 0xff00ffff}, + {D3D11_LOGIC_OP_COPY, 0xffff0000}, + {D3D11_LOGIC_OP_OR_REVERSE, 0xffff00ff}, + {D3D11_LOGIC_OP_OR, 0xffffff00}, + {D3D11_LOGIC_OP_SET, 0xffffffff}, + }; + static const float clear_color[] = {0.0f, 255.0f, 0.0f, 255.0f}; + + if (!init_test_context(&test_context, NULL)) + return; + device = test_context.device; + context = test_context.immediate_context; + + if (FAILED(hr = ID3D11Device_CheckFeatureSupport(device, D3D11_FEATURE_D3D11_OPTIONS, &options, sizeof(options))) + || !options.OutputMergerLogicOp) + { + skip("Logic op is not supported.\n"); + release_test_context(&test_context); + return; + } + + hr = ID3D11Device_QueryInterface(device, &IID_ID3D11Device1, (void **)&device1); + ok(hr == S_OK, "Failed to get ID3D11Device1 interface, hr %#lx.\n", hr); + + hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps); + ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr); + ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + + hr = ID3D11Device1_CreateBlendState1(device1, &blend_desc, &blend_state); + ok(hr == E_INVALIDARG, "Got hr %#lx.\n", hr); + + blend_desc.IndependentBlendEnable = FALSE; + hr = ID3D11Device1_CreateBlendState1(device1, &blend_desc, &blend_state); + ok(hr == S_OK, "Got hr %#lx.\n", hr); + ID3D11BlendState1_Release(blend_state); + + ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc); + texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UINT; + for (i = 0; i < 8; ++i) + { + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &rts[i]); + ok(hr == S_OK, "Failed to create texture %u, hr %#lx.\n", i, hr); + + hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)rts[i], NULL, &rtvs[i]); + ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#lx.\n", i, hr); + } + + ID3D11DeviceContext_OMSetRenderTargets(context, 8, rtvs, NULL); + + for (i = 0; i < ARRAY_SIZE(tests); ++i) + { + blend_desc.RenderTarget[0].LogicOp = tests[i].op; + hr = ID3D11Device1_CreateBlendState1(device1, &blend_desc, &blend_state); + ok(hr == S_OK, "Failed to create blend state, hr %#lx.\n", hr); + ID3D11DeviceContext_OMSetBlendState(context, (ID3D11BlendState *)blend_state, NULL, D3D11_DEFAULT_SAMPLE_MASK); + ID3D11BlendState1_Release(blend_state); + + for (j = 0; j < 8; ++j) + ID3D11DeviceContext_ClearRenderTargetView(context, rtvs[j], clear_color); + draw_quad(&test_context); + + for (j = 0; j < 8; ++j) + { + get_texture_readback(rts[j], 0, &rb); + color = get_readback_color(&rb, 320, 240, 0); + ok(compare_color(color, tests[i].color, 1), "%u: Got unexpected color 0x%08lx.\n", i, color); + release_resource_readback(&rb); + } + } + + for (i = 0; i < 8; i++) + { + ID3D11Texture2D_Release(rts[i]); + ID3D11RenderTargetView_Release(rtvs[i]); + } + ID3D11PixelShader_Release(ps); + ID3D11Device1_Release(device1); + release_test_context(&test_context); +} + START_TEST(d3d11) { unsigned int argc, i; @@ -34214,6 +34379,7 @@ START_TEST(d3d11) queue_test(test_constant_buffer_offset); queue_test(test_dynamic_map_synchronization); queue_test(test_user_defined_annotation); + queue_test(test_logic_op); run_queued_tests();