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