d3d10core/tests: Add test for alpha to coverage.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-02-16 15:13:29 +01:00 committed by Alexandre Julliard
parent 1f006f075d
commit 6062a51108
1 changed files with 219 additions and 0 deletions

View File

@ -14636,6 +14636,224 @@ static void test_generate_mips(void)
release_test_context(&test_context);
}
static void test_alpha_to_coverage(void)
{
struct ps_cb
{
struct vec2 top;
struct vec2 bottom;
float alpha[2];
float padding[2];
};
struct d3d10core_test_context test_context;
ID3D10Texture2D *render_targets[3];
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10Texture2D *readback_texture;
ID3D10RenderTargetView *rtvs[3];
ID3D10BlendState *blend_state;
D3D10_BLEND_DESC blend_desc;
struct resource_readback rb;
UINT quality_level_count;
ID3D10PixelShader *ps;
struct ps_cb cb_data;
ID3D10Device *device;
ID3D10Buffer *cb;
unsigned int i;
HRESULT hr;
RECT rect;
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const DWORD ps_code[] =
{
#if 0
float2 top;
float2 bottom;
float alpha1;
float alpha2;
void main(float4 position : SV_Position,
out float4 target0 : SV_Target0,
out float4 target1 : SV_Target1,
out float4 target2 : SV_Target2)
{
float alpha = all(top <= position.xy) && all(position.xy <= bottom) ? 1.0f : 0.0f;
target0 = float4(0.0f, 1.0f, 0.0f, alpha);
target1 = float4(0.0f, 0.0f, 1.0f, alpha1);
target2 = float4(0.0f, 1.0f, 0.0f, alpha2);
}
#endif
0x43425844, 0x771ff802, 0xca927279, 0x5bdd75ae, 0xf53cb31b, 0x00000001, 0x00000264, 0x00000003,
0x0000002c, 0x00000060, 0x000000c4, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x7469736f, 0x006e6f69,
0x4e47534f, 0x0000005c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x00000050, 0x00000001, 0x00000000, 0x00000003, 0x00000001, 0x0000000f,
0x00000050, 0x00000002, 0x00000000, 0x00000003, 0x00000002, 0x0000000f, 0x545f5653, 0x65677261,
0xabab0074, 0x52444853, 0x00000198, 0x00000040, 0x00000066, 0x04000059, 0x00208e46, 0x00000000,
0x00000002, 0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
0x03000065, 0x001020f2, 0x00000001, 0x03000065, 0x001020f2, 0x00000002, 0x02000068, 0x00000001,
0x0800001d, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00208046, 0x00000000, 0x00000000,
0x07000001, 0x00100012, 0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x0800001d,
0x00100062, 0x00000000, 0x00208ba6, 0x00000000, 0x00000000, 0x00101106, 0x00000000, 0x07000001,
0x00100022, 0x00000000, 0x0010002a, 0x00000000, 0x0010001a, 0x00000000, 0x07000001, 0x00100012,
0x00000000, 0x0010001a, 0x00000000, 0x0010000a, 0x00000000, 0x07000001, 0x00102082, 0x00000000,
0x0010000a, 0x00000000, 0x00004001, 0x3f800000, 0x08000036, 0x00102072, 0x00000000, 0x00004002,
0x00000000, 0x3f800000, 0x00000000, 0x00000000, 0x08000036, 0x00102072, 0x00000001, 0x00004002,
0x00000000, 0x00000000, 0x3f800000, 0x00000000, 0x06000036, 0x00102082, 0x00000001, 0x0020800a,
0x00000000, 0x00000001, 0x08000036, 0x00102072, 0x00000002, 0x00004002, 0x00000000, 0x3f800000,
0x00000000, 0x00000000, 0x06000036, 0x00102082, 0x00000002, 0x0020801a, 0x00000000, 0x00000001,
0x0100003e,
};
static const DWORD colors[] = {0xff00ff00, 0xbfff0000, 0x8000ff00};
if (!init_test_context(&test_context))
return;
device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
ID3D10Device_PSSetShader(device, ps);
memset(&blend_desc, 0, sizeof(blend_desc));
blend_desc.AlphaToCoverageEnable = TRUE;
for (i = 0; i < ARRAY_SIZE(blend_desc.RenderTargetWriteMask); ++i)
blend_desc.RenderTargetWriteMask[i] = D3D10_COLOR_WRITE_ENABLE_ALL;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state);
ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr);
ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
render_targets[0] = test_context.backbuffer;
rtvs[0] = test_context.backbuffer_rtv;
for (i = 1; i < ARRAY_SIZE(render_targets); ++i)
{
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_targets[i]);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device,
(ID3D10Resource *)render_targets[i], NULL, &rtvs[i]);
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
