d3d10core/tests: Test specifying the multisample mask via OMSetBlendState().

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>
This commit is contained in:
Zebediah Figura 2020-09-02 00:27:40 -05:00 committed by Alexandre Julliard
parent 87ab21dd35
commit 5eadfb0931
1 changed files with 67 additions and 0 deletions

View File

@ -17791,6 +17791,72 @@ static void test_multisample_resolve(void)
release_test_context(&test_context);
}
static void test_sample_mask(void)
{
static const DWORD ps_code[] =
{
#if 0
float4 main() : sv_target
{
return float4(1.0, 1.0, 1.0, 1.0);
}
#endif
0x43425844, 0x949557e7, 0x1480242b, 0x831e64fc, 0x7c0305d2, 0x00000001, 0x000000b0, 0x00000003,
0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000,
0x0000000f, 0x745f7673, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040, 0x0000000e,
0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0x3f800000,
0x3f800000, 0x3f800000, 0x3f800000, 0x0100003e,
};
static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
struct d3d10core_test_context test_context;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10RenderTargetView *rtv;
ID3D10Texture2D *texture;
ID3D10PixelShader *ps;
ID3D10Device *device;
UINT quality_levels;
HRESULT hr;
if (!init_test_context(&test_context))
return;
device = test_context.device;
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &quality_levels);
ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
if (!quality_levels)
{
skip("4xMSAA not supported.\n");
release_test_context(&test_context);
return;
}
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
ID3D10Device_PSSetShader(device, ps);
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
texture_desc.SampleDesc.Count = 4;
texture_desc.SampleDesc.Quality = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
ID3D10Device_OMSetBlendState(device, NULL, NULL, 0xb);
ID3D10Device_ClearRenderTargetView(device, rtv, black);
draw_quad(&test_context);
ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0,
(ID3D10Resource *)texture, 0, texture_desc.Format);
todo_wine check_texture_color(test_context.backbuffer, 0xbfbfbfbf, 1);
ID3D10RenderTargetView_Release(rtv);
ID3D10Texture2D_Release(texture);
ID3D10PixelShader_Release(ps);
release_test_context(&test_context);
}
static void test_depth_clip(void)
{
struct d3d10core_test_context test_context;
@ -18466,6 +18532,7 @@ START_TEST(d3d10core)
queue_test(test_unbound_multisample_texture);
queue_test(test_multiple_viewports);
queue_test(test_multisample_resolve);
queue_test(test_sample_mask);
queue_test(test_depth_clip);
queue_test(test_staging_buffers);
queue_test(test_render_a8);