}
ID3D10Device_OMSetRenderTargets(device, ARRAY_SIZE(rtvs), rtvs, NULL);
cb_data.top.x = cb_data.top.y = 0.0f;
cb_data.bottom.x = cb_data.bottom.y = 200.0f;
cb_data.alpha[0] = 0.75;
cb_data.alpha[1] = 0.5f;
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_data), &cb_data);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
for (i = 0; i < ARRAY_SIZE(rtvs); ++i)
ID3D10Device_ClearRenderTargetView(device, rtvs[i], white);
draw_quad(&test_context);
for (i = 0; i < ARRAY_SIZE(render_targets); ++i)
{
DWORD expected_color;
assert(i < ARRAY_SIZE(colors));
expected_color = colors[i];
get_texture_readback(render_targets[i], 0, &rb);
SetRect(&rect, 0, 0, 200, 200);
check_readback_data_color(&rb, &rect, expected_color, 1);
SetRect(&rect, 200, 0, 640, 200);
todo_wine
check_readback_data_color(&rb, &rect, 0xffffffff, 1);
SetRect(&rect, 0, 200, 640, 480);
todo_wine
check_readback_data_color(&rb, &rect, 0xffffffff, 1);
release_resource_readback(&rb);
if (i > 0)
ID3D10Texture2D_Release(render_targets[i]);
render_targets[i] = NULL;
}
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
texture_desc.Format = DXGI_FORMAT_R16G16_UNORM;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_targets[0]);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device,
(ID3D10Resource *)render_targets[0], NULL, &rtvs[0]);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
ID3D10Device_OMSetRenderTargets(device, ARRAY_SIZE(rtvs), rtvs, NULL);
ID3D10Device_ClearRenderTargetView(device, rtvs[0], white);
draw_quad(&test_context);
get_texture_readback(render_targets[0], 0, &rb);
SetRect(&rect, 0, 0, 200, 200);
check_readback_data_color(&rb, &rect, 0xffff0000, 1);
SetRect(&rect, 200, 0, 640, 200);
todo_wine
check_readback_data_color(&rb, &rect, 0xffffffff, 1);
SetRect(&rect, 0, 200, 640, 480);
todo_wine
check_readback_data_color(&rb, &rect, 0xffffffff, 1);
release_resource_readback(&rb);
ID3D10Texture2D_Release(render_targets[0]);
for (i = 0; i < ARRAY_SIZE(rtvs); ++i)
ID3D10RenderTargetView_Release(rtvs[i]);
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
hr = ID3D10Device_CheckMultisampleQualityLevels(device,
texture_desc.Format, 4, &quality_level_count);
if (FAILED(hr))
{
skip("4xMSAA not supported.\n");
goto done;
}
texture_desc.SampleDesc.Count = 4;
texture_desc.SampleDesc.Quality = 0;
for (i = 0; i < ARRAY_SIZE(render_targets); ++i)
{
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_targets[i]);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device,
(ID3D10Resource *)render_targets[i], NULL, &rtvs[i]);
ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
}
ID3D10Device_OMSetRenderTargets(device, ARRAY_SIZE(rtvs), rtvs, NULL);
for (i = 0; i < ARRAY_SIZE(rtvs); ++i)
ID3D10Device_ClearRenderTargetView(device, rtvs[i], white);
draw_quad(&test_context);
texture_desc.SampleDesc.Count = 1;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &readback_texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(render_targets); ++i)
{
DWORD expected_color;
assert(i < ARRAY_SIZE(colors));
expected_color = colors[i];
ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)readback_texture, 0,
(ID3D10Resource *)render_targets[i], 0, texture_desc.Format);
get_texture_readback(readback_texture, 0, &rb);
SetRect(&rect, 0, 0, 200, 200);
check_readback_data_color(&rb, &rect, expected_color, 1);
SetRect(&rect, 200, 0, 640, 200);
check_readback_data_color(&rb, &rect, 0xffffffff, 1);
SetRect(&rect, 0, 200, 640, 480);
check_readback_data_color(&rb, &rect, 0xffffffff, 1);
release_resource_readback(&rb);
}
ID3D10Texture2D_Release(readback_texture);
for (i = 0; i < ARRAY_SIZE(render_targets); ++i)
{
ID3D10Texture2D_Release(render_targets[i]);
ID3D10RenderTargetView_Release(rtvs[i]);
}
done:
ID3D10Buffer_Release(cb);
ID3D10PixelShader_Release(ps);
ID3D10BlendState_Release(blend_state);
release_test_context(&test_context);
}
START_TEST(device)
{
test_feature_level();
@ -14716,4 +14934,5 @@ START_TEST(device)
test_clip_distance();
test_combined_clip_and_cull_distances();
test_generate_mips();
test_alpha_to_coverage();
}